Let's not use terms like this so plainly, right?

This commit is contained in:
toasterbabe 2017-03-18 14:20:42 +00:00
parent 096921cbbf
commit 842c27e78b
6 changed files with 15 additions and 15 deletions

View File

@ -1165,7 +1165,7 @@ found:
if (var == &cv_forceskin) if (var == &cv_forceskin)
{ {
var->value = R_SkinAvailable(var->string); var->value = R_SkinAvailable(var->string);
if (!R_SkinUnlock(-1, var->value)) if (!R_SkinUsable(-1, var->value))
var->value = -1; var->value = -1;
} }
else else
@ -1364,7 +1364,7 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
if (var == &cv_forceskin) if (var == &cv_forceskin)
{ {
INT32 skin = R_SkinAvailable(value); INT32 skin = R_SkinAvailable(value);
if ((stricmp(value, "None")) && ((skin == -1) || !R_SkinUnlock(-1, skin))) if ((stricmp(value, "None")) && ((skin == -1) || !R_SkinUsable(-1, skin)))
{ {
CONS_Printf("Please provide a valid skin name (\"None\" disables).\n"); CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
return; return;
@ -1488,7 +1488,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
else if (newvalue >= numskins) else if (newvalue >= numskins)
newvalue = -1; newvalue = -1;
} while ((oldvalue != newvalue) } while ((oldvalue != newvalue)
&& !(R_SkinUnlock(-1, newvalue))); && !(R_SkinUsable(-1, newvalue)));
} }
else else
newvalue = var->value + increment; newvalue = var->value + increment;

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@ -1129,7 +1129,7 @@ static void SendNameAndColor(void)
SetPlayerSkinByNum(consoleplayer, 0); SetPlayerSkinByNum(consoleplayer, 0);
CV_StealthSet(&cv_skin, skins[0].name); CV_StealthSet(&cv_skin, skins[0].name);
} }
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(consoleplayer, foundskin)) else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUsable(consoleplayer, foundskin))
{ {
boolean notsame; boolean notsame;
@ -1176,7 +1176,7 @@ static void SendNameAndColor(void)
// check if player has the skin loaded (cv_skin may have // check if player has the skin loaded (cv_skin may have
// the name of a skin that was available in the previous game) // the name of a skin that was available in the previous game)
cv_skin.value = R_SkinAvailable(cv_skin.string); cv_skin.value = R_SkinAvailable(cv_skin.string);
if ((cv_skin.value < 0) || !R_SkinUnlock(consoleplayer, cv_skin.value)) if ((cv_skin.value < 0) || !R_SkinUsable(consoleplayer, cv_skin.value))
{ {
CV_StealthSet(&cv_skin, DEFAULTSKIN); CV_StealthSet(&cv_skin, DEFAULTSKIN);
cv_skin.value = 0; cv_skin.value = 0;
@ -1257,7 +1257,7 @@ static void SendNameAndColor2(void)
SetPlayerSkinByNum(secondplaya, forcedskin); SetPlayerSkinByNum(secondplaya, forcedskin);
CV_StealthSet(&cv_skin2, skins[forcedskin].name); CV_StealthSet(&cv_skin2, skins[forcedskin].name);
} }
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(secondplaya, foundskin)) else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUsable(secondplaya, foundskin))
{ {
boolean notsame; boolean notsame;

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@ -511,7 +511,7 @@ static int mobj_set(lua_State *L)
for (i = 0; i < numskins; i++) for (i = 0; i < numskins; i++)
if (fastcmp(skins[i].name, skin)) if (fastcmp(skins[i].name, skin))
{ {
if (!mo->player || R_SkinUnlock(mo->player-players, i)) if (!mo->player || R_SkinUsable(mo->player-players, i))
mo->skin = &skins[i]; mo->skin = &skins[i];
return 0; return 0;
} }

