X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
| Revision | 237 (tree) |
|---|---|
| Time | 2020-04-05 03:10:08 |
| Author | |
連射モード切替時にカウントを設定できるように(デフォルト"0")、不要な処理を削除、コメント修正
| @@ -1095,12 +1095,12 @@ | ||
| 1095 | 1095 | } |
| 1096 | 1096 | |
| 1097 | 1097 | //連射切り替えが可能な武器なら |
| 1098 | - if( paramdata.ChangeWeapon != -1 ){ | |
| 1098 | + if( paramdata.ChangeWeaponID != -1 ){ | |
| 1099 | 1099 | //現在の武器の連射設定を取得 |
| 1100 | 1100 | blazingmodeS = paramdata.blazingmode; |
| 1101 | 1101 | |
| 1102 | 1102 | //新たな武器の連射設定を取得 |
| 1103 | - if( Param->GetWeapon(paramdata.ChangeWeapon, ¶mdata) == 1 ){ return 0; } | |
| 1103 | + if( Param->GetWeapon(paramdata.ChangeWeaponID, ¶mdata) == 1 ){ return 0; } | |
| 1104 | 1104 | blazingmodeN = paramdata.blazingmode; |
| 1105 | 1105 | |
| 1106 | 1106 | if( longattack == false ){ |
| @@ -2406,12 +2406,6 @@ | ||
| 2406 | 2406 | |
| 2407 | 2407 | time = GetTimeMS(); |
| 2408 | 2408 | |
| 2409 | - //武器の持ち方を取得 | |
| 2410 | - int weaponid; | |
| 2411 | - WeaponParameter data; | |
| 2412 | - weaponid = myHuman->GetMainWeaponTypeNO(); | |
| 2413 | - GameParamInfo.GetWeapon(weaponid, &data); | |
| 2414 | - | |
| 2415 | 2409 | //オブジェクトマネージャーを実行 |
| 2416 | 2410 | int cmdF5id; |
| 2417 | 2411 | if( Cmd_F5 == true ){ |
| @@ -2765,7 +2759,7 @@ | ||
| 2765 | 2759 | } |
| 2766 | 2760 | } |
| 2767 | 2761 | reloadcnt = myHuman->GetWeaponReloadCnt(); |
| 2768 | - selectweaponcnt = myHuman->GetChangeWeaponCnt(); | |
| 2762 | + selectweaponcnt = myHuman->GetChangeWeaponCnt() + myHuman->GetChangeWeaponIDCnt(); | |
| 2769 | 2763 | GameParamInfo.GetWeapon(weapon_paramid[selectweapon], &weapon_paramdata); |
| 2770 | 2764 | strcpy(weaponname, weapon_paramdata.name); |
| 2771 | 2765 | hp = myHuman->GetHP(); |
| @@ -189,6 +189,7 @@ | ||
| 189 | 189 | selectweaponcnt = 0; |
| 190 | 190 | weaponshotcnt = 0; |
| 191 | 191 | weaponreloadcnt = 0; |
| 192 | + changeweaponidcnt = 0; | |
| 192 | 193 | //if( Param->GetHuman(id_param, &data) == 0 ){ |
| 193 | 194 | // hp = data.hp; |
| 194 | 195 | //} |
| @@ -260,6 +261,7 @@ | ||
| 260 | 261 | selectweaponcnt = 0; |
| 261 | 262 | weaponshotcnt = 0; |
| 262 | 263 | weaponreloadcnt = 0; |
| 264 | + changeweaponidcnt = 0; | |
| 263 | 265 | if( Param->GetHuman(id_param, &data) == 0 ){ |
| 264 | 266 | hp = data.hp; |
| 265 | 267 | } |
| @@ -440,6 +442,7 @@ | ||
| 440 | 442 | |
| 441 | 443 | //武器切り替え中なら失敗 |
| 442 | 444 | if( selectweaponcnt > 0 ){ return; } |
| 445 | + if( changeweaponidcnt > 0 ){ return; } | |
| 443 | 446 | |
| 444 | 447 | if( id == -1 ){ |
| 445 | 448 | //次の武器番号を選択 |
| @@ -489,6 +492,13 @@ | ||
| 489 | 492 | return weaponreloadcnt; |
| 490 | 493 | } |
| 491 | 494 | |
