* Patch from AJ <anthonyj@planetquake.com> which replaces a bunch of hard coded

constants with #define constants
This commit is contained in:
Tim Angus 2005-11-05 15:54:56 +00:00
parent fce1a89fad
commit a31e38986c
2 changed files with 31 additions and 31 deletions

View file

@ -1489,7 +1489,7 @@ void CG_DrawWeaponSelect( void ) {
// count the number of weapons owned
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
count = 0;
for ( i = 1 ; i < 16 ; i++ ) {
for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
if ( bits & ( 1 << i ) ) {
count++;
}
@ -1498,7 +1498,7 @@ void CG_DrawWeaponSelect( void ) {
x = 320 - count * 20;
y = 380;
for ( i = 1 ; i < 16 ; i++ ) {
for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
if ( !( bits & ( 1 << i ) ) ) {
continue;
}
@ -1570,9 +1570,9 @@ void CG_NextWeapon_f( void ) {
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
cg.weaponSelect++;
if ( cg.weaponSelect == 16 ) {
if ( cg.weaponSelect == MAX_WEAPONS ) {
cg.weaponSelect = 0;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
@ -1582,7 +1582,7 @@ void CG_NextWeapon_f( void ) {
break;
}
}
if ( i == 16 ) {
if ( i == MAX_WEAPONS ) {
cg.weaponSelect = original;
}
}
@ -1606,10 +1606,10 @@ void CG_PrevWeapon_f( void ) {
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect == -1 ) {
cg.weaponSelect = 15;
cg.weaponSelect = MAX_WEAPONS - 1;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
continue; // never cycle to gauntlet
@ -1618,7 +1618,7 @@ void CG_PrevWeapon_f( void ) {
break;
}
}
if ( i == 16 ) {
if ( i == MAX_WEAPONS ) {
cg.weaponSelect = original;
}
}
@ -1640,7 +1640,7 @@ void CG_Weapon_f( void ) {
num = atoi( CG_Argv( 1 ) );
if ( num < 1 || num > 15 ) {
if ( num < 1 || num > MAX_WEAPONS-1 ) {
return;
}
@ -1665,7 +1665,7 @@ void CG_OutOfAmmoChange( void ) {
cg.weaponSelectTime = cg.time;
for ( i = 15 ; i > 0 ; i-- ) {
for ( i = MAX_WEAPONS-1 ; i > 0 ; i-- ) {
if ( CG_WeaponSelectable( i ) ) {
cg.weaponSelect = i;
break;