ref: ba8f2138b8c19a91dd275a38c98e4c116c4eac62
parent: 4fc38593d2f686004bc4021f1106ff7c99aae9a0
author: Gabriel Ravier <gabravier@gmail.com>
date: Mon Sep 23 15:52:34 EDT 2019
Finished commenting ArmsItem basically Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -546,7 +546,7 @@
for (int a = 0; a < ARMS_MAX; a++)
{
if (gArmsData[a].code == 0)
- continue;
+ continue; // Don't change empty weapons
gArmsData[a].num = gArmsData[a].max_num;
}
@@ -554,6 +554,7 @@
int RotationArms()
{
+ // Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
@@ -563,6 +564,7 @@
ResetSpurCharge();
+ // Select next valid weapon
++gSelectedArms;
while (gSelectedArms < arms_num)
@@ -577,7 +579,7 @@
gSelectedArms = 0;
gArmsEnergyX = 0x20;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code;
}
@@ -584,6 +586,7 @@
int RotationArmsRev()
{
+ // Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
@@ -593,6 +596,7 @@
ResetSpurCharge();
+ // Select previous valid weapon
if (--gSelectedArms < 0)
gSelectedArms = arms_num - 1;
@@ -605,7 +609,7 @@
}
gArmsEnergyX = 0;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code;
}
@@ -614,5 +618,5 @@
{
gSelectedArms = 0;
gArmsEnergyX = 0x20;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
}