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https://github.com/ZDoom/gzdoom.git
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- fixed: player_t::GetPSprite cannot guarantee success
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
This commit is contained in:
parent
2acdf5cfab
commit
a638cfbd6e
12 changed files with 101 additions and 52 deletions
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@ -232,7 +232,8 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
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{
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{
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if (player == nullptr) return;
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if (player == nullptr) return;
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player->GetPSprite(id)->SetState(state, pending);
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auto psp = player->GetPSprite(id);
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if (psp) psp->SetState(state, pending);
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}
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
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DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
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@ -266,7 +267,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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newcaller = ReadyWeapon;
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newcaller = ReadyWeapon;
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}
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}
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assert(newcaller != nullptr);
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if (newcaller == nullptr) return nullptr; // Error case was not handled properly. This function cannot give a guarantee to always succeed!
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DPSprite *pspr = FindPSprite(layer);
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DPSprite *pspr = FindPSprite(layer);
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if (pspr == nullptr)
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if (pspr == nullptr)
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@ -70,7 +70,8 @@ extend class StateProvider
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{
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{
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// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
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// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
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State atk = weap.FindState('Fire');
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State atk = weap.FindState('Fire');
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State cur = player.GetPSprite(PSP_WEAPON).CurState;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp) State cur = psp.CurState;
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int theflash = atk == cur? 0:1;
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int theflash = atk == cur? 0:1;
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player.SetSafeFlash(weap, flash, theflash);
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player.SetSafeFlash(weap, flash, theflash);
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}
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}
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@ -56,7 +56,11 @@ class Beak : Weapon
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{
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{
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return;
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return;
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}
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}
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.y = WEAPONTOP;
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}
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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}
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}
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@ -85,7 +89,11 @@ class Beak : Weapon
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}
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}
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A_StartSound ("chicken/peck", CHAN_VOICE);
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A_StartSound ("chicken/peck", CHAN_VOICE);
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player.chickenPeck = 12;
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player.chickenPeck = 12;
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player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,7);
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.Tics -= random[BeakAtk](0,7);
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}
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}
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}
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}
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}
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@ -133,7 +141,11 @@ class BeakPowered : Beak
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}
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}
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A_StartSound ("chicken/peck", CHAN_VOICE);
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A_StartSound ("chicken/peck", CHAN_VOICE);
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player.chickenPeck = 12;
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player.chickenPeck = 12;
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player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,3);
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.Tics -= random[BeakAtk](0,3);
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}
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}
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}
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}
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}
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@ -67,8 +67,12 @@ class Gauntlets : Weapon
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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return;
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player.GetPSprite(PSP_WEAPON).x = ((random[GauntletAtk](0, 3)) - 2);
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let psp = player.GetPSprite(PSP_WEAPON);
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + (random[GauntletAtk](0, 3));
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if (psp)
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{
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psp.x = ((random[GauntletAtk](0, 3)) - 2);
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psp.y = WEAPONTOP + (random[GauntletAtk](0, 3));
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}
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}
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}
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double ang = angle;
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double ang = angle;
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if (power)
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if (power)
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@ -74,8 +74,12 @@ class Mace : HereticWeapon
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}
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}
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else
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else
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{
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{
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player.GetPSprite(PSP_WEAPON).x = random[MaceAtk](-2, 1);
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let psp = player.GetPSprite(PSP_WEAPON);
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + random[MaceAtk](0, 3);
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if (psp)
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{
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psp.x = random[MaceAtk](-2, 1);
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psp.y = WEAPONTOP + random[MaceAtk](0, 3);
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}
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Actor ball = SpawnPlayerMissile("MaceFX1", angle + (random[MaceAtk](-4, 3) * (360. / 256)));
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Actor ball = SpawnPlayerMissile("MaceFX1", angle + (random[MaceAtk](-4, 3) * (360. / 256)));
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if (ball)
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if (ball)
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{
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{
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@ -1323,9 +1323,11 @@ class PowerTargeter : Powerup
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}
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}
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PSprite center = player.GetPSprite(PSprite.TARGETCENTER);
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PSprite center = player.GetPSprite(PSprite.TARGETCENTER);
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if (center)
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{
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center.x = POS_X;
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center.x = POS_X;
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center.y = POS_Y;
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center.y = POS_Y;
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}
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PositionAccuracy ();
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PositionAccuracy ();
