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https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Fixed incorrect SEQ index, causing the Cobra staff to appear briefly when changing from grenade to M-60. Fixes issue #6 .Also renamed a player field from field_34 to field_3FOUR to better visually differentiate it from field_3A
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parent
0dbb073b0a
commit
223d83e7be
4 changed files with 28 additions and 29 deletions
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@ -293,7 +293,7 @@ void FuncGrenade(int a, int nDamage, int nRun)
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if (GrenadeList[nGrenade].field_10 < 0)
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{
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
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{
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@ -34,7 +34,6 @@ struct Weapon
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short c;
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short d;
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short bFireUnderwater;
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short pad[15];
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};
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*/
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@ -107,7 +106,7 @@ void ResetPlayerWeapons(short nPlayer)
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PlayerList[nPlayer].nCurrentWeapon = 0;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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nPlayerGrenade[nPlayer] = -1;
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nPlayerWeapons[nPlayer] = 0x1; // turn on bit 1 only
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@ -128,7 +127,7 @@ void SetNewWeapon(short nPlayer, short nWeapon)
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PlayerList[nPlayer].field_3A = 5;
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SetPlayerMummified(nPlayer, kTrue);
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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else
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{
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@ -149,7 +148,7 @@ void SetNewWeapon(short nPlayer, short nWeapon)
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else
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{
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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}
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else {
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@ -180,7 +179,7 @@ void SetNewWeaponImmediate(short nPlayer, short nWeapon)
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_3A = 0;
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}
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@ -193,9 +192,9 @@ void SetNewWeaponIfBetter(short nPlayer, short nWeapon)
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void SelectNewWeapon(short nPlayer)
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{
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int nWeapon = 6;
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uint16_t di = nPlayerWeapons[nPlayer];
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int nWeapon = kWeaponRing; // start at the highest weapon number
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uint16_t di = nPlayerWeapons[nPlayer];
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uint16_t dx = 0x40; // bit 7 turned on
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while (dx)
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@ -212,7 +211,7 @@ void SelectNewWeapon(short nPlayer)
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}
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if (nWeapon < 0)
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nWeapon = 0;
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nWeapon = kWeaponSword;
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PlayerList[nPlayer].bIsFiring = kFalse;
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@ -359,7 +358,7 @@ void MoveWeapons(short nPlayer)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_38 = -1;
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}
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@ -378,16 +377,16 @@ void MoveWeapons(short nPlayer)
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for (frames = var_1C; frames > 0; frames--)
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{
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seq_MoveSequence(nPlayerSprite, var_3C, PlayerList[nPlayer].field_34);
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seq_MoveSequence(nPlayerSprite, var_3C, PlayerList[nPlayer].field_3FOUR);
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PlayerList[nPlayer].field_34++;
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PlayerList[nPlayer].field_3FOUR++;
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dword_96E22++;
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if (dword_96E22 >= 15) {
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dword_96E22 = 0;
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}
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if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
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if (PlayerList[nPlayer].field_3FOUR >= SeqSize[var_3C])
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{
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if (PlayerList[nPlayer].field_38 == -1)
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{
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@ -451,7 +450,7 @@ void MoveWeapons(short nPlayer)
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if (nWeapon == kWeaponPistol && nPistolClip[nPlayer] <= 0)
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{
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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nPistolClip[nPlayer] = Min(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
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break;
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@ -465,7 +464,7 @@ void MoveWeapons(short nPlayer)
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}
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else
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{
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PlayerList[nPlayer].field_34 = SeqSize[var_3C] - 1;
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PlayerList[nPlayer].field_3FOUR = SeqSize[var_3C] - 1;
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continue;
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}
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}
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@ -562,7 +561,7 @@ void MoveWeapons(short nPlayer)
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SelectNewWeapon(nPlayer);
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PlayerList[nPlayer].field_3A = 5;
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PlayerList[nPlayer].field_34 = SeqSize[WeaponInfo[kWeaponGrenade].b[SeqOffsets[nSeq]]] - 1; // CHECKME
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PlayerList[nPlayer].field_3FOUR = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
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goto loc_flag; // FIXME
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}
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}
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@ -613,7 +612,7 @@ void MoveWeapons(short nPlayer)
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// loc_26FC5
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var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].field_3A];
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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else
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{
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@ -631,7 +630,7 @@ void MoveWeapons(short nPlayer)
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PlayerList[nPlayer].field_3A = 5;
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}
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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continue;
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}
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} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
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@ -639,7 +638,7 @@ void MoveWeapons(short nPlayer)
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loc_flag:
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// loc_27001
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short nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_34);
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short nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
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if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
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{
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@ -674,7 +673,7 @@ loc_flag:
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{
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nTemperature[nPlayer] = 0;
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PlayerList[nPlayer].field_3A = 4;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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}
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@ -794,7 +793,7 @@ loc_flag:
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// loc_27399:
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PlayerList[nPlayer].field_3A = var_28;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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break;
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}
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case kWeaponFlamer:
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@ -803,7 +802,7 @@ loc_flag:
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{
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DoBubbles(nPlayer);
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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StopSpriteSound(nPlayerSprite);
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break;
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}
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@ -898,7 +897,7 @@ loc_flag:
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if (nWeapon == kWeaponM60 && nPlayerClip[nPlayer] <= 0)
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{
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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// goto loc_27609:
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}
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}
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@ -970,7 +969,7 @@ void DrawWeapons()
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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}
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seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].field_34, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
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if (nWeapon != kWeaponM60)
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return;
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@ -1006,7 +1005,7 @@ void DrawWeapons()
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nSeqOffset = var_30 + 4;
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}
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seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].field_34, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
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return;
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}
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case 1:
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@ -1044,7 +1043,7 @@ void DrawWeapons()
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{
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int nClip = nPlayerClip[nLocalPlayer];
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short dx = PlayerList[nLocalPlayer].field_34;
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short dx = PlayerList[nLocalPlayer].field_3FOUR;
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if (nClip <= 0) {
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return;
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@ -1080,7 +1079,7 @@ void DrawWeapons()
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{
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int nClip = nPlayerClip[nLocalPlayer];
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short ax = PlayerList[nLocalPlayer].field_34;
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short ax = PlayerList[nLocalPlayer].field_3FOUR;
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if (nClip <= 0) {
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return;
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@ -629,7 +629,7 @@ void RestartPlayer(short nPlayer)
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nPlayerInvisible[nPlayer] = 0;
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PlayerList[nPlayer].bIsFiring = 0;
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PlayerList[nPlayer].field_34 = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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nPlayerViewSect[nPlayer] = sPlayerSave[nPlayer].nSector;
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PlayerList[nPlayer].field_3A = 0;
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@ -46,7 +46,7 @@ struct Player
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short pad[2];
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short nCurrentWeapon;
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short field_34;
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short field_3FOUR;
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short bIsFiring;
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short field_38;
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short field_3A;
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