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- fixed: Switching a weapon did not reset the refire counter.
SVN r1776 (trunk)
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parent
bdc0950e01
commit
6e3fdbdfc8
3 changed files with 2 additions and 6 deletions
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@ -520,6 +520,7 @@ void AWeapon::PostMorphWeapon ()
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Owner->player->PendingWeapon = WP_NOCHANGE;
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Owner->player->ReadyWeapon = this;
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Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
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Owner->player->refire = 0;
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P_SetPsprite (Owner->player, ps_weapon, GetUpState());
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}
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@ -186,6 +186,7 @@ void P_BringUpWeapon (player_t *player)
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S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
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}
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newstate = weapon->GetUpState ();
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player->refire = 0;
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}
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else
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{
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@ -1581,12 +1581,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
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bo->velx += self->velx >> 1;
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bo->vely += self->vely >> 1;
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bo->target= self;
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if (bo->flags4&MF4_RANDOMIZE)
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{
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bo->tics -= pr_grenade() & 3;
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if (bo->tics < 1)
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bo->tics = 1;
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}
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P_CheckMissileSpawn (bo);
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}
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else ACTION_SET_RESULT(false);
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