mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- fixed: when bringing up a new weapon the current flash state needs to be removed.
Especially when dropping the current weapon it can still be active, this is most easily observed with Strife's crossbow which loops the flash state, but it also can happen with other weapons, right after shooting.
This commit is contained in:
parent
8ec95dc58e
commit
261bc77846
1 changed files with 3 additions and 0 deletions
|
@ -208,6 +208,9 @@ void P_BringUpWeapon (player_t *player)
|
||||||
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
|
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
|
||||||
? WEAPONTOP : WEAPONBOTTOM;
|
? WEAPONTOP : WEAPONBOTTOM;
|
||||||
P_SetPsprite (player, ps_weapon, newstate);
|
P_SetPsprite (player, ps_weapon, newstate);
|
||||||
|
// make sure that the previous weapon's flash state is terminated.
|
||||||
|
// When coming here from a weapon drop it may still be active.
|
||||||
|
P_SetPsprite(player, ps_flash, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue