Replaced various "limit" functions with LIMIT and LIMIT_ADD macros.
This is mainly because the old "limit" functions were all restricted to certain types, which is incredibly silly given how simple they are. Macros are much simpler, and a warning gets raised if they're used improperly with multiple types, anyway. In the process, I also found and fixed a bug: it seems the original author intended for escaping enemies to gradually accelerate to fleeing speed, but the low value was indicated as the max value, and the way limitFloat was written, that caused the max value to be used (it was supposed to reduce the speed to a minimum of -15, but it instead effectively assigned the speed to -15). It might be a good idea to re-implement the old buggy behavior intentionally; depends on whether the acceleration of jumping looks better or worse than just immediately going to jump speed.
This commit is contained in:
parent
05c370feb4
commit
ad8a2f2ad9
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@ -813,7 +813,7 @@ bool alien_add()
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aliens[index].deathCounter = 0 - (aliens[index].maxShield * 3);
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aliens[index].deathCounter = 0 - (aliens[index].maxShield * 3);
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aliens[index].hit = 0;
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aliens[index].hit = 0;
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limitInt(&aliens[index].deathCounter, -250, 0);
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LIMIT(aliens[index].deathCounter, -250, 0);
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// Attempts to place an alien. If it fails, the alien is deactivated.
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// Attempts to place an alien. If it fails, the alien is deactivated.
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for (int i = 0 ; i < 100 ; i++)
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for (int i = 0 ; i < 100 ; i++)
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@ -200,7 +200,7 @@ char checkPlayerShockDamage(float x, float y)
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player.shield -= (int)(10 - distX);
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player.shield -= (int)(10 - distX);
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player.shield -= (int)(10 - distY);
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player.shield -= (int)(10 - distY);
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limitInt(&player.shield, 0, player.maxShield);
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 10;
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player.hit = 10;
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return 1;
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return 1;
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@ -278,18 +278,18 @@ void doBullets()
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if (bullet->target != NULL)
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if (bullet->target != NULL)
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{
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{
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if (bullet->x < bullet->target->x)
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if (bullet->x < bullet->target->x)
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limitFloat(&(bullet->dx += homingMissileSpeed), -15, 15);
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LIMIT_ADD(bullet->dx, homingMissileSpeed, -15, 15);
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if (bullet->x > bullet->target->x)
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else if (bullet->x > bullet->target->x)
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limitFloat(&(bullet->dx -= homingMissileSpeed), -15, 15);
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LIMIT_ADD(bullet->dx, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
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if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
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bullet->dx = 0;
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bullet->dx = 0;
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if (bullet->y < bullet->target->y)
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if (bullet->y < bullet->target->y)
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limitFloat(&(bullet->dy += homingMissileSpeed), -15, 15);
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LIMIT_ADD(bullet->dy, homingMissileSpeed, -15, 15);
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if (bullet->y > bullet->target->y)
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else if (bullet->y > bullet->target->y)
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limitFloat(&(bullet->dy -= homingMissileSpeed), -15, 15);
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LIMIT_ADD(bullet->dy, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
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if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
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@ -388,7 +388,7 @@ void doBullets()
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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player.shield -= bullet->damage;
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player.shield -= bullet->damage;
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limitInt(&player.shield, 0, player.maxShield);
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 5;
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player.hit = 5;
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}
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}
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@ -101,8 +101,8 @@ void doCargo()
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cargo[i].x += engine.ssx + engine.smx;
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cargo[i].x += engine.ssx + engine.smx;
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cargo[i].y += engine.ssy + engine.smy;
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cargo[i].y += engine.ssy + engine.smy;
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limitFloat(&cargo[i].x, cargo[i].owner->x - 50, cargo[i].owner->x + 50);
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LIMIT(cargo[i].x, cargo[i].owner->x - 50, cargo[i].owner->x + 50);
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limitFloat(&cargo[i].y, cargo[i].owner->y - 50, cargo[i].owner->y + 50);
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LIMIT(cargo[i].y, cargo[i].owner->y - 50, cargo[i].owner->y + 50);
