Rename PALDOWN macro to TICKS

This commit is contained in:
Ryan Dwyer committed 2022-03-10 21:22:05 +10:00
1 parent 960baf33a8
commit f9fbf288f8
49 files changed
+350 -350

No files matched your search

+48 -48
View File
@@ -2283,7 +2283,7 @@ void bgun0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand
if (checkunequipped && reloadindex >= 0) {
#if VERSION >= VERSION_PAL_FINAL
amount -= hand->gunroundsspent[reloadindex] / PALDOWN(256);
amount -= hand->gunroundsspent[reloadindex] / TICKS(256);
#else
amount -= hand->gunroundsspent[reloadindex] >> 8;
#endif
@@ -3376,10 +3376,10 @@ s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand
}
if (hand->stateminor == 0) {
s32 delay = PALDOWN(16);
s32 delay = TICKS(16);
if (g_Vars.normmplayerisrunning) {
delay = PALDOWN(12);
delay = TICKS(12);
}
if (hand->stateframes >= delay) {
@@ -3460,7 +3460,7 @@ s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand
if (bgunSetState(handnum, HANDSTATE_RELOAD)) {
if (info->weaponnum == WEAPON_COMBATKNIFE) {
hand->mode = HANDMODE_11;
hand->pausetime60 = PALDOWN(17);
hand->pausetime60 = TICKS(17);
hand->count60 = 0;
hand->count = -1;
hand->stateminor = 2;
@@ -5494,7 +5494,7 @@ glabel var7f1ac31c
// hand->gs_int1 = -1;
// hand->gs_int2 = 0;
//
// if (hand2->state == HANDSTATE_RELOAD && hand2->stateframes < PALDOWN(20)) {
// if (hand2->state == HANDSTATE_RELOAD && hand2->stateframes < TICKS(20)) {
// hand->stateminor = 9;
// }
// }
@@ -5502,7 +5502,7 @@ glabel var7f1ac31c
// if (hand->stateminor == 9) {
// struct hand *hand2 = &g_Vars.currentplayer->hands[1 - handnum];
//
// if (hand2->state == HANDSTATE_RELOAD && hand2->stateframes < PALDOWN(20)) {
// if (hand2->state == HANDSTATE_RELOAD && hand2->stateframes < TICKS(20)) {
// return 0;
// }
//
@@ -5585,14 +5585,14 @@ glabel var7f1ac31c
// if (1);
//
// if (hand->stateminor == 1) {
// if (hand->count60 > PALDOWN(15) || !hand->visible) {
// if (hand->count60 > TICKS(15) || !hand->visible) {
// hand->mode = HANDMODE_11;
// hand->stateminor++;
// hand->pausetime60 = PALDOWN(17);
// hand->pausetime60 = TICKS(17);
// hand->count60 = 0;
// hand->count = 0;
// } else {
// bgun0f099780(hand, (hand->count60 * 0.87252569198608f) / PALDOWN(16));
// bgun0f099780(hand, (hand->count60 * 0.87252569198608f) / TICKS(16));
// }
// }
//
@@ -5655,7 +5655,7 @@ glabel var7f1ac31c
// g_Vars.currentplayer->doautoselect = false;
// }
//
// if (hand->count60 >= PALDOWN(23)
// if (hand->count60 >= TICKS(23)
// || !weaponGetModelNum2(info->weaponnum)
// || !weaponHasFlag(info->weaponnum, WEAPONFLAG_00000040)
// || weaponHasFlag(info->weaponnum, WEAPONFLAG_00000080)) {
@@ -5667,7 +5667,7 @@ glabel var7f1ac31c
// return lvupdate;
// }
// } else {
// bgun0f099780(hand, (PALDOWN(23) - hand->count60) * 0.87252569198608f / PALDOWN(23));
// bgun0f099780(hand, (TICKS(23) - hand->count60) * 0.87252569198608f / TICKS(23));
// }
// }
//
@@ -5776,7 +5776,7 @@ s32 bgun0f09a3f8(struct hand *hand, struct weaponfunc *func)
s32 delay = 3;
if (hand->gset.weaponnum == WEAPON_SHOTGUN) {
delay = PALDOWN(13);
delay = TICKS(13);
}
if (hand->stateframes < delay) {
@@ -6991,23 +6991,23 @@ bool bgun0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, s
weapondef = info->definition;
if (unk24 >= 4) {
unk24 = PALDOWN(unk24);
unk24 = TICKS(unk24);
}
if (unk25 >= 4) {
unk25 = PALDOWN(unk25);
