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- fixed: SlotPriority must be a float.
It was a fixed before but I missed that when refactoring it into an automatic property.
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1 changed files with 2 additions and 2 deletions
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@ -34,7 +34,7 @@ class Weapon : StateProvider
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readonly bool bDehAmmo; // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
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readonly bool bDehAmmo; // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
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// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
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// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
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meta int SlotNumber;
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meta int SlotNumber;
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meta int SlotPriority;
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meta double SlotPriority;
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property AmmoGive: AmmoGive1;
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property AmmoGive: AmmoGive1;
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property AmmoGive1: AmmoGive1;
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property AmmoGive1: AmmoGive1;
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@ -121,7 +121,7 @@ class Weapon : StateProvider
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{
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{
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if (GetReplacement(GetClass()) == GetClass() && !bPowered_Up)
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if (GetReplacement(GetClass()) == GetClass() && !bPowered_Up)
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{
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{
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return SlotNumber, SlotPriority*65536;
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return SlotNumber, int(SlotPriority*65536);
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}
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}
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return -1, 0;
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return -1, 0;
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}
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}
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