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dx = (cargo[i].x - cargo[i].owner->x) / 10;
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dx = (cargo[i].x - cargo[i].owner->x) / 10;
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dy = (cargo[i].y - cargo[i].owner->y) / 10;
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dy = (cargo[i].y - cargo[i].owner->y) / 10;
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@ -329,7 +329,7 @@ void doCollectables()
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break;
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break;
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case P_ROCKET:
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case P_ROCKET:
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limitCharAdd(&player.ammo[1], collectable->value, 0,
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LIMIT_ADD(player.ammo[1], collectable->value, 0,
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currentGame.maxRocketAmmo);
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currentGame.maxRocketAmmo);
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if (player.ammo[1] == currentGame.maxRocketAmmo)
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if (player.ammo[1] == currentGame.maxRocketAmmo)
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sprintf(temp, "Rocket Ammo at Maximum");
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sprintf(temp, "Rocket Ammo at Maximum");
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@ -344,7 +344,7 @@ void doCollectables()
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break;
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break;
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case P_SHIELD:
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case P_SHIELD:
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limitInt(&(player.shield += 10), 0, player.maxShield);
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LIMIT_ADD(player.shield, 10, 0, player.maxShield);
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currentGame.shieldPickups ++;
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currentGame.shieldPickups ++;
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sprintf(temp, "Restored 10 shield points");
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sprintf(temp, "Restored 10 shield points");
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break;
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break;
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@ -405,7 +405,8 @@ void doCollectables()
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sprintf(temp, "Plasma cells already at Maximum");
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sprintf(temp, "Plasma cells already at Maximum");
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else
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else
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{
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{
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limitCharAdd(&player.ammo[0], collectable->value, 0, currentGame.maxPlasmaAmmo);
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LIMIT_ADD(player.ammo[0], collectable->value,
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0, currentGame.maxPlasmaAmmo);
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if (collectable->value > 1)
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if (collectable->value > 1)
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{
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{
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sprintf(temp, "Got %d plasma cells", collectable->value);
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sprintf(temp, "Got %d plasma cells", collectable->value);
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@ -29,7 +29,7 @@ void addDebris(int x, int y, int amount)
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object *debris;
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object *debris;
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amount = rrand(3, rand() % amount);
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amount = rrand(3, rand() % amount);
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limitInt(&amount, 3, 8);
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LIMIT(amount, 3, 8);
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for (int i = 0 ; i < amount ; i++)
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for (int i = 0 ; i < amount ; i++)
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{
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{
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@ -22,6 +22,10 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define LIMIT(x, a, b) x = ((x) < (b) ? ((x) > (a) ? (x) : (a)) : (b))
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#define LIMIT_ADD(x, y, a, b) x = (((x) + (y)) < (b) ? \
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(((x) + (y)) > (a) ? \
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((x) + (y)) : (a)) : (b))
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// ALL
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// ALL
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#define NONE 0
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#define NONE 0
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28
src/game.cpp
28
src/game.cpp
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@ -395,7 +395,7 @@ int mainGameLoop()
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{
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{
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aliens[i].systemPower = aliens[i].maxShield;
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aliens[i].systemPower = aliens[i].maxShield;
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aliens[i].deathCounter = 0 - (aliens[i].maxShield * 3);
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aliens[i].deathCounter = 0 - (aliens[i].maxShield * 3);
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limitInt(&aliens[i].deathCounter, -350, 0);
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LIMIT(aliens[i].deathCounter, -350, 0);
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}
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}
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// Set target energy meter
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// Set target energy meter
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@ -536,7 +536,7 @@ int mainGameLoop()
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}
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}
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else if ((currentGame.area == 26) && (engine.musicVolume > 0))
