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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Added support for weapon states User#.
- Added keybinds for the user state triggering. - Added WRF_USER# flags which must be specified in order to use. - # can be 1-4.
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addd059410
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eed6680a67
7 changed files with 143 additions and 11 deletions
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@ -221,6 +221,10 @@ enum
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WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
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WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
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WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
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WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
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WF_USER2OK = 1 << 9,
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WF_USER3OK = 1 << 10,
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WF_USER4OK = 1 << 11,
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};
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#define WPIECE1 1
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@ -307,6 +307,7 @@ public:
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virtual FState *GetAltAtkState (bool hold);
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virtual FState *GetRelState ();
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virtual FState *GetZoomState ();
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virtual FState *GetUserState(int state);
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virtual void PostMorphWeapon ();
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virtual void EndPowerup ();
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@ -703,6 +703,30 @@ FState *AWeapon::GetZoomState ()
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return FindState(NAME_Zoom);
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}
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//===========================================================================
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//
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// AWeapon :: GetUserState
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//
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//===========================================================================
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FState *AWeapon::GetUserState(int state)
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{
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switch (state)
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{
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case 4:
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return FindState(NAME_User4);
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case 3:
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return FindState(NAME_User3);
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case 2:
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return FindState(NAME_User2);
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case 1:
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return FindState(NAME_User1);
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default:
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return NULL;
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}
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}
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/* Weapon giver ***********************************************************/
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IMPLEMENT_CLASS(AWeaponGiver)
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@ -221,6 +221,10 @@ xx(Flash)
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xx(AltFlash)
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xx(Reload)
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xx(Zoom)
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xx(User1)
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xx(User2)
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xx(User3)
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xx(User4)
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// State names used by ASwitchableDecoration
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xx(Active)
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106
src/p_pspr.cpp
106
src/p_pspr.cpp
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@ -95,7 +95,8 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
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if (position == ps_weapon && !nofunction)
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{ // A_WeaponReady will re-set these as needed
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player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK);
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player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
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WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
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}
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psp = &player->psprites[position];
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@ -349,6 +350,34 @@ void P_ZoomWeapon (player_t *player, FState *state)
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P_SetPsprite (player, ps_weapon, state);
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}
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//-------------------------------------------------------------------------- -
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//
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// PROC P_UserStateWeapon
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//
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//---------------------------------------------------------------------------
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void P_UserStateWeapon(player_t *player, FState *state, int userstate)
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{
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if (!userstate)
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return;
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AWeapon *weapon;
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if (player->Bot == NULL && bot_observer)
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return;
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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if (state == NULL)
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{
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state = weapon->GetUserState(userstate);
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}
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if (state != NULL)
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P_SetPsprite(player, ps_weapon, state);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_DropWeapon
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@ -573,13 +602,24 @@ void DoReadyWeaponToReload (AActor *self)
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void DoReadyWeaponToZoom (AActor *self)
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{
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// Prepare for reload action.
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// Prepare for zoom action.
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player_t *player;
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if (self && (player = self->player))
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player->WeaponState |= WF_WEAPONZOOMOK;
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return;
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}
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void DoReadyWeaponToUser(AActor *self, int userStates)
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{
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// Prepare for user state action.
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player_t *player;
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if (self && (player = self->player) && userStates)
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{
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player->WeaponState |= userStates;
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}
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return;
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}
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// This function replaces calls to A_WeaponReady in other codepointers.
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void DoReadyWeapon(AActor *self)
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{
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@ -588,18 +628,23 @@ void DoReadyWeapon(AActor *self)
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DoReadyWeaponToSwitch(self);
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DoReadyWeaponToReload(self);
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DoReadyWeaponToZoom(self);
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DoReadyWeaponToUser(self, (WF_USER1OK + WF_USER2OK + WF_USER3OK + WF_USER4OK));
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}
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enum EWRF_Options
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{
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WRF_NoBob = 1,
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WRF_NoSwitch = 2,
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WRF_NoPrimary = 4,
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WRF_NoSecondary = 8,
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WRF_NoSwitch = 1 << 1,
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WRF_NoPrimary = 1 << 2,
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WRF_NoSecondary = 1 << 3,
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WRF_NoFire = WRF_NoPrimary + WRF_NoSecondary,
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WRF_AllowReload = 16,
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WRF_AllowZoom = 32,
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WRF_DisableSwitch = 64,
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WRF_AllowReload = 1 << 4,
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WRF_AllowZoom = 1 << 5,
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WRF_DisableSwitch = 1 << 6,
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WRF_User1 = 1 << 7,
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WRF_User2 = 1 << 8,
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WRF_User3 = 1 << 9,
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WRF_User4 = 1 << 10,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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@ -613,6 +658,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
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if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
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int userStates = 0;
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if (paramflags & WRF_User1) userStates |= WF_USER1OK;
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if (paramflags & WRF_User2) userStates |= WF_USER2OK;
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if (paramflags & WRF_User3) userStates |= WF_USER3OK;
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if (paramflags & WRF_User4) userStates |= WF_USER4OK;
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if (userStates) DoReadyWeaponToUser(self, userStates);
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DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
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}
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@ -732,6 +784,40 @@ void P_CheckWeaponZoom (player_t *player)
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponUserState
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//
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// The player can use the weapon's user state functionalities.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponUserState(player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for user state(s).
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if ((player->WeaponState & WF_USER1OK) && (player->cmd.ucmd.buttons & BT_USER1))
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{
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P_UserStateWeapon(player, NULL, 1);
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}
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else if ((player->WeaponState & WF_USER2OK) && (player->cmd.ucmd.buttons & BT_USER2))
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{
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P_UserStateWeapon(player, NULL, 2);
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}
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else if ((player->WeaponState & WF_USER3OK) && (player->cmd.ucmd.buttons & BT_USER3))
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{
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P_UserStateWeapon(player, NULL, 3);
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}
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else if ((player->WeaponState & WF_USER4OK) && (player->cmd.ucmd.buttons & BT_USER4))
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{
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P_UserStateWeapon(player, NULL, 4);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_ReFire
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@ -1103,6 +1189,10 @@ void P_MovePsprites (player_t *player)
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{
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P_CheckWeaponZoom (player);
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}
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if (player->WeaponState & (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK))
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{
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P_CheckWeaponUserState(player);
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}
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}
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}
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@ -129,6 +129,11 @@ const int WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY;
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const int WRF_ALLOWRELOAD = 16;
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const int WRF_ALLOWZOOM = 32;
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const int WRF_DISABLESWITCH = 64;
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const int WRF_USER1 = 128;
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const int WRF_USER2 = 256;
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const int WRF_USER3 = 512;
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const int WRF_USER4 = 1024;
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const int WRF_ALLUSER = WRF_USER1 | WRF_USER2 | WRF_USER3 | WRF_USER4;
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// Morph constants
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const int MRF_ADDSTAMINA = 1;
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@ -437,6 +437,10 @@ OptionMenu "CustomizeControls"
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Control "Secondary Fire", "+altattack"
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Control "Weapon Reload", "+reload"
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Control "Weapon Zoom", "+zoom"
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Control "Weapon State 1", "+user1"
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Control "Weapon State 2", "+user2"
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Control "Weapon State 3", "+user3"
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Control "Weapon State 4", "+user4"
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Control "Use / Open", "+use"
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Control "Move forward", "+forward"
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Control "Move backward", "+back"
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