* Patch from AJ <anthonyj@planetquake.com> which replaces a bunch of hard coded
constants with #define constants
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2 changed files with 31 additions and 31 deletions
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@ -1489,7 +1489,7 @@ void CG_DrawWeaponSelect( void ) {
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// count the number of weapons owned
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bits = cg.snap->ps.stats[ STAT_WEAPONS ];
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count = 0;
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for ( i = 1 ; i < 16 ; i++ ) {
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for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
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if ( bits & ( 1 << i ) ) {
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count++;
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}
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@ -1498,7 +1498,7 @@ void CG_DrawWeaponSelect( void ) {
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x = 320 - count * 20;
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y = 380;
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for ( i = 1 ; i < 16 ; i++ ) {
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for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
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if ( !( bits & ( 1 << i ) ) ) {
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continue;
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}
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@ -1570,9 +1570,9 @@ void CG_NextWeapon_f( void ) {
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cg.weaponSelectTime = cg.time;
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original = cg.weaponSelect;
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for ( i = 0 ; i < 16 ; i++ ) {
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for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
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cg.weaponSelect++;
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if ( cg.weaponSelect == 16 ) {
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if ( cg.weaponSelect == MAX_WEAPONS ) {
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cg.weaponSelect = 0;
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}
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if ( cg.weaponSelect == WP_GAUNTLET ) {
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@ -1582,7 +1582,7 @@ void CG_NextWeapon_f( void ) {
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break;
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}
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}
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if ( i == 16 ) {
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if ( i == MAX_WEAPONS ) {
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cg.weaponSelect = original;
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}
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}
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@ -1606,10 +1606,10 @@ void CG_PrevWeapon_f( void ) {
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cg.weaponSelectTime = cg.time;
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original = cg.weaponSelect;
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for ( i = 0 ; i < 16 ; i++ ) {
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for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
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cg.weaponSelect--;
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if ( cg.weaponSelect == -1 ) {
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cg.weaponSelect = 15;
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cg.weaponSelect = MAX_WEAPONS - 1;
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}
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if ( cg.weaponSelect == WP_GAUNTLET ) {
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continue; // never cycle to gauntlet
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@ -1618,7 +1618,7 @@ void CG_PrevWeapon_f( void ) {
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break;
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}
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}
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if ( i == 16 ) {
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if ( i == MAX_WEAPONS ) {
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cg.weaponSelect = original;
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}
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}
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@ -1640,7 +1640,7 @@ void CG_Weapon_f( void ) {
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num = atoi( CG_Argv( 1 ) );
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if ( num < 1 || num > 15 ) {
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if ( num < 1 || num > MAX_WEAPONS-1 ) {
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return;
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}
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@ -1665,7 +1665,7 @@ void CG_OutOfAmmoChange( void ) {
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cg.weaponSelectTime = cg.time;
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for ( i = 15 ; i > 0 ; i-- ) {
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for ( i = MAX_WEAPONS-1 ; i > 0 ; i-- ) {
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if ( CG_WeaponSelectable( i ) ) {
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cg.weaponSelect = i;
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break;
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