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}
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}
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@ -1402,14 +1404,20 @@ class PowerTargeter : Powerup
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if (player != null)
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if (player != null)
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{
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{
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PSprite left = player.GetPSprite(PSprite.TARGETLEFT);
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PSprite left = player.GetPSprite(PSprite.TARGETLEFT);
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if (left)
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{
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left.x = POS_X - (100 - player.mo.accuracy);
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left.x = POS_X - (100 - player.mo.accuracy);
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left.y = POS_Y;
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left.y = POS_Y;
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}
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PSprite right = player.GetPSprite(PSprite.TARGETRIGHT);
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PSprite right = player.GetPSprite(PSprite.TARGETRIGHT);
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if (right)
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{
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right.x = POS_X + (100 - player.mo.accuracy);
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right.x = POS_X + (100 - player.mo.accuracy);
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right.y = POS_Y;
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right.y = POS_Y;
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}
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}
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}
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}
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}
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}
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}
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@ -227,6 +227,7 @@ class Weapon : StateProvider
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return;
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return;
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}
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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let psp = player.GetPSprite(PSP_WEAPON);
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if (!psp) return;
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if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH)
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if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH)
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{
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{
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psp.y = WEAPONBOTTOM;
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psp.y = WEAPONBOTTOM;
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@ -276,6 +277,7 @@ class Weapon : StateProvider
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return;
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return;
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}
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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let psp = player.GetPSprite(PSP_WEAPON);
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if (!psp) return;
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psp.y -= raisespeed;
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psp.y -= raisespeed;
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if (psp.y > WEAPONTOP)
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if (psp.y > WEAPONTOP)
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{ // Not raised all the way yet
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{ // Not raised all the way yet
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@ -341,7 +343,8 @@ class Weapon : StateProvider
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}
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}
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// Play ready sound, if any.
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// Play ready sound, if any.
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if (weapon.ReadySound && player.GetPSprite(PSP_WEAPON).curState == weapon.FindState('Ready'))
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let psp = player.GetPSprite(PSP_WEAPON);
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if (weapon.ReadySound && psp && psp.curState == weapon.FindState('Ready'))
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{
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{
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if (!weapon.bReadySndHalf || random[WpnReadySnd]() < 128)
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if (!weapon.bReadySndHalf || random[WpnReadySnd]() < 128)
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{
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{
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@ -361,10 +364,13 @@ class Weapon : StateProvider
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// Prepare for bobbing action.
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// Prepare for bobbing action.
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player.WeaponState |= WF_WEAPONBOBBING;
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player.WeaponState |= WF_WEAPONBOBBING;
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let pspr = player.GetPSprite(PSP_WEAPON);
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let pspr = player.GetPSprite(PSP_WEAPON);
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if (pspr)
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{
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pspr.x = 0;
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pspr.x = 0;
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pspr.y = WEAPONTOP;
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pspr.y = WEAPONTOP;
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}
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}
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}
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}
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}
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static int GetButtonStateFlags(int flags)
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static int GetButtonStateFlags(int flags)
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{
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{
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@ -865,10 +871,13 @@ class Weapon : StateProvider
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p.refire = 0;
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p.refire = 0;
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let pspr = p.GetPSprite(PSP_WEAPON);
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let pspr = p.GetPSprite(PSP_WEAPON);
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if (pspr)
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{
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pspr.y = WEAPONBOTTOM;
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pspr.y = WEAPONBOTTOM;
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pspr.ResetInterpolation();
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pspr.ResetInterpolation();
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pspr.SetState(GetUpState());
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pspr.SetState(GetUpState());
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}
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}
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}
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//===========================================================================
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//===========================================================================
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//
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//
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@ -1659,7 +1659,8 @@ class PlayerPawn : Actor
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{
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{
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if (player.ReadyWeapon != null)
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if (player.ReadyWeapon != null)
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{
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{
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp) psp.y = WEAPONTOP;
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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}
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}
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return;
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return;
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@ -1686,7 +1687,8 @@ class PlayerPawn : Actor
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weapon.PlayUpSound(self);
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weapon.PlayUpSound(self);
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player.refire = 0;
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player.refire = 0;
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player.GetPSprite(PSP_WEAPON).y = player.cheats & CF_INSTANTWEAPSWITCH? WEAPONTOP : WEAPONBOTTOM;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp) psp.y = player.cheats & CF_INSTANTWEAPSWITCH? WEAPONTOP : WEAPONBOTTOM;
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// make sure that the previous weapon's flash state is terminated.