| 495 | +//! @brief 武器の切り替えカウントを取得 | |
| 496 | +//! @return カウント数 (1以上で切り替え中) | |
| 497 | +int human::GetChangeWeaponIDCnt() | |
| 498 | +{ | |
| 499 | + return changeweaponidcnt; | |
| 500 | +} | |
| 501 | + | |
| 492 | 502 | //! @brief 武器を取得 |
| 493 | 503 | //! @param out_selectweapon 選択されている武器 (0 〜 [TOTAL_HAVEWEAPON]-1) |
| 494 | 504 | //! @param out_weapon 受け取るweaponクラスのポインタ配列 (配列数:TOTAL_HAVEWEAPON) |
| @@ -548,6 +558,7 @@ | ||
| 548 | 558 | |
| 549 | 559 | //武器切り替え中なら失敗 |
| 550 | 560 | if( selectweaponcnt > 0 ){ return false; } |
| 561 | + if( changeweaponidcnt > 0 ){ return false; } | |
| 551 | 562 | |
| 552 | 563 | //武器を装備していなければ、失敗 |
| 553 | 564 | if( weapon[selectweapon] == NULL ){ return false; } |
| @@ -642,6 +653,7 @@ | ||
| 642 | 653 | { |
| 643 | 654 | //武器切り替え中なら失敗 |
| 644 | 655 | if( selectweaponcnt > 0 ){ return false; } |
| 656 | + if( changeweaponidcnt > 0 ){ return false; } | |
| 645 | 657 | |
| 646 | 658 | //何かしらの武器を装備していれば〜 |
| 647 | 659 | if( weapon[selectweapon] != NULL ){ |
| @@ -682,6 +694,7 @@ | ||
| 682 | 694 | { |
| 683 | 695 | //武器切り替え中なら失敗 |
| 684 | 696 | if( selectweaponcnt > 0 ){ return false; } |
| 697 | + if( changeweaponidcnt > 0 ){ return false; } | |
| 685 | 698 | |
| 686 | 699 | //何かしらの武器を装備していれば〜 |
| 687 | 700 | if( weapon[selectweapon] != NULL ){ |
| @@ -713,6 +726,10 @@ | ||
| 713 | 726 | //! @attention ゲーム上から直接呼び出すことは避け、ObjectManagerクラスから呼び出してください。 |
| 714 | 727 | int human::ChangeShotMode() |
| 715 | 728 | { |
| 729 | + //武器切り替え中なら失敗 | |
| 730 | + //if( selectweaponcnt > 0 ){ return 1; } | |
| 731 | + if( changeweaponidcnt > 0 ){ return 1; } | |
| 732 | + | |
| 716 | 733 | //武器を装備してなければ失敗 |
| 717 | 734 | if( weapon[selectweapon] == NULL ){ return 1; } |
| 718 | 735 |
| @@ -724,7 +741,7 @@ | ||
| 724 | 741 | WeaponParameter ParamData; |
| 725 | 742 | int ChangeWeapon; |
| 726 | 743 | if( Param->GetWeapon(param_id, &ParamData) != 0 ){ return 1; } |
| 727 | - ChangeWeapon = ParamData.ChangeWeapon; | |
| 744 | + ChangeWeapon = ParamData.ChangeWeaponID; | |
| 728 | 745 | |
| 729 | 746 | //新しい武器番号が正しいか確認 |
| 730 | 747 | if( ChangeWeapon == param_id ){ return 1; } |
| @@ -754,6 +771,9 @@ | ||
| 754 | 771 | //モーション実行 |
| 755 | 772 | MotionCtrl->ChangeShotMode(ChangeWeapon); |
| 756 | 773 | |
| 774 | + //切り替え完了のカウント | |
| 775 | + changeweaponidcnt = ParamData.ChangeWeaponCnt; | |
| 776 | + | |
| 757 | 777 | return 0; |
| 758 | 778 | } |
| 759 | 779 |
| @@ -1675,6 +1695,9 @@ | ||
| 1675 | 1695 | if( selectweaponcnt > 0 ){ |
| 1676 | 1696 | selectweaponcnt -= 1; |
| 1677 | 1697 | } |
| 1698 | + if( changeweaponidcnt > 0 ){ | |
| 1699 | + changeweaponidcnt -= 1; | |
| 1700 | + } | |
| 1678 | 1701 | |
| 1679 | 1702 | //連射カウントが残っていれば、1 減らす |
