From ac0f759b274368b9424222a392d9f28b73980eb0 Mon Sep 17 00:00:00 2001 From: withmorten Date: Tue, 19 Jan 2021 13:35:48 +0100 Subject: make building with Codewarrior 7 possible --- src/weapons/WeaponInfo.cpp | 50 +++++++++++++++++++++++----------------------- src/weapons/WeaponInfo.h | 1 - 2 files changed, 25 insertions(+), 26 deletions(-) (limited to 'src/weapons') diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index b40329c8..10737acb 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -7,7 +7,7 @@ #include "AnimBlendAssociation.h" #include "Weapon.h" -CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; +static CWeaponInfo aWeaponInfo[WEAPONTYPE_TOTALWEAPONS]; static char ms_aWeaponNames[][32] = { "Unarmed", @@ -28,7 +28,7 @@ static char ms_aWeaponNames[][32] = { CWeaponInfo* CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) { - return &CWeaponInfo::ms_apWeaponInfos[weaponType]; + return &aWeaponInfo[weaponType]; } void @@ -36,10 +36,10 @@ CWeaponInfo::Initialise(void) { debug("Initialising CWeaponInfo...\n"); for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) { - ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT; - ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R; - ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS; - ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; + aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT; + aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R; + aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS; + aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; } debug("Loading weapon data...\n"); LoadWeaponData(); @@ -133,29 +133,29 @@ CWeaponInfo::LoadWeaponData(void) if (strcmp(anim2ToPlay, "null") != 0) { animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay); - ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId; + aWeaponInfo[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId; } CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ); - ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType); - ms_apWeaponInfos[weaponType].m_fRange = range; - ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate; - ms_apWeaponInfos[weaponType].m_nReload = reload; - ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount; - ms_apWeaponInfos[weaponType].m_nDamage = damage; - ms_apWeaponInfos[weaponType].m_fSpeed = speed; - ms_apWeaponInfos[weaponType].m_fRadius = radius; - ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan; - ms_apWeaponInfos[weaponType].m_fSpread = spread; - ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset; - ms_apWeaponInfos[weaponType].m_AnimToPlay = animId; - ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; - ms_apWeaponInfos[weaponType].m_nModelId = modelId; - ms_apWeaponInfos[weaponType].m_Flags = flags; + aWeaponInfo[weaponType].m_eWeaponFire = FindWeaponFireType(fireType); + aWeaponInfo[weaponType].m_fRange = range; + aWeaponInfo[weaponType].m_nFiringRate = firingRate; + aWeaponInfo[weaponType].m_nReload = reload; + aWeaponInfo[weaponType].m_nAmountofAmmunition = ammoAmount; + aWeaponInfo[weaponType].m_nDamage = damage; + aWeaponInfo[weaponType].m_fSpeed = speed; + aWeaponInfo[weaponType].m_fRadius = radius; + aWeaponInfo[weaponType].m_fLifespan = lifeSpan; + aWeaponInfo[weaponType].m_fSpread = spread; + aWeaponInfo[weaponType].m_vecFireOffset = vecFireOffset; + aWeaponInfo[weaponType].m_AnimToPlay = animId; + aWeaponInfo[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f; + aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; + aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; + aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; + aWeaponInfo[weaponType].m_nModelId = modelId; + aWeaponInfo[weaponType].m_Flags = flags; } } diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h index 69ad1f39..96e2ecf4 100644 --- a/src/weapons/WeaponInfo.h +++ b/src/weapons/WeaponInfo.h @@ -19,7 +19,6 @@ enum }; class CWeaponInfo { - static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE]; public: eWeaponFire m_eWeaponFire; float m_fRange; -- cgit v1.2.3