diff --git a/build_tools/code-generators/c_structdef_cg.pm b/build_tools/code-generators/c_structdef_cg.pm index 188e8a8fc..f769c7418 100644 --- a/build_tools/code-generators/c_structdef_cg.pm +++ b/build_tools/code-generators/c_structdef_cg.pm @@ -185,7 +185,7 @@ sub printEnum() $$output .= "\t/**\n" . "\t * The number of enumerators in this enum.\n" . "\t */\n" - . "\t${valprefix}${${$enum}{\"qualifiers\"}}{\"max\"},\n"; + . "\t${${$enum}{\"qualifiers\"}}{\"max\"},\n"; } # Finish printing the enum diff --git a/build_tools/code-generators/test_code.tpl b/build_tools/code-generators/test_code.tpl index a7825cf33..bfffd7544 100644 --- a/build_tools/code-generators/test_code.tpl +++ b/build_tools/code-generators/test_code.tpl @@ -11,7 +11,7 @@ struct BASE end; enum COMPONENT_TYPE - %max "NUMCOMPONENTS"; + %max "COMP_NUMCOMPONENTS"; %valprefix "COMP_"; UNKNOWN diff --git a/src/stats-db2.tpl b/src/stats-db2.tpl index 6c67946ee..58a6ec309 100644 --- a/src/stats-db2.tpl +++ b/src/stats-db2.tpl @@ -1,7 +1,7 @@ # if any types are added BEFORE 'COMP_BODY' - then Save/Load Game will have to # be altered since it loops through the components from 1->MAX_COMP enum COMPONENT_TYPE - %max "NUMCOMPONENTS"; + %max "COMP_NUMCOMPONENTS"; %valprefix "COMP_"; UNKNOWN @@ -33,7 +33,7 @@ end; # only using KINETIC and HEAT for now enum WEAPON_CLASS - %max "NUM_WEAPON_CLASSES"; + %max "WC_NUM_WEAPON_CLASSES"; %valprefix "WC_"; # Bullets, etc. @@ -46,7 +46,7 @@ enum WEAPON_CLASS HEAT # others we haven't thought of! - classed as HEAT now to save space in DROID - #WC_MISC, ///< + #WC_MISC, end; # weapon subclasses used to define which weapons are affected by weapon upgrade @@ -54,7 +54,7 @@ end; # # Watermelon:added a new subclass to do some tests enum WEAPON_SUBCLASS - %max "NUM_WEAPON_SUBCLASSES"; + %max "WSC_NUM_WEAPON_SUBCLASSES"; %valprefix "WSC_"; MGUN @@ -82,7 +82,7 @@ enum WEAPON_SUBCLASS end; enum PROPULSION_TYPE - %max "NUM"; + %max "PROPULSION_TYPE_NUM"; WHEELED TRACKED LEGGED