From e607b88117bf855c3b65fca166006de217d62551 Mon Sep 17 00:00:00 2001 From: Lyberta Date: Fri, 10 Nov 2017 09:07:57 +0300 Subject: [PATCH] Random items: Removing more useless macros. --- .../mutator/random_items/sv_random_items.qc | 44 +++++++++---------- 1 file changed, 20 insertions(+), 24 deletions(-) diff --git a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc index 2d96ae62cf..648b6b9f28 100644 --- a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc +++ b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc @@ -196,18 +196,16 @@ string RandomItems_GetRandomMapItemClassName() return RandomItems_GetRandomOverkillMapItemClassName(); } RandomSelection_Init(); - #define X(type, name) \ - RandomSelection_AddFloat( \ - RANDOM_ITEM_TYPE_##type, \ - autocvar_g_random_items_##name##_probability, \ - 1 \ - ) - X(HEALTH, health); - X(ARMOR, armor); - X(RESOURCE, resource); - X(WEAPON, weapon); - X(POWERUP, powerup); - #undef X + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH, + autocvar_g_random_items_health_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR, + autocvar_g_random_items_armor_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE, + autocvar_g_random_items_resource_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON, + autocvar_g_random_items_weapon_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP, + autocvar_g_random_items_powerup_probability, 1); int item_type = RandomSelection_chosen_float; switch (item_type) { @@ -406,18 +404,16 @@ string RandomItems_GetRandomLootItemClassName() return RandomItems_GetRandomOverkillLootItemClassName(); } RandomSelection_Init(); - #define X(type, name) \ - RandomSelection_AddFloat( \ - RANDOM_ITEM_TYPE_##type, \ - autocvar_g_random_loot_##name##_probability, \ - 1 \ - ) - X(HEALTH, health); - X(ARMOR, armor); - X(RESOURCE, resource); - X(WEAPON, weapon); - X(POWERUP, powerup); - #undef X + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH, + autocvar_g_random_loot_health_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR, + autocvar_g_random_loot_armor_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE, + autocvar_g_random_loot_resource_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON, + autocvar_g_random_loot_weapon_probability, 1); + RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP, + autocvar_g_random_loot_powerup_probability, 1); int item_type = RandomSelection_chosen_float; switch (item_type) { -- 2.39.2