- Duke: fixed a few places using a sprite index where a player index is needed.

This commit is contained in:
Christoph Oelckers 2021-08-30 08:08:33 +02:00
parent 0bd0923f44
commit 2b6bc414f5
2 changed files with 3 additions and 3 deletions

View file

@ -74,7 +74,7 @@ void displayloogie(player_struct* p)
{
a = fabs(bsinf((p->loogcnt + i) << 5, -5));
z = 4096 + ((p->loogcnt + i) << 9);
x = -getavel(p->i) + bsinf((p->loogcnt + i) << 6, -10);
x = -getavel(p->GetPlayerNum()) + bsinf((p->loogcnt + i) << 6, -10);
hud_drawsprite((p->loogiex[i] + x), (200 + p->loogiey[i] - y), z - (i << 8), 256 - a, LOOGIE, 0, 0, 2);
}

View file

@ -950,13 +950,13 @@ bool movementBlocked(player_struct *p)
auto blockingweapon = [=]()
{
if (isRR()) return false;
if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->i] == TRIPBOMB_WEAPON;
if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->GetPlayerNum()] == TRIPBOMB_WEAPON;
else return p->curr_weapon == TRIPBOMB_WEAPON;
};
auto weapondelay = [=]()
{
if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->i];
if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->GetPlayerNum()];
else return 4;
};