mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
Cleanup the zoom/reload/userX handling for A_WeaponReady
- There was lots of code duplication. Consolidated it. - Renamed WRF_UserX to WRF_AllowUserX for consistancy.
This commit is contained in:
parent
afbf88cc63
commit
1d759283c0
5 changed files with 82 additions and 259 deletions
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@ -225,7 +225,7 @@ enum
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WF_USER2OK = 1 << 9,
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WF_USER3OK = 1 << 10,
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WF_USER4OK = 1 << 11,
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};
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};
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#define WPIECE1 1
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#define WPIECE2 2
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@ -305,9 +305,7 @@ public:
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virtual FState *GetReadyState ();
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virtual FState *GetAtkState (bool hold);
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virtual FState *GetAltAtkState (bool hold);
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virtual FState *GetRelState ();
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virtual FState *GetZoomState ();
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virtual FState *GetUserState(int state);
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virtual FState *GetStateForButtonName (FName button);
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virtual void PostMorphWeapon ();
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virtual void EndPowerup ();
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@ -683,47 +683,13 @@ FState *AWeapon::GetAltAtkState (bool hold)
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//===========================================================================
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//
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// AWeapon :: GetRelState
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// AWeapon :: GetStateForButtonName
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//
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//===========================================================================
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FState *AWeapon::GetRelState ()
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FState *AWeapon::GetStateForButtonName (FName button)
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{
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return FindState(NAME_Reload);
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}
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//===========================================================================
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//
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// AWeapon :: GetZoomState
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//
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//===========================================================================
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FState *AWeapon::GetZoomState ()
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{
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return FindState(NAME_Zoom);
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}
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//===========================================================================
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//
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// AWeapon :: GetUserState
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//
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//===========================================================================
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FState *AWeapon::GetUserState(int state)
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{
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switch (state)
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{
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case 4:
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return FindState(NAME_User4);
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case 3:
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return FindState(NAME_User3);
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case 2:
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return FindState(NAME_User2);
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case 1:
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return FindState(NAME_User1);
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default:
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return NULL;
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}
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return FindState(button);
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}
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287
src/p_pspr.cpp
287
src/p_pspr.cpp
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@ -38,6 +38,30 @@
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// TYPES -------------------------------------------------------------------
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struct FGenericButtons
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{
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int ReadyFlag; // Flag passed to A_WeaponReady
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int StateFlag; // Flag set in WeaponState
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int ButtonFlag; // Button to press
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ENamedName StateName; // Name of the button/state
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};
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enum EWRF_Options
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{
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WRF_NoBob = 1,
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WRF_NoSwitch = 1 << 1,
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WRF_NoPrimary = 1 << 2,
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WRF_NoSecondary = 1 << 3,
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WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary,
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WRF_AllowReload = 1 << 4,
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WRF_AllowZoom = 1 << 5,
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WRF_DisableSwitch = 1 << 6,
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WRF_AllowUser1 = 1 << 7,
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WRF_AllowUser2 = 1 << 8,
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WRF_AllowUser3 = 1 << 9,
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WRF_AllowUser4 = 1 << 10,
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -57,6 +81,16 @@ CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
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static FRandom pr_wpnreadysnd ("WpnReadySnd");
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static FRandom pr_gunshot ("GunShot");
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static const FGenericButtons ButtonChecks[] =
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{
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{ WRF_AllowReload, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom },
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{ WRF_AllowZoom, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload },
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{ WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 },
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{ WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 },
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{ WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 },
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{ WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 },
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};
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// CODE --------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -290,94 +324,6 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_ReloadWeapon
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//
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//---------------------------------------------------------------------------
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void P_ReloadWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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if (player->Bot == NULL && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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{
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return;
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}
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if (state == NULL)
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{
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state = weapon->GetRelState();
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}
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// [XA] don't change state if still null, so if the modder sets
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// WRF_RELOAD to true but forgets to define the Reload state, the weapon
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// won't disappear. ;)
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if (state != NULL)
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P_SetPsprite (player, ps_weapon, state);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_ZoomWeapon
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//
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//---------------------------------------------------------------------------
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void P_ZoomWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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if (player->Bot == NULL && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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{
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return;
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}
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if (state == NULL)
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{
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state = weapon->GetZoomState();
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}
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// [XA] don't change state if still null. Same reasons as above.
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if (state != NULL)
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P_SetPsprite (player, ps_weapon, state);
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}
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//-------------------------------------------------------------------------- -
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//
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// PROC P_UserStateWeapon
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//
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//---------------------------------------------------------------------------
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void P_UserStateWeapon(player_t *player, FState *state, int userstate)
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{
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if (!userstate)
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return;
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AWeapon *weapon;
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if (player->Bot == NULL && bot_observer)
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return;
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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if (state == NULL)
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{
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state = weapon->GetUserState(userstate);
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}
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if (state != NULL)
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P_SetPsprite(player, ps_weapon, state);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_DropWeapon
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@ -591,33 +537,21 @@ void DoReadyWeaponToBob (AActor *self)
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}
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}
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void DoReadyWeaponToReload (AActor *self)
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void DoReadyWeaponToGeneric(AActor *self, int paramflags)
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{
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// Prepare for reload action.
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player_t *player;
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if (self && (player = self->player))
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player->WeaponState |= WF_WEAPONRELOADOK;
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return;
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}
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int flags = 0;
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void DoReadyWeaponToZoom (AActor *self)
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{
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// Prepare for zoom action.
