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- Blood: Allow fire button to be used for tnt/spray throw
Prevent alt fire blocking fire button for tnt/spray can throwing * Advised of fix to Raze here: https://github.com/nukeykt/NBlood/pull/654#issuecomment-1253886969 * Fixes #671.
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1 changed files with 6 additions and 4 deletions
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@ -2166,14 +2166,15 @@ static int WeaponFindLoaded(PLAYER* pPlayer, int* a2)
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int processSprayCan(PLAYER* pPlayer)
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int processSprayCan(PLAYER* pPlayer)
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{
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{
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const char bUseShootAsThrow = !VanillaMode() && pPlayer->input.buttonFlags.shoot;
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switch (pPlayer->weaponState)
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switch (pPlayer->weaponState)
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{
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{
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case 5:
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case 5:
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if (!(pPlayer->input.actions & SB_ALTFIRE))
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if (!(pPlayer->input.actions & SB_ALTFIRE) || bUseShootAsThrow)
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pPlayer->weaponState = 6;
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pPlayer->weaponState = 6;
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return 1;
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return 1;
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case 6:
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case 6:
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if (pPlayer->input.actions & SB_ALTFIRE)
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if ((pPlayer->input.actions & SB_ALTFIRE) && !bUseShootAsThrow)
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{
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{
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pPlayer->weaponState = 3;
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pPlayer->weaponState = 3;
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pPlayer->fuseTime = pPlayer->weaponTimer;
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pPlayer->fuseTime = pPlayer->weaponTimer;
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@ -2210,14 +2211,15 @@ int processSprayCan(PLAYER* pPlayer)
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static bool processTNT(PLAYER* pPlayer)
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static bool processTNT(PLAYER* pPlayer)
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{
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{
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const char bUseShootAsThrow = !VanillaMode() && pPlayer->input.buttonFlags.shoot;
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switch (pPlayer->weaponState)
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switch (pPlayer->weaponState)
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{
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{
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case 4:
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case 4:
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if (!(pPlayer->input.actions & SB_ALTFIRE))
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if (!(pPlayer->input.actions & SB_ALTFIRE) || bUseShootAsThrow)
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pPlayer->weaponState = 5;
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pPlayer->weaponState = 5;
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return 1;
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return 1;
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case 5:
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case 5:
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if (pPlayer->input.actions & SB_ALTFIRE)
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if ((pPlayer->input.actions & SB_ALTFIRE) && !bUseShootAsThrow)
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{
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{
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pPlayer->weaponState = 1;
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pPlayer->weaponState = 1;
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pPlayer->fuseTime = pPlayer->weaponTimer;
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pPlayer->fuseTime = pPlayer->weaponTimer;
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