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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// When coming here from a weapon drop it may still be active.
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player.SetPsprite(PSP_FLASH, null);
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player.SetPsprite(PSP_FLASH, null);
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@ -57,7 +57,8 @@ extend class PlayerPawn
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if (player.ReadyWeapon != null)
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if (player.ReadyWeapon != null)
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{
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{
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp) psp.y = WEAPONTOP;
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}
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}
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if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
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if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
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@ -202,7 +202,7 @@ class Sigil : Weapon
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return;
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return;
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}
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}
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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pspr.SetState(pspr.CurState + invoker.health);
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if (pspr) pspr.SetState(pspr.CurState + invoker.health);
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invoker.downpieces = 0;
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invoker.downpieces = 0;
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}
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}
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@ -225,7 +225,7 @@ class Sigil : Weapon
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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int pieces = invoker.downpieces;
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int pieces = invoker.downpieces;
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if (pieces < 1 || pieces > 5) pieces = invoker.health;
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if (pieces < 1 || pieces > 5) pieces = invoker.health;
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pspr.SetState(pspr.CurState + pieces);
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if (pspr) pspr.SetState(pspr.CurState + pieces);
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}
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}
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//============================================================================
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//============================================================================
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@ -243,7 +243,7 @@ class Sigil : Weapon
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return;
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return;
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}
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}
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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PSprite pspr = player.GetPSprite(PSP_WEAPON);
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pspr.SetState(pspr.CurState + (4 * invoker.health - 3));
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if (pspr) pspr.SetState(pspr.CurState + (4 * invoker.health - 3));
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}
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}
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//============================================================================
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//============================================================================
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@ -121,6 +121,8 @@ class StrifePlayer : PlayerPawn
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State firehandslower = FindState("FireHandsLower");
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State firehandslower = FindState("FireHandsLower");
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State firehands = FindState("FireHands");
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State firehands = FindState("FireHands");
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if (psp)
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{
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if (psp.CurState != null && firehandslower != null && firehands != null)
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if (psp.CurState != null && firehandslower != null && firehands != null)
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{
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{
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// Calculate state to go to.
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// Calculate state to go to.
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@ -136,13 +138,15 @@ class StrifePlayer : PlayerPawn
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psp.SetState(null);
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psp.SetState(null);
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}
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}
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}
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}
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}
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void A_HandLower()
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void A_HandLower()
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{
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{
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if (player != null)
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if (player != null)
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{
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{
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PSprite psp = player.GetPSprite(PSP_STRIFEHANDS);
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PSprite psp = player.GetPSprite(PSP_STRIFEHANDS);
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if (psp)
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{
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if (psp.CurState == null)
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if (psp.CurState == null)
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{
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{
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psp.SetState(null);
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psp.SetState(null);
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@ -154,7 +158,7 @@ class StrifePlayer : PlayerPawn
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{
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{
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psp.SetState(null);
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psp.SetState(null);
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}
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}
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}
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if (player.extralight > 0) player.extralight--;
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if (player.extralight > 0) player.extralight--;
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}
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}
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return;
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return;
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@ -137,10 +137,13 @@ class Mauler2 : Mauler
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if (player != null)
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if (player != null)
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{
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{
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PSprite psp = player.GetPSprite(PSP_WEAPON);
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PSprite psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.x += Random2[Mauler2]() / 64.;
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psp.x += Random2[Mauler2]() / 64.;
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psp.y += Random2[Mauler2]() / 64.;
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psp.y += Random2[Mauler2]() / 64.;
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}
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}
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}
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}
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}
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//============================================================================
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//============================================================================
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//
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//
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