mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- fixed: Switching a weapon did not reset the refire counter.
SVN r1776 (trunk)
This commit is contained in:
parent
bdc0950e01
commit
6e3fdbdfc8
3 changed files with 2 additions and 6 deletions
|
@ -520,6 +520,7 @@ void AWeapon::PostMorphWeapon ()
|
|||
Owner->player->PendingWeapon = WP_NOCHANGE;
|
||||
Owner->player->ReadyWeapon = this;
|
||||
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
|
||||
Owner->player->refire = 0;
|
||||
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
|
||||
}
|
||||
|
||||
|
|
|
@ -186,6 +186,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
|
||||
}
|
||||
newstate = weapon->GetUpState ();
|
||||
player->refire = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -1581,12 +1581,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
bo->velx += self->velx >> 1;
|
||||
bo->vely += self->vely >> 1;
|
||||
bo->target= self;
|
||||
if (bo->flags4&MF4_RANDOMIZE)
|
||||
{
|
||||
bo->tics -= pr_grenade() & 3;
|
||||
if (bo->tics < 1)
|
||||
bo->tics = 1;
|
||||
}
|
||||
P_CheckMissileSpawn (bo);
|
||||
}
|
||||
else ACTION_SET_RESULT(false);
|
||||
|
|
Loading…
Reference in a new issue