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else if ((currentGame.area == 26) && (engine.musicVolume > 0))
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{
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{
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limitFloat(&(engine.musicVolume -= 0.2), 0, 100);
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LIMIT_ADD(engine.musicVolume, -0.2, 0, 100);
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audio_setMusicVolume((int)engine.musicVolume);
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audio_setMusicVolume((int)engine.musicVolume);
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}
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}
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else
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else
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@ -551,7 +551,7 @@ int mainGameLoop()
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}
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}
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else
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else
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{
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{
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limitFloat(&(engine.musicVolume -= 0.2), 0, 100);
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LIMIT_ADD(engine.musicVolume, -0.2, 0, 100);
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audio_setMusicVolume((int)engine.musicVolume);
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audio_setMusicVolume((int)engine.musicVolume);
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if (SDL_GetTicks() >= engine.missionCompleteTimer)
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if (SDL_GetTicks() >= engine.missionCompleteTimer)
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{
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{
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@ -615,7 +615,7 @@ int mainGameLoop()
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canFire = true; // The alien is allowed to fire
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canFire = true; // The alien is allowed to fire
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limitInt(&--alien->thinktime, 0, 250);
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LIMIT_ADD(alien->thinktime, -1, 0, 250);
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if (alien->target->shield < 1)
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if (alien->target->shield < 1)
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alien->target = alien;
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alien->target = alien;
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@ -659,8 +659,8 @@ int mainGameLoop()
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alien->face = (alien->dx > 0);
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alien->face = (alien->dx > 0);
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}
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}
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limitFloat(&alien->dx, 0 - alien->speed, alien->speed);
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LIMIT(alien->dx, -alien->speed, alien->speed);
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limitFloat(&alien->dy, 0 - alien->speed, alien->speed);
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LIMIT(alien->dy, -alien->speed, alien->speed);
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}
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}
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@ -678,7 +678,11 @@ int mainGameLoop()
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if (alien->flags & FL_LEAVESECTOR)
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if (alien->flags & FL_LEAVESECTOR)
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{
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{
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limitFloat(&(alien->dx -= 0.5), 0, -15);
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// Note: The original version of this line incorrectly
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// specified -15 as the *maximum* instead of the
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// *minimum*, which at the time was equivalent to
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// ``alien->dx = -15``.
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LIMIT_ADD(alien->dx, -0.5, -15, 0);
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alien->dy = 0;
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alien->dy = 0;
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alien->thinktime = 999;
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alien->thinktime = 999;
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alien->face = 0;
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alien->face = 0;
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@ -728,12 +732,12 @@ int mainGameLoop()
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if (alien->classDef == CD_MOBILESHIELD)
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if (alien->classDef == CD_MOBILESHIELD)
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{
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{
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limitInt(&(++aliens[ALIEN_BOSS].shield), 0,
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LIMIT_ADD(aliens[ALIEN_BOSS].shield, 1, 0,
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aliens[ALIEN_BOSS].maxShield);
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aliens[ALIEN_BOSS].maxShield);
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}
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}
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limitCharAdd(&alien->reload[0], -1, 0, 999);
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LIMIT_ADD(alien->reload[0], -1, 0, 999);
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limitCharAdd(&alien->reload[1], -1, 0, 999);
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LIMIT_ADD(alien->reload[1], -1, 0, 999);
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if ((!(alien->flags & FL_DISABLED)) &&
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if ((!(alien->flags & FL_DISABLED)) &&
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(!(alien->flags & FL_NOFIRE)))
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(!(alien->flags & FL_NOFIRE)))
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@ -788,7 +792,7 @@ int mainGameLoop()
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}
