- added Spleen's fix for not running 2 frames of the weapon when the player spawns.

SVN r2783 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-15 14:09:48 +00:00
parent 4ca21e8e38
commit a0d7693f33
3 changed files with 14 additions and 2 deletions

View file

@ -1345,7 +1345,10 @@ void G_PlayerReborn (int player)
if (gamestate != GS_TITLELEVEL)
{
actor->GiveDefaultInventory ();
p->ReadyWeapon = p->PendingWeapon;
// [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon
p->ReadyWeapon = NULL;
//p->ReadyWeapon = p->PendingWeapon;
}
//Added by MC: Init bot structure.

View file

@ -794,9 +794,15 @@ void P_SetupPsprites(player_t *player)
{
player->psprites[i].state = NULL;
}
// [Spleen] Let P_MovePsprites handle calling P_BringUpWeapon,
// instead of P_SetupPsprites, to avoid raising it twice in one tic.
/*
// Spawn the ready weapon
player->PendingWeapon = player->ReadyWeapon;
P_BringUpWeapon (player);
*/
}
//------------------------------------------------------------------------

View file

@ -1103,7 +1103,10 @@ void APlayerPawn::GiveDefaultInventory ()
if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
{
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
// [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon
player->PendingWeapon = static_cast<AWeapon *> (item);
player->ReadyWeapon = NULL;
//player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
}
}
di = di->Next;