ref: 372872eeea3fff1f1f648ea7f00c809a3d1820ce
parent: 38a00ec88a41f3f12edce32753933eac78cb7a20
author: Gabriel Ravier <gabravier@gmail.com>
date: Tue Sep 17 07:54:00 EDT 2019
Some comments and a FIX_BUGS Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -27,6 +27,9 @@
void ClearArmsData()
{
+#ifdef FIX_BUGS
+ gSelectedArms = 0; // Should probably be done in order to avoid potential problems
+#endif
gArmsEnergyX = 0x20;
memset(gArmsData, 0, sizeof(gArmsData));
}
@@ -149,10 +152,10 @@
int i;
for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == code)
- break;
+ break; // Found
if (i == ITEM_MAX)
- return FALSE;
+ return FALSE; // Not found
// Shift all items from the right to the left
for (++i; i < ITEM_MAX; ++i)
@@ -164,6 +167,7 @@
return TRUE;
}
+/// Handle the moving
static void MoveCampCursor()
{
int arms_num = 0;
--- a/src/ArmsItem.h
+++ b/src/ArmsItem.h
@@ -44,10 +44,10 @@
extern ITEM gItemData[ITEM_MAX];
-/// Clear the weapons array, reverting it to the default state (no weapons)
+/// Clear the weapons array, reverting it to the default state (no weapons) and adjust variables (initialize weapons basically)
void ClearArmsData();
-/// Clear the item array, reverting it to the default state (no items)
+/// Clear the item array, reverting it to the default state (no items) (initialize items basically)
void ClearItemData();