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Fixed: it was no longer possible to set the flash state in the very first
weapon's state This was due to an oversight in my first commit
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1 changed files with 1 additions and 1 deletions
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@ -372,10 +372,10 @@ void P_BringUpWeapon (player_t *player)
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player->ReadyWeapon = weapon;
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player->ReadyWeapon = weapon;
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psweapon->y = player->cheats & CF_INSTANTWEAPSWITCH
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psweapon->y = player->cheats & CF_INSTANTWEAPSWITCH
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? WEAPONTOP : WEAPONBOTTOM;
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? WEAPONTOP : WEAPONBOTTOM;
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psweapon->SetState(newstate);
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// make sure that the previous weapon's flash state is terminated.
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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// When coming here from a weapon drop it may still be active.
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P_SetPsprite(player, ps_flash, nullptr);
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P_SetPsprite(player, ps_flash, nullptr);
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psweapon->SetState(newstate);
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player->mo->weaponspecial = 0;
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player->mo->weaponspecial = 0;
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}
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}
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