- partially undid the 'repeated flash state' fix, because it didn't work with the stock weapons. I'm still not sure if a compatibility setting is needed.

This commit is contained in:
Christoph Oelckers 2016-04-03 22:31:45 +02:00
parent 42edd7db22
commit 6d441e25db
2 changed files with 7 additions and 0 deletions

View file

@ -84,6 +84,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
return 0;
P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
self->player->mo->PlayAttacking2 ();
@ -275,6 +276,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
@ -311,6 +313,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
@ -384,12 +387,14 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
{
// we're ok so set the state
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite (player, ps_flash, flashstate);
player->psprites[ps_flash].processPending = true;
return;
}
}
@ -406,6 +411,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
index = 0;
}
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
}
//

View file

@ -714,6 +714,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
return 0;
P_SetPsprite (player, ps_flash, flash);
self->player->psprites[ps_flash].processPending = true;
if (grenadetype != NULL)
{