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- 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)
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1 changed files with 1 additions and 4 deletions
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@ -1072,10 +1072,7 @@ void P_MovePsprites (player_t *player)
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}
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}
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player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
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player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
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player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
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player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
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if (player->WeaponState & WF_WEAPONSWITCHOK)
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P_CheckWeaponSwitch (player);
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{
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P_CheckWeaponSwitch (player);
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}
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if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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{
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{
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P_CheckWeaponFire (player);
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P_CheckWeaponFire (player);
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