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@ -3374,7 +3374,7 @@ static void M_PatchSkinNameTable(void)
for (j = 0; j < MAXSKINS; j++) for (j = 0; j < MAXSKINS; j++)
{ {
if (skins[j].name[0] != '\0' && R_SkinUnlock(-1, j)) if (skins[j].name[0] != '\0' && R_SkinUsable(-1, j))
{ {
skins_cons_t[j].strvalue = skins[j].realname; skins_cons_t[j].strvalue = skins[j].realname;
skins_cons_t[j].value = j+1; skins_cons_t[j].value = j+1;
@ -4737,7 +4737,7 @@ static void M_SetupChoosePlayer(INT32 choice)
{ {
name = strtok(Z_StrDup(description[i].skinname), "&"); name = strtok(Z_StrDup(description[i].skinname), "&");
skinnum = R_SkinAvailable(name); skinnum = R_SkinAvailable(name);
if ((skinnum != -1) && (R_SkinUnlock(-1, skinnum))) if ((skinnum != -1) && (R_SkinUsable(-1, skinnum)))
{ {
// Handling order. // Handling order.
if (firstvalid == 255) if (firstvalid == 255)
@ -6524,7 +6524,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
if (setupm_fakeskin < 0) if (setupm_fakeskin < 0)
setupm_fakeskin = numskins-1; setupm_fakeskin = numskins-1;
} }
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin))); while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUsable(-1, setupm_fakeskin)));
} }
else if (itemOn == 1) // player color else if (itemOn == 1) // player color
{ {
@ -6544,7 +6544,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
if (setupm_fakeskin > numskins-1) if (setupm_fakeskin > numskins-1)
setupm_fakeskin = 0; setupm_fakeskin = 0;
} }
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin))); while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUsable(-1, setupm_fakeskin)));
} }
else if (itemOn == 1) // player color else if (itemOn == 1) // player color
{ {

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@ -2569,7 +2569,7 @@ UINT32 R_GetSkinAvailabilities(void)
// returns true if available in circumstances, otherwise nope // returns true if available in circumstances, otherwise nope
// warning don't use with an invalid skinnum other than -1 which always returns true // warning don't use with an invalid skinnum other than -1 which always returns true
boolean R_SkinUnlock(INT32 playernum, INT32 skinnum) boolean R_SkinUsable(INT32 playernum, INT32 skinnum)
{ {
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|| (!skins[skinnum].availability) || (!skins[skinnum].availability)
@ -2601,7 +2601,7 @@ void SetPlayerSkin(INT32 playernum, const char *skinname)
INT32 i = R_SkinAvailable(skinname); INT32 i = R_SkinAvailable(skinname);
player_t *player = &players[playernum]; player_t *player = &players[playernum];
if ((i != -1) && R_SkinUnlock(playernum, i)) if ((i != -1) && R_SkinUsable(playernum, i))
{ {
SetPlayerSkinByNum(playernum, i); SetPlayerSkinByNum(playernum, i);
return; return;
@ -2623,7 +2623,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
skin_t *skin = &skins[skinnum]; skin_t *skin = &skins[skinnum];
UINT8 newcolor = 0; UINT8 newcolor = 0;
if (skinnum >= 0 && skinnum < numskins && R_SkinUnlock(playernum, skinnum)) // Make sure it exists! if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists!
{ {
player->skin = skinnum; player->skin = skinnum;

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@ -203,7 +203,7 @@ extern skin_t skins[MAXSKINS + 1];
void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkin(INT32 playernum,const char *skinname);
void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
boolean R_SkinUnlock(INT32 playernum, INT32 skinnum); boolean R_SkinUsable(INT32 playernum, INT32 skinnum);
UINT32 R_GetSkinAvailabilities(void); UINT32 R_GetSkinAvailabilities(void);
INT32 R_SkinAvailable(const char *name); INT32 R_SkinAvailable(const char *name);
void R_AddSkins(UINT16 wadnum); void R_AddSkins(UINT16 wadnum);