mirror of https://github.com/nmlgc/ReC98.git
[Naming] [th01] Extra bombs per life lost
This variable makes more sense if we name it after its one actual and consistent usage. All others make more sense when interpreted as a bug or bloat. Part of P0229, funded by Ember2528.
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@ -82,7 +82,13 @@ void player_gameover_animate(void)
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}
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z_vsync_wait_and_scrollup(0);
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rem_bombs = credit_bombs;
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// ZUN bug: Both should have been set to [credit_bombs] from REIIDEN.CFG.
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// That file is never read in REIIDEN.EXE though, nor is the value
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// preserved in the resident structure. In the end it makes no difference,
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// as both [credit_bombs] and [bombs_extra_per_life_lost] are a constant 1
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// in the original game.
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rem_bombs = bombs_extra_per_life_lost;
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resident->rem_bombs = 1;
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#undef frame
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@ -1033,7 +1033,7 @@ void player_miss_animate_and_update(void)
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hud_lives_put(rem_lives + 1);
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prev_bombs = rem_bombs;
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rem_bombs = (credit_bombs + rem_bombs);
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rem_bombs = (bombs_extra_per_life_lost + rem_bombs);
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if(rem_bombs > BOMBS_MAX) {
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rem_bombs = BOMBS_MAX;
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} else {
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@ -3,7 +3,7 @@
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extern int8_t rank; // ACTUAL TYPE: rank_t
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extern bgm_mode_t bgm_mode;
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extern int8_t rem_bombs;
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extern int8_t credit_bombs;
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extern int8_t bombs_extra_per_life_lost;
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extern int8_t stage_num;
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extern bool bgm_change_blocked;
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@ -97,7 +97,7 @@ int orb_rotation_frame = 0;
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int rem_lives = 4;
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bool16 stage_cleared = false;
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int8_t credit_bombs;
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int8_t bombs_extra_per_life_lost;
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int8_t player_swing_deflection_frames;
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unsigned long frame_rand;
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uint32_t coreleft_prev;
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@ -483,7 +483,7 @@ int main(void)
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if(resident_stuff_get(
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rank,
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bgm_mode,
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credit_bombs,
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bombs_extra_per_life_lost, // ZUN bloat: Supposed to be [rem_bombs]...
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credit_lives_extra,
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frame_rand,
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continues_total,
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@ -493,7 +493,9 @@ int main(void)
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return 1;
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}
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credit_bombs = 1;
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// ZUN bloat: ...and the variable is hardcoded here anyway.
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bombs_extra_per_life_lost = 1;
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score = resident->score;
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extend_next = ((resident->score / SCORE_PER_EXTEND) + 1);
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srand(frame_rand);
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