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make building with Codewarrior 7 possible
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@ -7,7 +7,7 @@
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#include "AnimBlendAssociation.h"
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#include "Weapon.h"
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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static CWeaponInfo aWeaponInfo[WEAPONTYPE_TOTALWEAPONS];
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static char ms_aWeaponNames[][32] = {
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"Unarmed",
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@ -28,7 +28,7 @@ static char ms_aWeaponNames[][32] = {
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CWeaponInfo*
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
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return &CWeaponInfo::ms_apWeaponInfos[weaponType];
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return &aWeaponInfo[weaponType];
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}
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void
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@ -36,10 +36,10 @@ CWeaponInfo::Initialise(void)
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{
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debug("Initialising CWeaponInfo...\n");
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
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ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
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ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
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ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
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aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R;
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aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS;
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aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
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}
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debug("Loading weapon data...\n");
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LoadWeaponData();
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@ -133,29 +133,29 @@ CWeaponInfo::LoadWeaponData(void)
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if (strcmp(anim2ToPlay, "null") != 0) {
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animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
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ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
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aWeaponInfo[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
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}
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CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
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ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
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ms_apWeaponInfos[weaponType].m_fRange = range;
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ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
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ms_apWeaponInfos[weaponType].m_nReload = reload;
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ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
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ms_apWeaponInfos[weaponType].m_nDamage = damage;
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ms_apWeaponInfos[weaponType].m_fSpeed = speed;
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ms_apWeaponInfos[weaponType].m_fRadius = radius;
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ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
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ms_apWeaponInfos[weaponType].m_fSpread = spread;
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ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
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ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
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ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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ms_apWeaponInfos[weaponType].m_Flags = flags;
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aWeaponInfo[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
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aWeaponInfo[weaponType].m_fRange = range;
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aWeaponInfo[weaponType].m_nFiringRate = firingRate;
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aWeaponInfo[weaponType].m_nReload = reload;
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aWeaponInfo[weaponType].m_nAmountofAmmunition = ammoAmount;
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aWeaponInfo[weaponType].m_nDamage = damage;
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aWeaponInfo[weaponType].m_fSpeed = speed;
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aWeaponInfo[weaponType].m_fRadius = radius;
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aWeaponInfo[weaponType].m_fLifespan = lifeSpan;
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aWeaponInfo[weaponType].m_fSpread = spread;
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aWeaponInfo[weaponType].m_vecFireOffset = vecFireOffset;
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aWeaponInfo[weaponType].m_AnimToPlay = animId;
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aWeaponInfo[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
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aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
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aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
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aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
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aWeaponInfo[weaponType].m_nModelId = modelId;
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aWeaponInfo[weaponType].m_Flags = flags;
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}
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}
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@ -19,7 +19,6 @@ enum
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};
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class CWeaponInfo {
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static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE];
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public:
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eWeaponFire m_eWeaponFire;
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float m_fRange;
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