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- fixed setup of ready state with Dehacked.
This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
This commit is contained in:
parent
972e9cba09
commit
431c47c957
2 changed files with 21 additions and 1 deletions
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@ -2066,6 +2066,7 @@ static int PatchWeapon (int weapNum)
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Printf ("Weapon %d out of range.\n", weapNum);
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}
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FState* readyState = nullptr;
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while ((result = GetLine ()) == 1)
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{
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int val = atoi (Line2);
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@ -2085,8 +2086,11 @@ static int PatchWeapon (int weapNum)
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statedef.SetStateLabel("Select", state);
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else if (strnicmp (Line1, "Select", 6) == 0)
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statedef.SetStateLabel("Deselect", state);
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else if (strnicmp (Line1, "Bobbing", 7) == 0)
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else if (strnicmp(Line1, "Bobbing", 7) == 0)
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{
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readyState = state;
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statedef.SetStateLabel("Ready", state);
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}
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else if (strnicmp (Line1, "Shooting", 8) == 0)
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statedef.SetStateLabel("Fire", state);
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else if (strnicmp (Line1, "Firing", 6) == 0)
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@ -2197,6 +2201,20 @@ static int PatchWeapon (int weapNum)
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if (info)
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{
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// Emulate the hard coded ready sound of the chainsaw as good as possible.
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if (readyState)
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{
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FState* state = FindState(67); // S_SAW
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if (readyState == state)
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{
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info->IntVar(NAME_ReadySound) = S_FindSound("weapons/sawidle");
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}
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else
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{
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info->IntVar(NAME_ReadySound) = 0;
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}
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}
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if (info->PointerVar<PClassActor>(NAME_AmmoType1) == nullptr)
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{
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info->IntVar(NAME_AmmoUse1) = 0;
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@ -279,6 +279,8 @@ xx(DropTime)
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xx(PickupSound)
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xx(WeaponScaleX)
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xx(WeaponScaleY)
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xx(ReadySound)
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xx(A_WeaponReady)
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// PlayerPawn member fields
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xx(ColorRangeStart)
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