unk25 = TICKS(unk25);
}
if (unk26 >= 4) {
unk26 = PALDOWN(unk26);
unk26 = TICKS(unk26);
}
if (unk27 >= 4) {
unk27 = PALDOWN(unk27);
unk27 = TICKS(unk27);
}
if (unk18 >= 4) {
unk18 = PALDOWN(unk18);
unk18 = TICKS(unk18);
}
sum = unk24 + unk25;
@@ -7267,7 +7267,7 @@ bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand)
}
if (hand->stateminor == 2) {
if (hand->stateframes > PALDOWN(func->recoverytime60)) {
if (hand->stateframes > TICKS(func->recoverytime60)) {
return true;
}
@@ -7287,7 +7287,7 @@ bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand)
if (hand->stateminor == 55) {
bgunResetAnim(hand);
if (hand->stateframes > PALDOWN(func->activatetime60 + 240)) {
if (hand->stateframes > TICKS(func->activatetime60 + 240)) {
return true;
}
@@ -7299,7 +7299,7 @@ bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand)
// If held a grenade too long, force throw it and enter the wait state
if (hand->gset.weaponnum == WEAPON_GRENADE
&& hand->gset.weaponfunc == FUNC_PRIMARY
&& hand->primetimer > PALDOWN(func->activatetime60)) {
&& hand->primetimer > TICKS(func->activatetime60)) {
hand->firing = true;
hand->attacktype = HANDATTACKTYPE_THROWPROJECTILE;
hand->loadedammo[func->base.ammoindex]--;
@@ -7625,7 +7625,7 @@ bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand)
return true;
}
if (hand->stateframes > PALDOWN(60)) {
if (hand->stateframes > TICKS(60)) {
return true;
}
@@ -7660,7 +7660,7 @@ bool bgunTickIncAttackingSpecial(struct hand *hand)
}
if (hand->stateminor == 2) {
if (hand->stateframes > PALDOWN(func->unk18)) {
if (hand->stateframes > TICKS(func->unk18)) {
return true;
}
@@ -7694,8 +7694,8 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
case WEAPON_PP9I:
case WEAPON_CC13:
// These weapons are weapons with visible finger trigger animations
if (hand->stateframes > PALDOWN(25)) {
hand->stateframes -= PALDOWN(25);
if (hand->stateframes > TICKS(25)) {
hand->stateframes -= TICKS(25);
hand->stateflags = 0;
bgunResetAnim(hand);
@@ -7717,7 +7717,7 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
}
}
if (!restartedanim && hand->stateframes > PALDOWN(25)) {
if (!restartedanim && hand->stateframes > TICKS(25)) {
playsound = true;
}
} else if (bgun0f098a44(hand, 5)) {
@@ -7727,10 +7727,10 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
default:
// Weapons without visible trigger animations must
// still play the click sound every 25 frames
if (hand->stateframes > PALDOWN(25)) {
if (hand->stateframes > TICKS(25)) {
playsound = true;
hand->stateframes -= PALDOWN(25);
hand->stateframes -= TICKS(25);
hand->stateflags = 0;
bgunResetAnim(hand);
@@ -8022,14 +8022,14 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
// Handle possible delay between gun disappearing and new one equipping,
// as well as throwing the gun if that's what we're doing
if (hand->stateminor == 1) {
s32 delay = PALDOWN(16);
s32 delay = TICKS(16);
bool somebool = false;
u32 stack2;
hand->count = 0;
if (g_Vars.normmplayerisrunning) {
delay = PALDOWN(12);
delay = TICKS(12);
}
if (weapon->unequip_animation && (hand->stateflags & HANDSTATEFLAG_00000001) == 0) {
@@ -8106,10 +8106,10 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
// Handle delay if new weapon has no equip animation, and play sound
if (hand->stateminor == 3) {
s32 delay = PALDOWN(23);
s32 delay = TICKS(23);
if (g_Vars.normmplayerisrunning) {