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}
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else
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else
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{
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{
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limitCharAdd(&alien->ammo[0], 1, 0, 250);
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LIMIT_ADD(alien->ammo[0], 1, 0, 250);
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}
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}
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if (alien->flags & FL_FIRELASER)
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if (alien->flags & FL_FIRELASER)
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@ -818,7 +822,7 @@ int mainGameLoop()
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if (alien->hit)
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if (alien->hit)
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shapeToUse += SHIP_HIT_INDEX;
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shapeToUse += SHIP_HIT_INDEX;
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limitCharAdd(&alien->hit, -1, 0, 100);
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LIMIT_ADD(alien->hit, -1, 0, 100);
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if ((alien->x + alien->image[0]->w > 0) &&
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if ((alien->x + alien->image[0]->w > 0) &&
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(alien->x < screen->w) &&
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(alien->x < screen->w) &&
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@ -33,8 +33,8 @@ static void doCursor()
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{
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{
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getPlayerInput();
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getPlayerInput();
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limitInt(&engine.cursor_x, 10, screen->w - 10 - shape[0]->w);
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LIMIT(engine.cursor_x, 10, screen->w - 10 - shape[0]->w);
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limitInt(&engine.cursor_y, 10, screen->h - 10 - shape[0]->h);
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LIMIT(engine.cursor_y, 10, screen->h - 10 - shape[0]->h);
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blit(shape[0], engine.cursor_x, engine.cursor_y);
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blit(shape[0], engine.cursor_x, engine.cursor_y);
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}
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}
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52
src/math.h
52
src/math.h
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@ -20,58 +20,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef MATH_H
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#ifndef MATH_H
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#define MATH_H
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#define MATH_H
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static inline void limitChar(signed char *in, int low, int high)
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{
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if (*in < low)
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*in = low;
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if (*in > high)
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*in = high;
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}
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static inline void limitChar(unsigned char *in, int low, int high)
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{
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if (*in < low)
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*in = low;
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if (*in > high)
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*in = high;
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}
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static inline void limitCharAdd(signed char *in, int add, int low, int high)
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{
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int tmp = (int)*in + add;
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if (tmp < low)
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tmp = low;
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if (tmp > high)
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tmp = high;
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*in = tmp;
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}
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static inline void limitCharAdd(unsigned char *in, int add, int low, int high)
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{
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int tmp = (int)*in + add;
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if (tmp < low)
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tmp = low;
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if (tmp > high)
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tmp = high;
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*in = tmp;
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}
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static inline void limitInt(int *in, int low, int high)
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{
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if (*in < low)
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*in = low;
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if (*in > high)
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*in = high;
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}
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static inline void limitFloat(float *in, float low, float high)
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{
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if (*in < low)
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*in = low;
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if (*in > high)
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*in = high;
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}
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static inline void wrapChar(signed char *in, signed char low, signed char high)
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static inline void wrapChar(signed char *in, signed char low, signed char high)
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{
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{
