- P_MovePsprites() should now always call P_CheckWeaponSwitch(), because the latter function

now has its own WF_WEAPONSWITCHOK check in the correct place.

SVN r4068 (trunk)
This commit is contained in:
Randy Heit 2013-02-07 20:42:24 +00:00
parent 2cf141e914
commit cdfd671dff

View file

@ -1072,10 +1072,7 @@ void P_MovePsprites (player_t *player)
} }
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
if (player->WeaponState & WF_WEAPONSWITCHOK) P_CheckWeaponSwitch (player);
{
P_CheckWeaponSwitch (player);
}
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT)) if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{ {
P_CheckWeaponFire (player); P_CheckWeaponFire (player);