ref: 9d8018e901e1380042c26ce30697c64c0b6087ad
parent: eb46198635fde10abd14ec48b5241fe97ff38c94
author: Gabriel Ravier <gabravier@gmail.com>
date: Mon Sep 23 03:28:48 EDT 2019
More comments in ArmsItem Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -203,6 +203,7 @@
if (gKeyTrg & (gKeyUp | gKeyDown))
{
+ // If there are any items, we're changing to the items section, since the weapons section has only 1 row
if (item_num)
gCampActive = TRUE;
@@ -209,7 +210,7 @@
bChange = TRUE;
}
-
+ // Loop around gSelectedArms if needed
if (gSelectedArms < 0)
gSelectedArms = arms_num - 1;
@@ -513,17 +514,17 @@
{
for (int i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == a)
- return TRUE;
+ return TRUE; // Found
- return FALSE;
+ return FALSE; // Not found
}
BOOL UseArmsEnergy(long num)
{
if (gArmsData[gSelectedArms].max_num == 0)
- return TRUE;
+ return TRUE; // No ammo needed
if (gArmsData[gSelectedArms].num == 0)
- return FALSE;
+ return FALSE; // No ammo left
gArmsData[gSelectedArms].num -= num;
@@ -530,7 +531,7 @@
if (gArmsData[gSelectedArms].num < 0)
gArmsData[gSelectedArms].num = 0;
- return TRUE;
+ return TRUE; // Was able to spend ammo
}
BOOL ChargeArmsEnergy(long num)