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- WW2GI: fixed event numbering.
There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler. Fixes #252
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2 changed files with 2 additions and 2 deletions
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@ -332,7 +332,7 @@ enum
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EVENT_LOOKUP, // for each player
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EVENT_LOOKUP, // for each player
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EVENT_LOOKDOWN, // for each player
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EVENT_LOOKDOWN, // for each player
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EVENT_AIMUP, // for each player
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EVENT_AIMUP, // for each player
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EVENT_AIMDOWN, // for each player
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EVENT_AIMDOWN = EVENT_AIMUP, // for each player, typo in WW2GI
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EVENT_FIRE, // for each player
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EVENT_FIRE, // for each player
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EVENT_CHANGEWEAPON, // for each player
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EVENT_CHANGEWEAPON, // for each player
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EVENT_GETSHOTRANGE, // for each player
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EVENT_GETSHOTRANGE, // for each player
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@ -931,7 +931,7 @@ void playerAimDown(int snum, ESyncBits actions)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1);
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OnEvent(EVENT_AIMDOWN, snum, p->GetActor(), -1); // due to a typo in WW2GI's CON files this is the same as EVENT_AIMUP.
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) != 0)
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{
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{
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p->sync.actions &= ~SB_AIM_DOWN;
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p->sync.actions &= ~SB_AIM_DOWN;
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