shithub: cstory

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ref: f2a2b3fd0c69bec8d51ad99c1c0b7efebb021ef7
parent: 9bb916e99d19a949f9ed2f19ffc65d9aefc7f691
author: Gabriel Ravier <gabravier@gmail.com>
date: Tue Sep 17 06:25:18 EDT 2019

Commented some func decls in ArmsItem.h and changed a "32" to "0x20" in the cpp

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>

--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -569,6 +569,6 @@
 void ChangeToFirstArms()
 {
 	gSelectedArms = 0;
-	gArmsEnergyX = 32;
+	gArmsEnergyX = 0x20;
 	PlaySoundObject(4, 1);
 }
--- a/src/ArmsItem.h
+++ b/src/ArmsItem.h
@@ -28,10 +28,13 @@
 	int code;
 };
 
+
 // Limits for the amount of weapons and items
 #define ARMS_MAX 8
 #define ITEM_MAX 0x20
 
+
+/// X coordinate for the weapons energy
 extern int gArmsEnergyX;
 
 extern int gSelectedArms;
@@ -40,6 +43,7 @@
 extern ARMS gArmsData[ARMS_MAX];
 extern ITEM gItemData[ITEM_MAX];
 
+
 /// Clear the weapons array, reverting it to the default state (no weapons)
 void ClearArmsData();
 
@@ -46,34 +50,52 @@
 /// Clear the item array, reverting it to the default state (no items)
 void ClearItemData();
 
+
 /// Add code to the weapons, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present
 BOOL AddArmsData(long code, long max_num);
 
-/// Remove code from the weapon array. Fails if code is not found.
+/// Remove code from the weapons. Fails if code is not found
 BOOL SubArmsData(long code);
 
-/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found.
+/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found
 BOOL TradeArms(long code1, long code2, long max_num);
 
+
 /// Add code to the items. Fails if no space is left
 BOOL AddItemData(long code);
 
-/// Remove code from the item array. Fails if code is not found.
+/// Remove code from the items. Fails if code is not found
 BOOL SubItemData(long code);
 
+
 /// Inventory loop. Returns mode.
 int CampLoop();
 
-/// Search for a in the items. Returns whether a was found.
+
+/// Search for a in the items. Returns whether a was found
 BOOL CheckItem(long a);
 
-/// Search for a in the weapons. Returns whether a was found.
+/// Search for a in the weapons. Returns whether a was found
 BOOL CheckArms(long a);
 
-/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire.
+
+/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire
 BOOL UseArmsEnergy(long num);
+
+/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true
 BOOL ChargeArmsEnergy(long num);
+
+/// Set every weapons ammunition to its maximum ammunition
 void FullArmsEnergy();
+
+
+// "Rotation" means "Weapons currently owned by the player (present in the weapons array)"
+
+/// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon
 int RotationArms();
+
+/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon
 int RotationArmsRev();
+
+/// Change the current weapon to be the first one and play the usual rotation animation
 void ChangeToFirstArms();