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- Duke: fixed a few places using a sprite index where a player index is needed.
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0bd0923f44
commit
2b6bc414f5
2 changed files with 3 additions and 3 deletions
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@ -74,7 +74,7 @@ void displayloogie(player_struct* p)
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{
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a = fabs(bsinf((p->loogcnt + i) << 5, -5));
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z = 4096 + ((p->loogcnt + i) << 9);
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x = -getavel(p->i) + bsinf((p->loogcnt + i) << 6, -10);
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x = -getavel(p->GetPlayerNum()) + bsinf((p->loogcnt + i) << 6, -10);
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hud_drawsprite((p->loogiex[i] + x), (200 + p->loogiey[i] - y), z - (i << 8), 256 - a, LOOGIE, 0, 0, 2);
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}
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@ -950,13 +950,13 @@ bool movementBlocked(player_struct *p)
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auto blockingweapon = [=]()
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{
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if (isRR()) return false;
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if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->i] == TRIPBOMB_WEAPON;
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if (isWW2GI()) return aplWeaponWorksLike[p->curr_weapon][p->GetPlayerNum()] == TRIPBOMB_WEAPON;
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else return p->curr_weapon == TRIPBOMB_WEAPON;
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};
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auto weapondelay = [=]()
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{
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if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->i];
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if (isWW2GI()) return aplWeaponFireDelay[p->curr_weapon][p->GetPlayerNum()];
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else return 4;
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};
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