- fixed: Switching a weapon did not reset the refire counter.

SVN r1776 (trunk)
This commit is contained in:
Christoph Oelckers 2009-08-29 15:50:03 +00:00
parent bdc0950e01
commit 6e3fdbdfc8
3 changed files with 2 additions and 6 deletions

View file

@ -520,6 +520,7 @@ void AWeapon::PostMorphWeapon ()
Owner->player->PendingWeapon = WP_NOCHANGE;
Owner->player->ReadyWeapon = this;
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
Owner->player->refire = 0;
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
}

View file

@ -186,6 +186,7 @@ void P_BringUpWeapon (player_t *player)
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
}
newstate = weapon->GetUpState ();
player->refire = 0;
}
else
{

View file

@ -1581,12 +1581,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
bo->velx += self->velx >> 1;
bo->vely += self->vely >> 1;
bo->target= self;
if (bo->flags4&MF4_RANDOMIZE)
{
bo->tics -= pr_grenade() & 3;
if (bo->tics < 1)
bo->tics = 1;
}
P_CheckMissileSpawn (bo);
}
else ACTION_SET_RESULT(false);