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https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
Rename "close" gun function type to "melee"
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c20a31db57
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@@ -635,7 +635,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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explosiveshells = true;
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}
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE && arg1) {
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && arg1) {
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shortrange = true;
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arg1 = false;
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}
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@@ -664,9 +664,9 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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hitpos.y = shotdata.gunpos.y + shotdata.dir.y * 300;
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hitpos.z = shotdata.gunpos.z + shotdata.dir.z * 300;
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} else if (shortrange) {
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) {
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struct weaponfunc_close *close = (struct weaponfunc_close *) func;
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range = close->range;
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
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struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *) func;
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range = meleefunc->range;
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}
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hitpos.x = shotdata.gunpos.x + shotdata.dir.x * range;
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@@ -829,7 +829,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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bgunSetHitPos(&sp694.unk00);
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if (surfacetype->numwallhittexes > 0 && (!func || (func->type & 0xff) != INVENTORYFUNCTYPE_CLOSE)) {
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if (surfacetype->numwallhittexes > 0 && (!func || (func->type & 0xff) != INVENTORYFUNCTYPE_MELEE)) {
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if (shotdata.gset.weaponnum != WEAPON_UNARMED
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&& shotdata.gset.weaponnum != WEAPON_LASER
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&& shotdata.gset.weaponnum != WEAPON_TRANQUILIZER
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@@ -1103,7 +1103,7 @@ void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hi
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}
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}
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void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2)
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void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2)
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{
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s32 cdtypes;
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struct prop **ptr;
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@@ -1170,9 +1170,9 @@ void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2)
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struct model *model;
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struct weaponfunc *func = gsetGetWeaponFunction(gset);
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if ((func->type & 0xff) == 3) {
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struct weaponfunc_close *closefunc = (struct weaponfunc_close *)func;
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rangelimit = closefunc->range;
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
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struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *)func;
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rangelimit = meleefunc->range;
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}
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bgunGetCrossPos(&x, &y);
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@@ -1308,12 +1308,12 @@ void handTickAttack(s32 handnum)
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mpstats0f0b0520();
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}
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break;
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case HANDATTACKTYPE_CLOSERANGE:
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case HANDATTACKTYPE_MELEE:
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chrUncloakTemporarily(g_Vars.currentplayer->prop->chr);
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handInflictCloseRangeDamage(handnum, &gset, false);
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handInflictMeleeDamage(handnum, &gset, false);
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break;
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case HANDATTACKTYPE_CLOSERANGENOUNCLOAK:
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handInflictCloseRangeDamage(handnum, &gset, true);
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case HANDATTACKTYPE_MELEENOUNCLOAK:
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handInflictMeleeDamage(handnum, &gset, true);
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break;
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case HANDATTACKTYPE_DETONATE:
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playerActivateRemoteMineDetonator(g_Vars.currentplayernum);
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@@ -2548,14 +2548,14 @@ void autoaimTick(void)
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{
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struct prop *bestprop = NULL;
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f32 aimpos[2] = {0, 0};
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bool isclose = false;
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bool ismelee = false;
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bool cangangsta = weaponHasFlag(bgunGetWeaponNum(HAND_RIGHT), WEAPONFLAG_GANGSTA);
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bool iscmpsec = false;
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struct weaponfunc *func = currentPlayerGetWeaponFunction(HAND_RIGHT);
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s32 i;
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if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) {
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isclose = true;
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if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
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ismelee = true;
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}
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if (frIsInTraining()) {
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@@ -2661,7 +2661,7 @@ void autoaimTick(void)
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}
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} else if ((bmoveIsAutoAimYEnabledForCurrentWeapon()
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|| bmoveIsAutoAimXEnabledForCurrentWeapon()
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|| cangangsta) && !isclose) {
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|| cangangsta) && !ismelee) {
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// Standard auto aim
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f32 bestthing = -1;
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struct prop *prop;
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