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Fixed: Make A_SetTics work with weapons.
- When A_SetTics is called from a weapon, we need to set the tics for the psprite instead of the actor itself.
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@ -4935,6 +4935,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(tics_to_set, 0);
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if (stateowner != self && self->player != NULL)
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{ // Is this a weapon? Need to check psp states for a match, then. Blah.
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for (int i = 0; i < NUMPSPRITES; ++i)
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{
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if (self->player->psprites[i].state == CallingState)
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{
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self->player->psprites[i].tics = tics_to_set;
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return;
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}
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}
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}
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// Just set tics for self.
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self->tics = tics_to_set;
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}
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