| 1680 | 1703 | if( weaponshotcnt > 0 ){ |
| @@ -147,6 +147,7 @@ | ||
| 147 | 147 | int selectweaponcnt; //!< 武器の切り替えカウント |
| 148 | 148 | int weaponshotcnt; //!< 武器の連射カウント |
| 149 | 149 | int weaponreloadcnt; //!< 武器のリロードカウント |
| 150 | + int changeweaponidcnt; //!< 武器のショットモード切り替えカウント | |
| 150 | 151 | int hp; //!< 体力 |
| 151 | 152 | int deadstate; //!< 死体になっているか |
| 152 | 153 | float add_ry; //!< 死体の倒れる加速度 |
| @@ -187,6 +188,7 @@ | ||
| 187 | 188 | virtual void ChangeWeapon(int id = -1); |
| 188 | 189 | virtual int GetChangeWeaponCnt(); |
| 189 | 190 | virtual int GetWeaponReloadCnt(); |
| 191 | + virtual int GetChangeWeaponIDCnt(); | |
| 190 | 192 | virtual void GetWeapon(int *out_selectweapon, class weapon *out_weapon[], int nlnbs[], int nnbs[]); |
| 191 | 193 | virtual int GetMainWeaponTypeNO(); |
| 192 | 194 | virtual bool GetWeaponBlazingmode(); |
| @@ -254,7 +256,7 @@ | ||
| 254 | 256 | class smallobject : public object |
| 255 | 257 | { |
| 256 | 258 | protected: |
| 257 | - class MIFInterface *MIFdata; //!< 設定値を管理するクラスへのポインタ | |
| 259 | + class MIFInterface *MIFdata; //!< MIFを管理するクラスへのポインタ | |
| 258 | 260 | float rotation_y; //!< 回転角度 |
| 259 | 261 | signed char point_p4; //!< ポイントの認識番号 |
| 260 | 262 | int hp; //!< 体力 |
| @@ -483,7 +483,8 @@ | ||
| 483 | 483 | Weapon[0].soundvolume = 0; |
| 484 | 484 | Weapon[0].silencer = false; |
| 485 | 485 | Weapon[0].WeaponP = 2; |
| 486 | - Weapon[0].ChangeWeapon = -1; | |
| 486 | + Weapon[0].ChangeWeaponID = -1; | |
| 487 | + Weapon[0].ChangeWeaponCnt = 0; | |
| 487 | 488 | Weapon[0].burst = 0; |
| 488 | 489 | Weapon[1].name = "MP5"; |
| 489 | 490 | Weapon[1].model = "./data/model/weapon/mp5.x"; |
| @@ -515,7 +516,8 @@ | ||
| 515 | 516 | Weapon[1].soundvolume = 92; |
| 516 | 517 | Weapon[1].silencer = false; |
| 517 | 518 | Weapon[1].WeaponP = 0; |
| 518 | - Weapon[1].ChangeWeapon = -1; | |
| 519 | + Weapon[1].ChangeWeaponID = -1; | |
| 520 | + Weapon[1].ChangeWeaponCnt = 0; | |
| 519 | 521 | Weapon[1].burst = 1; |
| 520 | 522 | Weapon[2].name = "PSG1"; |
| 521 | 523 | Weapon[2].model = "./data/model/weapon/psg1.x"; |
| @@ -547,7 +549,8 @@ | ||
| 547 | 549 | Weapon[2].soundvolume = 98; |
| 548 | 550 | Weapon[2].silencer = false; |
| 549 | 551 | Weapon[2].WeaponP = 0; |
| 550 | - Weapon[2].ChangeWeapon = -1; | |
| 552 | + Weapon[2].ChangeWeaponID = -1; | |
| 553 | + Weapon[2].ChangeWeaponCnt = 0; | |
| 551 | 554 | Weapon[2].burst = 1; |
| 552 | 555 | Weapon[3].name = "M92F"; |
| 553 | 556 | Weapon[3].model = "./data/model/weapon/m92f.x"; |
| @@ -579,7 +582,8 @@ | ||
| 579 | 582 | Weapon[3].soundvolume = 90; |
| 580 | 583 | Weapon[3].silencer = false; |
| 581 | 584 | Weapon[3].WeaponP = 1; |
