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- Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
value for i was 0. SVN r1750 (trunk)
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2 changed files with 7 additions and 3 deletions
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@ -1,4 +1,8 @@
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August 3, 2009 (Changes by Graf Zahl)
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August 4, 2009
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- Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
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value for i was 0.
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August 3, 2009 (Changes by Graf Zahl)
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- Added kgsws's SummonActor enhancement and bumped netgame and demo versions
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- Added kgsws's SummonActor enhancement and bumped netgame and demo versions
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because this submission changes an existing command.
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because this submission changes an existing command.
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@ -776,9 +776,9 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player)
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player->ReadyWeapon->SisterWeapon != NULL &&
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player->ReadyWeapon->SisterWeapon != NULL &&
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player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
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player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
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{
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{
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for (j = (unsigned)(i - 1) % Weapons.Size();
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for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
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j != i;
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j != i;
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j = (unsigned)(j + Weapons.Size() - 1) % Weapons.Size()) // + Weapons.Size is to avoid underflows
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j = (j == 0 ? Weapons.Size() - 1 : j - 1))
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{
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{
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
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