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- Fixed: A_FAxeCheckUp would jump to the ReadyGlow state instead of SelectGlow.
SVN r3621 (trunk)
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1 changed files with 1 additions and 1 deletions
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@ -126,7 +126,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
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}
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else
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{
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