Display total available guns on HUD.
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568abb25f4
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38e4564aae
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@ -260,7 +260,14 @@ static void drawWeaponInfo(void)
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{
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{
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if (!player->combinedGuns)
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if (!player->combinedGuns)
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{
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, (player->selectedGunType != -1) ? gunName[player->selectedGunType] : "(None)");
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if (player->numGuns)
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, "%s (%d / %d)", gunName[player->selectedGunType], player->selectedGun + 1, player->numGuns);
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}
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else
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, "(None)");
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}
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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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@ -68,6 +68,18 @@ void initPlayer(void)
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player->selectedGunType = 0;
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player->selectedGunType = 0;
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}
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}
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player->numGuns = 0;
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for (i = 0 ; i < BT_MAX ; i++)
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{
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if (availableGuns[i])
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{
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player->numGuns++;
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}
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}
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player->selectedGun = 0;
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STRNCPY(player->name, "Player", MAX_NAME_LENGTH);
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STRNCPY(player->name, "Player", MAX_NAME_LENGTH);
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player->action = NULL;
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player->action = NULL;
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@ -399,6 +411,16 @@ static void switchGuns(void)
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}
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}
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player->selectedGunType = i;
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player->selectedGunType = i;
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player->selectedGun = 0;
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for (i = 0 ; i < player->selectedGunType ; i++)
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{
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if (availableGuns[i])
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{
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player->selectedGun++;
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}
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}
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}
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}
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static void selectTarget(void)
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static void selectTarget(void)
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@ -110,7 +110,9 @@ struct Entity {
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int maxShield;
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int maxShield;
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int reload;
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int reload;
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int reloadTime;
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int reloadTime;
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int selectedGun;
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int selectedGunType;
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int selectedGunType;
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int numGuns;
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int combinedGuns;
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int combinedGuns;
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int shieldRecharge;
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int shieldRecharge;
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int shieldRechargeRate;
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int shieldRechargeRate;
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