| 582 | - Weapon[3].ChangeWeapon = -1; | |
| 585 | + Weapon[3].ChangeWeaponID = -1; | |
| 586 | + Weapon[3].ChangeWeaponCnt = 0; | |
| 583 | 587 | Weapon[3].burst = 1; |
| 584 | 588 | Weapon[4].name = "GLOCK18 SEMI"; |
| 585 | 589 | Weapon[4].model = "./data/model/weapon/glock18.x"; |
| @@ -611,7 +615,8 @@ | ||
| 611 | 615 | Weapon[4].soundvolume = 90; |
| 612 | 616 | Weapon[4].silencer = false; |
| 613 | 617 | Weapon[4].WeaponP = 1; |
| 614 | - Weapon[4].ChangeWeapon = 16; | |
| 618 | + Weapon[4].ChangeWeaponID = 16; | |
| 619 | + Weapon[4].ChangeWeaponCnt = 0; | |
| 615 | 620 | Weapon[4].burst = 1; |
| 616 | 621 | Weapon[5].name = "DESERT EAGLE"; |
| 617 | 622 | Weapon[5].model = "./data/model/weapon/de.x"; |
| @@ -643,7 +648,8 @@ | ||
| 643 | 648 | Weapon[5].soundvolume = 96; |
| 644 | 649 | Weapon[5].silencer = false; |
| 645 | 650 | Weapon[5].WeaponP = 1; |
| 646 | - Weapon[5].ChangeWeapon = -1; | |
| 651 | + Weapon[5].ChangeWeaponID = -1; | |
| 652 | + Weapon[5].ChangeWeaponCnt = 0; | |
| 647 | 653 | Weapon[5].burst = 1; |
| 648 | 654 | Weapon[6].name = "MAC10"; |
| 649 | 655 | Weapon[6].model = "./data/model/weapon/mac10.x"; |
| @@ -675,7 +681,8 @@ | ||
| 675 | 681 | Weapon[6].soundvolume = 90; |
| 676 | 682 | Weapon[6].silencer = false; |
| 677 | 683 | Weapon[6].WeaponP = 1; |
| 678 | - Weapon[6].ChangeWeapon = -1; | |
| 684 | + Weapon[6].ChangeWeaponID = -1; | |
| 685 | + Weapon[6].ChangeWeaponCnt = 0; | |
| 679 | 686 | Weapon[6].burst = 1; |
| 680 | 687 | Weapon[7].name = "UMP"; |
| 681 | 688 | Weapon[7].model = "./data/model/weapon/ump.x"; |
| @@ -707,7 +714,8 @@ | ||
| 707 | 714 | Weapon[7].soundvolume = 94; |
| 708 | 715 | Weapon[7].silencer = false; |
| 709 | 716 | Weapon[7].WeaponP = 0; |
| 710 | - Weapon[7].ChangeWeapon = -1; | |
| 717 | + Weapon[7].ChangeWeaponID = -1; | |
| 718 | + Weapon[7].ChangeWeaponCnt = 0; | |
| 711 | 719 | Weapon[7].burst = 1; |
| 712 | 720 | Weapon[8].name = "P90"; |
| 713 | 721 | Weapon[8].model = "./data/model/weapon/p90.x"; |
| @@ -739,7 +747,8 @@ | ||
| 739 | 747 | Weapon[8].soundvolume = 92; |
| 740 | 748 | Weapon[8].silencer = false; |
| 741 | 749 | Weapon[8].WeaponP = 0; |
| 742 | - Weapon[8].ChangeWeapon = -1; | |
| 750 | + Weapon[8].ChangeWeaponID = -1; | |
| 751 | + Weapon[8].ChangeWeaponCnt = 0; | |
| 743 | 752 | Weapon[8].burst = 1; |
| 744 | 753 | Weapon[9].name = "M4"; |
| 745 | 754 | Weapon[9].model = "./data/model/weapon/m4.x"; |
| @@ -771,7 +780,8 @@ | ||
| 771 | 780 | Weapon[9].soundvolume = 96; |
| 772 | 781 | Weapon[9].silencer = false; |
| 773 | 782 | Weapon[9].WeaponP = 0; |
| 774 | - Weapon[9].ChangeWeapon = -1; | |
| 783 | + Weapon[9].ChangeWeaponID = -1; | |