delay = PALDOWN(12);
delay = TICKS(12);
}
if (weaponHasFlag(hand->gset.weaponnum, WEAPONFLAG_00004000)) {
@@ -11050,7 +11050,7 @@ struct defaultobj *bgun0f09ee18(struct chrdata *chr, struct gset *gset, struct c
weaponobj->timer240 = func->activatetime60;
if (weaponobj->timer240 >= 2) {
weaponobj->timer240 = PALDOWN(weaponobj->timer240 * 4);
weaponobj->timer240 = TICKS(weaponobj->timer240 * 4);
}
if (weaponobj->weaponnum == WEAPON_GRENADE || weaponobj->weaponnum == WEAPON_NBOMB) {
@@ -11082,7 +11082,7 @@ struct defaultobj *bgun0f09ee18(struct chrdata *chr, struct gset *gset, struct c
if (obj->hidden & OBJHFLAG_AIRBORNE) {
obj->projectile->flags |= PROJECTILEFLAG_00000002;
obj->projectile->unk08c = 0.1f;
obj->projectile->unk0b4 = PALDOWN(240);
obj->projectile->unk0b4 = TICKS(240);
func0f0939f8(NULL, obj->prop, SFX_THROW, -1,
-1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1);
@@ -16867,7 +16867,7 @@ void bgunLoseGun(struct prop *attackerprop)
objSetDropped(prop2, DROPTYPE_DEFAULT);
if (obj->hidden & OBJHFLAG_AIRBORNE) {
obj->projectile->unk0b4 = PALDOWN(240);
obj->projectile->unk0b4 = TICKS(240);
obj->projectile->unk108 = attackerprop;
}
@@ -28909,7 +28909,7 @@ void bgunsTick(bool triggeron)
if (player->hands[HAND_LEFT].inuse
&& player->hands[HAND_RIGHT].inuse
&& player->gunctrl.weaponnum != WEAPON_REMOTEMINE) {
if (player->playertrigtime240 > PALDOWN(80)) {
if (player->playertrigtime240 > TICKS(80)) {
gunsfiring[player->curguntofire] = 1;
if (bgun0f099008(1 - player->curguntofire)
@@ -29392,8 +29392,8 @@ void bgun0f0a9da8(struct abmag *mag, s32 remaining, s32 capacity, s32 height)
}
if (mag->change < 0 && mag->change > newchange) {
if (mag->timer60 > -mag->change * PALDOWN(64)) {
mag->timer60 = -mag->change * PALDOWN(64);
if (mag->timer60 > -mag->change * TICKS(64)) {
mag->timer60 = -mag->change * TICKS(64);
}
}
@@ -29416,18 +29416,18 @@ void bgun0f0a9da8(struct abmag *mag, s32 remaining, s32 capacity, s32 height)
if (mag->change != 0) {
mag->timer60 += (s16)g_Vars.lvupdate240_60 * height;
if (mag->timer60 > PALDOWN(255)) {
if (mag->timer60 > TICKS(255)) {
if (mag->change > 0) {
while (mag->timer60 > PALDOWN(255) && mag->change > 0) {
while (mag->timer60 > TICKS(255) && mag->change > 0) {
mag->change--;
mag->ref++;
mag->timer60 -= PALDOWN(64);
mag->timer60 -= TICKS(64);
}
} else {
while (mag->timer60 > PALDOWN(255) && mag->change < 0) {
while (mag->timer60 > TICKS(255) && mag->change < 0) {
mag->change++;
mag->ref--;
mag->timer60 -= PALDOWN(64);
mag->timer60 -= TICKS(64);
}
}
}
@@ -35150,8 +35150,8 @@ void bgunAddBoostc(s32 amount)
{
g_Vars.speedpilltime += amount;
if (g_Vars.speedpilltime > 5 * 60 * PALDOWN(60)) { // 5 minutes
g_Vars.speedpilltime = 5 * 60 * PALDOWN(60);
if (g_Vars.speedpilltime > 5 * 60 * TICKS(60)) { // 5 minutes
g_Vars.speedpilltime = 5 * 60 * TICKS(60);
}
if (!g_Vars.speedpillwant) {
@@ -35176,18 +35176,18 @@ void bgunSubtractBoost(s32 amount)
void bgunApplyBoost(void)
{
if (lvGetSlowMotionType() != SLOWMOTION_OFF) {
bgunSubtractBoost(PALDOWN(1200));
bgunSubtractBoost(TICKS(1200));
} else {
bgunAddBoostc(PALDOWN(600));
bgunAddBoostc(TICKS(600));
}
}
void bgunRevertBoost(void)
{
if (lvGetSlowMotionType() != SLOWMOTION_OFF) {
bgunAddBoostc(PALDOWN(1200));
bgunAddBoostc(TICKS(1200));
} else {
bgunSubtractBoost(PALDOWN(600));
bgunSubtractBoost(TICKS(600));
}
}