- took the weapon selection logic out of the WeaponSlots data and blocked all direct access to the weapon slots internals
This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
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11 changed files with 286 additions and 278 deletions
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@ -582,9 +582,9 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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else
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{
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// Order ammo by use of weapons in the weapon slots
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for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
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for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.SlotSize(k); j++)
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{
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PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
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PClassActor *weap = CPlayer->weapons.GetWeapon(k, j);
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if (weap)
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{
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@ -782,9 +782,9 @@ static void DrawWeapons(player_t *CPlayer, int x, int y)
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}
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// And now everything in the weapon slots back to front
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for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--)
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for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.SlotSize(k) - 1; j >= 0; j--)
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{
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PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
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PClassActor *weap = CPlayer->weapons.GetWeapon(k, j);
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if (weap)
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{
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inv=CPlayer->mo->FindInventory(weap);
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