| 784 | + Weapon[9].ChangeWeaponCnt = 0; | |
| 775 | 785 | Weapon[9].burst = 1; |
| 776 | 786 | Weapon[10].name = "AK47"; |
| 777 | 787 | Weapon[10].model = "./data/model/weapon/ak47.x"; |
| @@ -803,7 +813,8 @@ | ||
| 803 | 813 | Weapon[10].soundvolume = 96; |
| 804 | 814 | Weapon[10].silencer = false; |
| 805 | 815 | Weapon[10].WeaponP = 0; |
| 806 | - Weapon[10].ChangeWeapon = -1; | |
| 816 | + Weapon[10].ChangeWeaponID = -1; | |
| 817 | + Weapon[10].ChangeWeaponCnt = 0; | |
| 807 | 818 | Weapon[10].burst = 1; |
| 808 | 819 | Weapon[11].name = "AUG"; |
| 809 | 820 | Weapon[11].model = "./data/model/weapon/aug.x"; |
| @@ -835,7 +846,8 @@ | ||
| 835 | 846 | Weapon[11].soundvolume = 98; |
| 836 | 847 | Weapon[11].silencer = false; |
| 837 | 848 | Weapon[11].WeaponP = 0; |
| 838 | - Weapon[11].ChangeWeapon = -1; | |
| 849 | + Weapon[11].ChangeWeaponID = -1; | |
| 850 | + Weapon[11].ChangeWeaponCnt = 0; | |
| 839 | 851 | Weapon[11].burst = 1; |
| 840 | 852 | Weapon[12].name = "M249"; |
| 841 | 853 | Weapon[12].model = "./data/model/weapon/m249.x"; |
| @@ -867,7 +879,8 @@ | ||
| 867 | 879 | Weapon[12].soundvolume = 98; |
| 868 | 880 | Weapon[12].silencer = false; |
| 869 | 881 | Weapon[12].WeaponP = 0; |
| 870 | - Weapon[12].ChangeWeapon = -1; | |
| 882 | + Weapon[12].ChangeWeaponID = -1; | |
| 883 | + Weapon[12].ChangeWeaponCnt = 0; | |
| 871 | 884 | Weapon[12].burst = 1; |
| 872 | 885 | Weapon[13].name = "GRENADE"; // ID_WEAPON_GRENADE 定数を要設定 |
| 873 | 886 | Weapon[13].model = "./data/model/weapon/grenade.x"; |
| @@ -899,7 +912,8 @@ | ||
| 899 | 912 | Weapon[13].soundvolume = 0; |
| 900 | 913 | Weapon[13].silencer = false; |
| 901 | 914 | Weapon[13].WeaponP = 1; |
| 902 | - Weapon[13].ChangeWeapon = -1; | |
| 915 | + Weapon[13].ChangeWeaponID = -1; | |
| 916 | + Weapon[13].ChangeWeaponCnt = 0; | |
| 903 | 917 | Weapon[13].burst = 1; |
| 904 | 918 | Weapon[14].name = "MP5SD"; |
| 905 | 919 | Weapon[14].model = "./data/model/weapon/mp5sd.x"; |
| @@ -931,7 +945,8 @@ | ||
| 931 | 945 | Weapon[14].soundvolume = 84; |
| 932 | 946 | Weapon[14].silencer = true; |
| 933 | 947 | Weapon[14].WeaponP = 0; |
| 934 | - Weapon[14].ChangeWeapon = -1; | |
| 948 | + Weapon[14].ChangeWeaponID = -1; | |
| 949 | + Weapon[14].ChangeWeaponCnt = 0; | |
| 935 | 950 | Weapon[14].burst = 1; |
| 936 | 951 | Weapon[15].name = "CASE"; // ID_WEAPON_CASE 定数を要設定 |
| 937 | 952 | Weapon[15].model = "./data/model/weapon/case.x"; |
| @@ -963,7 +978,8 @@ | ||
| 963 | 978 | Weapon[15].soundvolume = 0; |
| 964 | 979 | Weapon[15].silencer = false; |
| 965 | 980 | Weapon[15].WeaponP = 2; |
| 966 | - Weapon[15].ChangeWeapon = -1; | |
| 981 | + Weapon[15].ChangeWeaponID = -1; | |
| 982 | + Weapon[15].ChangeWeaponCnt = 0; | |
