Tidy up code

This commit is contained in:
Greysa
2026-05-23 21:22:28 +03:00
committed by Asdow
parent 346e5c6293
commit 9fac0a8ecd
+5 -13
View File
@@ -3879,14 +3879,12 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
pObj2 = NULL;
if (pSoldier->IsValidSecondHandShotForReloadingPurposes()) //check for valid second hand weapon for reloading purposes (something that doesn't use ammo)
{
pObj2 = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
}
else
{
pObj2 = NULL;
}
// Greysa: Check if weapon is jammed and unjam it first
if ((*pObj)[0]->data.gun.bGunAmmoStatus < 0 || ((pObj2 != NULL) && (*pObj2)[0]->data.gun.bGunAmmoStatus < 0))
{
@@ -4015,10 +4013,8 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pObj2 != NULL)//( pSoldier->IsValidSecondHandShot( ) )
if (pObj2 != NULL)
{
//pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if ((*pObj2)[0]->data.gun.ubGunShotsLeft && !((*pObj2)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
(*pObj2)[0]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
@@ -4030,10 +4026,8 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
}
else
{
if (pObj2 != NULL)//( pSoldier->IsValidSecondHandShot( ) )
if (pObj2 != NULL)
{
//pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if ((*pObj2)[0]->data.gun.ubGunShotsLeft && !((*pObj2)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
(*pObj2)[0]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
@@ -4089,11 +4083,9 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
// if we are valid for two-pistol shooting (reloading) and we have enough APs still
// then do a reload of both guns!
// Flugente: only reload if it's empty, or we really want to
if ( pObj2 != NULL //pSoldier->IsValidSecondHandShotForReloadingPurposes()
&& ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS ) ) )
if ( pObj2 != NULL && ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS ) ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
//pObj2 = pSoldier->GetUsedWeapon( &( pSoldier->inv[SECONDHANDPOS] ) );
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if ( bSlot != NO_SLOT )