- Use P_DropWeapon() everywhere it makes sense.

SVN r4045 (trunk)
This commit is contained in:
Randy Heit 2013-01-25 03:32:49 +00:00
parent 5dca935305
commit ed8a33aeaf
2 changed files with 3 additions and 3 deletions

View file

@ -633,7 +633,7 @@ void P_CheckWeaponSwitch (player_t *player)
// Put the weapon away if the player has a pending weapon or has died. // Put the weapon away if the player has a pending weapon or has died.
if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0) if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0)
{ {
P_SetPsprite (player, ps_weapon, weapon->GetDownState()); P_DropWeapon(player);
return; return;
} }
else if (player->morphTics != 0) else if (player->morphTics != 0)
@ -829,7 +829,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
} }
if (player->PendingWeapon != WP_NOCHANGE) if (player->PendingWeapon != WP_NOCHANGE)
{ {
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState()); P_DropWeapon(player);
return; return;
} }
psp = &player->psprites[ps_weapon]; psp = &player->psprites[ps_weapon];

View file

@ -792,7 +792,7 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
player->PendingWeapon = best; player->PendingWeapon = best;
if (player->ReadyWeapon != NULL) if (player->ReadyWeapon != NULL)
{ {
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState()); P_DropWeapon(player);
} }
else if (player->PendingWeapon != WP_NOCHANGE) else if (player->PendingWeapon != WP_NOCHANGE)
{ {