| 967 | 983 | Weapon[15].burst = 1; |
| 968 | 984 | Weapon[16].name = "GLOCK18 FULL"; |
| 969 | 985 | Weapon[16].model = "./data/model/weapon/glock18.x"; |
| @@ -995,7 +1011,8 @@ | ||
| 995 | 1011 | Weapon[16].soundvolume = 90; |
| 996 | 1012 | Weapon[16].silencer = false; |
| 997 | 1013 | Weapon[16].WeaponP = 1; |
| 998 | - Weapon[16].ChangeWeapon = 4; | |
| 1014 | + Weapon[16].ChangeWeaponID = 4; | |
| 1015 | + Weapon[16].ChangeWeaponCnt = 0; | |
| 999 | 1016 | Weapon[16].burst = 1; |
| 1000 | 1017 | Weapon[17].name = "M1911"; |
| 1001 | 1018 | Weapon[17].model = "./data/model/weapon/cg.x"; |
| @@ -1027,7 +1044,8 @@ | ||
| 1027 | 1044 | Weapon[17].soundvolume = 94; |
| 1028 | 1045 | Weapon[17].silencer = false; |
| 1029 | 1046 | Weapon[17].WeaponP = 1; |
| 1030 | - Weapon[17].ChangeWeapon = -1; | |
| 1047 | + Weapon[17].ChangeWeaponID = -1; | |
| 1048 | + Weapon[17].ChangeWeaponCnt = 0; | |
| 1031 | 1049 | Weapon[17].burst = 1; |
| 1032 | 1050 | Weapon[18].name = "GLOCK17"; |
| 1033 | 1051 | Weapon[18].model = "./data/model/weapon/glock18.x"; |
| @@ -1059,7 +1077,8 @@ | ||
| 1059 | 1077 | Weapon[18].soundvolume = 90; |
| 1060 | 1078 | Weapon[18].silencer = false; |
| 1061 | 1079 | Weapon[18].WeaponP = 1; |
| 1062 | - Weapon[18].ChangeWeapon = -1; | |
| 1080 | + Weapon[18].ChangeWeaponID = -1; | |
| 1081 | + Weapon[18].ChangeWeaponCnt = 0; | |
| 1063 | 1082 | Weapon[18].burst = 1; |
| 1064 | 1083 | Weapon[19].name = "M1"; |
| 1065 | 1084 | Weapon[19].model = "./data/model/weapon/m1.x"; |
| @@ -1091,7 +1110,8 @@ | ||
| 1091 | 1110 | Weapon[19].soundvolume = 98; |
| 1092 | 1111 | Weapon[19].silencer = false; |
| 1093 | 1112 | Weapon[19].WeaponP = 0; |
| 1094 | - Weapon[19].ChangeWeapon = -1; | |
| 1113 | + Weapon[19].ChangeWeaponID = -1; | |
| 1114 | + Weapon[19].ChangeWeaponCnt = 0; | |
| 1095 | 1115 | Weapon[19].burst = 6; |
| 1096 | 1116 | Weapon[20].name = "FAMAS"; |
| 1097 | 1117 | Weapon[20].model = "./data/model/weapon/famas.x"; |
| @@ -1123,7 +1143,8 @@ | ||
| 1123 | 1143 | Weapon[20].soundvolume = 96; |
| 1124 | 1144 | Weapon[20].silencer = false; |
| 1125 | 1145 | Weapon[20].WeaponP = 0; |
| 1126 | - Weapon[20].ChangeWeapon = -1; | |
| 1146 | + Weapon[20].ChangeWeaponID = -1; | |
| 1147 | + Weapon[20].ChangeWeaponCnt = 0; | |
| 1127 | 1148 | Weapon[20].burst = 1; |
| 1128 | 1149 | Weapon[21].name = "MK23"; |
| 1129 | 1150 | Weapon[21].model = "./data/model/weapon/mk23.x"; |
| @@ -1155,7 +1176,8 @@ | ||
| 1155 | 1176 | Weapon[21].soundvolume = 92; |
| 1156 | 1177 | Weapon[21].silencer = false; |
| 1157 | 1178 | Weapon[21].WeaponP = 1; |
| 1158 | - Weapon[21].ChangeWeapon = -1; | |
| 1179 | + Weapon[21].ChangeWeaponID = -1; | |