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if (*in < low)
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if (*in < low)
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@ -389,7 +389,7 @@ void doInfo()
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return;
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return;
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if ((!engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
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if ((!engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
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limitCharAdd(&player.ammo[1], -1, 1, 255);
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LIMIT_ADD(player.ammo[1], -1, 1, 255);
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if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
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if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
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return;
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return;
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@ -133,7 +133,7 @@ void doPlayer()
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{
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{
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if (!charger_fired)
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if (!charger_fired)
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{
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{
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limitCharAdd(&player.ammo[1], 1, 0, 150);
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LIMIT_ADD(player.ammo[1], 1, 0, 150);
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if (player.ammo[1] >= 150)
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if (player.ammo[1] >= 150)
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{
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{
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ship_fireBullet(&player, 1);
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ship_fireBullet(&player, 1);
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@ -171,8 +171,8 @@ void doPlayer()
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engine.keyState[KEY_SWITCH] = 0;
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engine.keyState[KEY_SWITCH] = 0;
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}
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}
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limitCharAdd(&player.reload[0], -1, 0, 999);
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LIMIT_ADD(player.reload[0], -1, 0, 999);
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limitCharAdd(&player.reload[1], -1, 0, 999);
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LIMIT_ADD(player.reload[1], -1, 0, 999);
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if (engine.keyState[KEY_UP])
|
if (engine.keyState[KEY_UP])
|
||||||
{
|
{
|
||||||
|
@ -299,7 +299,7 @@ void doPlayer()
|
||||||
if (player.hit)
|
if (player.hit)
|
||||||
shapeToUse += SHIP_HIT_INDEX;
|
shapeToUse += SHIP_HIT_INDEX;
|
||||||
|
|
||||||
limitCharAdd(&player.hit, -1, 0, 100);
|
LIMIT_ADD(player.hit, -1, 0, 100);
|
||||||
|
|
||||||
blit(shipShape[shapeToUse], (int)player.x, (int)player.y);
|
blit(shipShape[shapeToUse], (int)player.x, (int)player.y);
|
||||||
if ((player.maxShield > 1) && (player.shield <= engine.lowShield) &&
|
if ((player.maxShield > 1) && (player.shield <= engine.lowShield) &&
|
||||||
|
@ -334,8 +334,8 @@ void doPlayer()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
limitFloat(&engine.ssx, -cameraMaxSpeed, cameraMaxSpeed);
|
LIMIT(engine.ssx, -cameraMaxSpeed, cameraMaxSpeed);
|
||||||
limitFloat(&engine.ssy, -cameraMaxSpeed, cameraMaxSpeed);
|
LIMIT(engine.ssy, -cameraMaxSpeed, cameraMaxSpeed);
|
||||||
|
|
||||||
// Specific for the mission were you have to chase the Executive Transport
|
// Specific for the mission were you have to chase the Executive Transport
|
||||||
if ((currentGame.area == 18) && (aliens[ALIEN_BOSS].shield > 0) &&
|
if ((currentGame.area == 18) && (aliens[ALIEN_BOSS].shield > 0) &&
|
||||||
|
|
12
src/shop.cpp
12
src/shop.cpp
|
@ -549,7 +549,7 @@ static void buy(int i)
|
||||||
shopSelectedItem = -4;
|
shopSelectedItem = -4;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
limitCharAdd(&player.ammo[0], 10, 0, currentGame.maxPlasmaAmmo);
|
LIMIT_ADD(player.ammo[0], 10, 0, currentGame.maxPlasmaAmmo);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case SHOP_ROCKET_AMMO:
|
case SHOP_ROCKET_AMMO:
|
||||||
|
@ -668,7 +668,7 @@ static void buy(int i)
|
||||||
}
|
}
|
||||||
shop_sellSecondaryWeapon();
|
shop_sellSecondaryWeapon();
|
||||||
player.weaponType[1] = W_DOUBLE_ROCKETS;
|
player.weaponType[1] = W_DOUBLE_ROCKETS;
|
||||||
limitChar(¤tGame.maxRocketAmmo, 5, 50);
|
LIMIT(currentGame.maxRocketAmmo, 5, 50);
|
||||||
shopSelectedItem = -1;
|
shopSelectedItem = -1;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -680,7 +680,7 @@ static void buy(int i)
|
||||||
}
|
}
|
||||||
shop_sellSecondaryWeapon();
|
shop_sellSecondaryWeapon();
|
||||||
player.weaponType[1] = W_MICRO_ROCKETS;
|
player.weaponType[1] = W_MICRO_ROCKETS;
|
||||||
limitChar(¤tGame.maxRocketAmmo, 5, 50);
|
LIMIT(currentGame.maxRocketAmmo, 5, 50);
|
||||||
shopSelectedItem = -1;
|
shopSelectedItem = -1;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -713,7 +713,7 @@ static void buy(int i)
|
||||||
while (currentGame.maxRocketAmmo > maxHoming)
|
while (currentGame.maxRocketAmmo > maxHoming)
|
||||||
sell(SHOP_ROCKET_MAX_AMMO);
|
sell(SHOP_ROCKET_MAX_AMMO);
|
||||||
|
|
||||||
limitChar(¤tGame.maxRocketAmmo, 5, maxHoming);
|
LIMIT(currentGame.maxRocketAmmo, 5, maxHoming);
|
||||||
shopSelectedItem = -1;
|
shopSelectedItem = -1;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -746,7 +746,7 @@ static void buy(int i)
|
||||||
while (currentGame.maxRocketAmmo > maxDoubleHoming)
|
while (currentGame.maxRocketAmmo > maxDoubleHoming)
|
||||||
sell(SHOP_ROCKET_MAX_AMMO);
|
sell(SHOP_ROCKET_MAX_AMMO);
|
||||||
|
|
||||||
limitChar(¤tGame.maxRocketAmmo, 5, maxDoubleHoming);
|
LIMIT(currentGame.maxRocketAmmo, 5, maxDoubleHoming);
|
||||||
shopSelectedItem = -1;
|
shopSelectedItem = -1;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -762,7 +762,7 @@ static void buy(int i)
|
||||||
while (currentGame.maxRocketAmmo > maxMicroHoming)
|
while (currentGame.maxRocketAmmo > maxMicroHoming)
|
||||||
sell(SHOP_ROCKET_MAX_AMMO);
|
sell(SHOP_ROCKET_MAX_AMMO);
|
||||||
|
|
||||||
limitChar(¤tGame.maxRocketAmmo, 5, maxMicroHoming);
|
LIMIT(currentGame.maxRocketAmmo, 5, maxMicroHoming);
|
||||||
shopSelectedItem = -1;
|
shopSelectedItem = -1;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue