diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 15e60863e2..24f202a57b 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -397,7 +397,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y) // [RH] Smooth transitions between bobbing and not-bobbing frames. // This also fixes the bug where you can "stick" a weapon off-center by // shooting it when it's at the peak of its swing. - bobtarget = (player->cheats & WF_WEAPONBOBBING) ? player->bob : 0; + bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0; if (curbob != bobtarget) { if (abs (bobtarget - curbob) <= 1*FRACUNIT) @@ -476,7 +476,7 @@ void DoReadyWeaponToSwitch (AActor * self) // Prepare for switching action. player_t *player; if (self && (player = self->player)) - player->cheats |= WF_WEAPONSWITCHOK; + player->WeaponState |= WF_WEAPONSWITCHOK; } void DoReadyWeaponToFire (AActor * self, bool prim, bool alt) @@ -506,7 +506,7 @@ void DoReadyWeaponToFire (AActor * self, bool prim, bool alt) } // Prepare for firing action. - player->cheats |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0)); + player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0)); return; } @@ -515,7 +515,7 @@ void DoReadyWeaponToBob (AActor * self) if (self && self->player && self->player->ReadyWeapon) { // Prepare for bobbing action. - self->player->cheats |= WF_WEAPONBOBBING; + self->player->WeaponState |= WF_WEAPONBOBBING; self->player->psprites[ps_weapon].sx = 0; self->player->psprites[ps_weapon].sy = WEAPONTOP; } @@ -526,7 +526,7 @@ void DoReadyWeaponToReload (AActor * self) // Prepare for reload action. player_t *player; if (self && (player = self->player)) - player->cheats |= WF_WEAPONRELOADOK; + player->WeaponState |= WF_WEAPONRELOADOK; return; } @@ -535,7 +535,7 @@ void DoReadyWeaponToZoom (AActor * self) // Prepare for reload action. player_t *player; if (self && (player = self->player)) - player->cheats |= WF_WEAPONZOOMOK; + player->WeaponState |= WF_WEAPONZOOMOK; return; } @@ -591,7 +591,7 @@ void P_CheckWeaponFire (player_t *player) return; // Check for fire. Some weapons do not auto fire. - if ((player->cheats & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK)) + if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK)) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { @@ -600,7 +600,7 @@ void P_CheckWeaponFire (player_t *player) return; } } - else if ((player->cheats & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK)) + else if ((player->WeaponStat & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK)) { if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE)) { @@ -660,7 +660,7 @@ void P_CheckWeaponReload (player_t *player) return; // Check for reload. - if ((player->cheats & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD)) + if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD)) { P_ReloadWeapon (player, NULL); } @@ -682,7 +682,7 @@ void P_CheckWeaponZoom (player_t *player) return; // Check for zoom. - if ((player->cheats & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM)) + if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM)) { P_ZoomWeapon (player, NULL); } @@ -780,7 +780,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower) return; } psp = &player->psprites[ps_weapon]; - if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH) + if (player->morphTics || player->WeaponState & CF_INSTANTWEAPSWITCH) { psp->sy = WEAPONBOTTOM; } @@ -1038,7 +1038,7 @@ void P_MovePsprites (player_t *player) psp->tics--; // [BC] Apply double firing speed. - if ( psp->tics && ( player->cheats & CF_DOUBLEFIRINGSPEED )) + if ( psp->tics && (player->WeaponState & CF_DOUBLEFIRINGSPEED)) psp->tics--; if(!psp->tics) @@ -1050,19 +1050,19 @@ void P_MovePsprites (player_t *player) } player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; - if (player->cheats & WF_WEAPONSWITCHOK) + if (player->WeaponState & WF_WEAPONSWITCHOK) { P_CheckWeaponSwitch (player); } - if (player->cheats & (WF_WEAPONREADY | WF_WEAPONREADYALT)) + if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT)) { P_CheckWeaponFire (player); } - if (player->cheats & WF_WEAPONRELOADOK) + if (player->WeaponState & WF_WEAPONRELOADOK) { P_CheckWeaponReload (player); } - if (player->cheats & WF_WEAPONZOOMOK) + if (player->WeaponState & WF_WEAPONZOOMOK) { P_CheckWeaponZoom (player); }