| 1180 | + Weapon[21].ChangeWeaponCnt = 0; | |
| 1159 | 1181 | Weapon[21].burst = 1; |
| 1160 | 1182 | Weapon[22].name = "MK23 SD"; |
| 1161 | 1183 | Weapon[22].model = "./data/model/weapon/mk23sd.x"; |
| @@ -1187,7 +1209,8 @@ | ||
| 1187 | 1209 | Weapon[22].soundvolume = 86; |
| 1188 | 1210 | Weapon[22].silencer = true; |
| 1189 | 1211 | Weapon[22].WeaponP = 1; |
| 1190 | - Weapon[22].ChangeWeapon = -1; | |
| 1212 | + Weapon[22].ChangeWeaponID = -1; | |
| 1213 | + Weapon[22].ChangeWeaponCnt = 0; | |
| 1191 | 1214 | Weapon[22].burst = 1; |
| 1192 | 1215 | |
| 1193 | 1216 | #ifdef ENABLE_BUG_HUMANWEAPON |
| @@ -1222,7 +1245,8 @@ | ||
| 1222 | 1245 | BugWeapon[0].soundvolume = 0; |
| 1223 | 1246 | BugWeapon[0].silencer = false; |
| 1224 | 1247 | BugWeapon[0].WeaponP = 1; |
| 1225 | - BugWeapon[0].ChangeWeapon = -1; | |
| 1248 | + BugWeapon[0].ChangeWeaponID = -1; | |
| 1249 | + BugWeapon[0].ChangeWeaponCnt = 0; | |
| 1226 | 1250 | BugWeapon[0].burst = 0; |
| 1227 | 1251 | #endif |
| 1228 | 1252 |
| @@ -68,15 +68,15 @@ | ||
| 68 | 68 | |
| 69 | 69 | //! 武器設定用の構造体 |
| 70 | 70 | struct WeaponParameter{ |
| 71 | - char *name; //!< 武器名 | |
| 72 | - char *model; //!< モデルファイル名 | |
| 73 | - char *texture; //!< テクスチャファイル名 | |
| 74 | - int attacks; //!< 攻撃力 | |
| 71 | + char *name; //!< 武器名 | |
| 72 | + char *model; //!< モデルファイル名 | |
| 73 | + char *texture; //!< テクスチャファイル名 | |
| 74 | + int attacks; //!< 攻撃力 | |
| 75 | 75 | int penetration; //!< 貫通力 |
| 76 | - int blazings; //!< 連射間隔 | |
| 77 | - int speed; //!< 弾速 | |
| 78 | - int nbsmax; //!< 装弾数 | |
| 79 | - int reloads; //!< リロード時間 | |
| 76 | + int blazings; //!< 連射間隔 | |
| 77 | + int speed; //!< 弾速 | |
| 78 | + int nbsmax; //!< 装弾数 | |
| 79 | + int reloads; //!< リロード時間 | |
| 80 | 80 | int reaction; //!< 反動角度 |
| 81 | 81 | int ErrorRangeMIN; //!< 弾道誤差 最小 |
| 82 | 82 | int ErrorRangeMAX; //!< 弾道誤差 最大 |
| @@ -92,13 +92,14 @@ | ||
| 92 | 92 | float yakkyou_sx; //!< 薬莢排出 初速:X |
| 93 | 93 | float yakkyou_sy; //!< 薬莢排出 初速:Y |
| 94 | 94 | bool blazingmode; //!< 連射 |
| 95 | - int scopemode; //!< スコープモード | |
| 96 | - float size; //!< 描画倍率 | |
| 97 | - int soundid; //!< 発砲音の番号 | |
| 95 | + int scopemode; //!< スコープモード | |
| 96 | + float size; //!< 描画倍率 | |
| 97 | + int soundid; //!< 発砲音の番号 | |
| 98 | 98 | int soundvolume; //!< 発砲音の音量 |
| 99 | - bool silencer; //!< サイレンサーの有無 | |
| 100 | - int WeaponP; //!< 装備方法 | |
| 101 | - int ChangeWeapon; //!< 切り替える武器対象 | |
| 99 | + bool silencer; //!< サイレンサーの有無 | |
| 100 | + int WeaponP; //!< 装備方法 | |
| 101 | + int ChangeWeaponID; //!< 切り替える武器対象 | |
| 102 | + int ChangeWeaponCnt; //!< 武器切り替え時間 | |
| 102 | 103 | int burst; //!< 発射弾数 |
| 103 | 104 | }; |
| 104 | 105 |