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player_t *player;
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if (self && (player = self->player))
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player->WeaponState |= WF_WEAPONZOOMOK;
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return;
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}
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void DoReadyWeaponToUser(AActor *self, int userStates)
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{
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// Prepare for user state action.
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player_t *player;
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if (self && (player = self->player) && userStates)
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for (size_t i = 0; i < countof(ButtonChecks); ++i)
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{
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player->WeaponState |= userStates;
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if (paramflags & ButtonChecks[i].ReadyFlag)
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{
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flags |= ButtonChecks[i].StateFlag;
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}
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}
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if (self != NULL && self->player != NULL)
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{
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self->player->WeaponState |= flags;
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}
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return;
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}
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// This function replaces calls to A_WeaponReady in other codepointers.
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@ -626,27 +560,9 @@ void DoReadyWeapon(AActor *self)
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DoReadyWeaponToBob(self);
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DoReadyWeaponToFire(self);
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DoReadyWeaponToSwitch(self);
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DoReadyWeaponToReload(self);
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DoReadyWeaponToZoom(self);
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DoReadyWeaponToUser(self, (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK));
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DoReadyWeaponToGeneric(self, ~0);
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}
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enum EWRF_Options
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{
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WRF_NoBob = 1,
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WRF_NoSwitch = 1 << 1,
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WRF_NoPrimary = 1 << 2,
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WRF_NoSecondary = 1 << 3,
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WRF_NoFire = WRF_NoPrimary + WRF_NoSecondary,
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WRF_AllowReload = 1 << 4,
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WRF_AllowZoom = 1 << 5,
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WRF_DisableSwitch = 1 << 6,
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WRF_User1 = 1 << 7,
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WRF_User2 = 1 << 8,
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WRF_User3 = 1 << 9,
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WRF_User4 = 1 << 10,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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{
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ACTION_PARAM_START(1);
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@ -655,17 +571,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
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if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
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if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
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if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
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if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
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int userStates = 0;
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if (paramflags & WRF_User1) userStates |= WF_USER1OK;
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if (paramflags & WRF_User2) userStates |= WF_USER2OK;
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if (paramflags & WRF_User3) userStates |= WF_USER3OK;
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if (paramflags & WRF_User4) userStates |= WF_USER4OK;
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if (userStates) DoReadyWeaponToUser(self, userStates);
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DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
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DoReadyWeaponToGeneric(self, paramflags);
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DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
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}
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//---------------------------------------------------------------------------
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@ -742,79 +649,40 @@ void P_CheckWeaponSwitch (player_t *player)
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponReload
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// PROC P_CheckWeaponButtons
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//
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// The player can reload the weapon.
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// Check extra button presses for weapons.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponReload (player_t *player)
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static void P_CheckWeaponButtons (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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if (player->Bot == NULL && bot_observer)
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{
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return;
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// Check for reload.
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if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
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{
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P_ReloadWeapon (player, NULL);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponZoom
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//
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// The player can use the weapon's zoom function.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponZoom (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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{
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return;
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// Check for zoom.
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if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
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{
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P_ZoomWeapon (player, NULL);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponUserState
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//
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// The player can use the weapon's user state functionalities.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponUserState(player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for user state(s).
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if ((player->WeaponState & WF_USER1OK) && (player->cmd.ucmd.buttons & BT_USER1))
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// The button checks are ordered by precedence. The first one to match a
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// button press and affect a state change wins.
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for (size_t i = 0; i < countof(ButtonChecks); ++i)
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{
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P_UserStateWeapon(player, NULL, 1);
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}
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else if ((player->WeaponState & WF_USER2OK) && (player->cmd.ucmd.buttons & BT_USER2))
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{
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P_UserStateWeapon(player, NULL, 2);
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}
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else if ((player->WeaponState & WF_USER3OK) && (player->cmd.ucmd.buttons & BT_USER3))
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{
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P_UserStateWeapon(player, NULL, 3);
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}
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else if ((player->WeaponState & WF_USER4OK) && (player->cmd.ucmd.buttons & BT_USER4))
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{
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P_UserStateWeapon(player, NULL, 4);
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if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
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(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
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{
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FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
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// [XA] don't change state if still null, so if the modder
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// sets WRF_xxx to true but forgets to define the corresponding
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// state, the weapon won't disappear. ;)
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if (state != NULL)
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{
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P_SetPsprite(player, ps_weapon, state);
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return;
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}
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}
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}
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}
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@ -1181,18 +1049,9 @@ void P_MovePsprites (player_t *player)
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{
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P_CheckWeaponFire (player);
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}
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if (player->WeaponState & WF_WEAPONRELOADOK)
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{
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P_CheckWeaponReload (player);
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}
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if (player->WeaponState & WF_WEAPONZOOMOK)
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{
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P_CheckWeaponZoom (player);
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}
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if (player->WeaponState & (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK))
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{
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P_CheckWeaponUserState(player);
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}
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// Check custom buttons
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P_CheckWeaponButtons(player);
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}
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}
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@ -129,10 +129,10 @@ const int WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY;
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const int WRF_ALLOWRELOAD = 16;
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const int WRF_ALLOWZOOM = 32;
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const int WRF_DISABLESWITCH = 64;
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const int WRF_USER1 = 128;
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const int WRF_USER2 = 256;
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const int WRF_USER3 = 512;
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const int WRF_USER4 = 1024;
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const int WRF_ALLOWUSER1 = 128;
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const int WRF_ALLOWUSER2 = 256;
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const int WRF_ALLOWUSER3 = 512;
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const int WRF_ALLOWUSER4 = 1024;
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// Morph constants
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const int MRF_ADDSTAMINA = 1;
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