mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-13 19:40:43 +00:00
- Blood: Replace all numerical constants for player's weaponQav
with enum values.
This commit is contained in:
parent
cd5e01818a
commit
6a2a0da819
4 changed files with 39 additions and 37 deletions
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@ -130,7 +130,7 @@ void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelt
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
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else {
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gView->sceneQav = gView->weaponQav = -1;
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gView->sceneQav = gView->weaponQav = kQAVNone;
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gView->qavTimer = gView->weaponTimer = gView->curWeapon = 0;
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}
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#else
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@ -739,7 +739,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->handTime = 0;
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pPlayer->weaponTimer = 0;
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pPlayer->weaponState = 0;
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pPlayer->weaponQav = -1;
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pPlayer->weaponQav = kQAVNone;
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pPlayer->qavLastTick = 0;
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pPlayer->qavTimer = 0;
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#ifdef NOONE_EXTENSIONS
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@ -813,7 +813,7 @@ void playerReset(PLAYER *pPlayer)
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pPlayer->armor[i] = 0;
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pPlayer->weaponTimer = 0;
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pPlayer->weaponState = 0;
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pPlayer->weaponQav = -1;
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pPlayer->weaponQav = kQAVNone;
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pPlayer->qavLoop = 0;
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pPlayer->qavLastTick = 0;
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pPlayer->qavTimer = 0;
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@ -31,6 +31,8 @@ enum { kQavOrientationLeft = 4096 };
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enum
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{
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kQAVNone = -1,
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kQAVFORKUP = 0,
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kQAVFORKIDLE = 1,
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kQAVPFORK = 2,
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@ -258,7 +258,7 @@ bool isOriginalQAV()
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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if (pPlayer->weaponQav == kQAVNone)
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return;
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QAV * pQAV = weaponQAV[pPlayer->weaponQav];
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int duration;
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@ -281,7 +281,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
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void WeaponPlay(PLAYER *pPlayer)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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if (pPlayer->weaponQav == kQAVNone)
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return;
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QAV *pQAV = weaponQAV[pPlayer->weaponQav];
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pQAV->nSprite = pPlayer->pSprite->index;
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@ -839,7 +839,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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switch (lastWeapon)
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{
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case kWeapPitchFork:
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pPlayer->weaponQav = 1;
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pPlayer->weaponQav = kQAVFORKIDLE;
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break;
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case kWeapSpraycan:
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switch (vb)
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@ -855,15 +855,15 @@ void WeaponUpdateState(PLAYER *pPlayer)
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StartQAV(pPlayer, 8, -1, 0);
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}
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else
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pPlayer->weaponQav = 6;
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pPlayer->weaponQav = kQAVLITEIDLE;
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break;
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case 3:
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pPlayer->weaponQav = 9;
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pPlayer->weaponQav = kQAVCANIDLE;
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break;
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case 4:
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if (CheckAmmo(pPlayer, 6, 1))
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{
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pPlayer->weaponQav = 9;
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pPlayer->weaponQav = kQAVCANIDLE;
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pPlayer->weaponState = 3;
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}
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else
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@ -896,10 +896,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
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StartQAV(pPlayer, 16, -1, 0);
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}
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else
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pPlayer->weaponQav = 6;
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pPlayer->weaponQav = kQAVLITEIDLE;
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break;
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case 3:
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pPlayer->weaponQav = 20;
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pPlayer->weaponQav = kQAVBUNIDLE;
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break;
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}
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break;
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@ -907,7 +907,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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switch (vb)
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{
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case 7:
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pPlayer->weaponQav = 27;
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pPlayer->weaponQav = kQAVPROXIDLE;
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break;
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case 8:
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pPlayer->weaponState = 7;
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@ -919,10 +919,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
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switch (vb)
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{
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case 10:
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pPlayer->weaponQav = 36;
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pPlayer->weaponQav = kQAVREMIDLE1;
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break;
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case 11:
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pPlayer->weaponQav = 37;
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pPlayer->weaponQav = kQAVREMIDLE2;
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break;
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case 12:
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if (pPlayer->ammoCount[11] > 0)
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@ -945,7 +945,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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pPlayer->weaponState = 1;
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break;
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case 7:
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pPlayer->weaponQav = 60;
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pPlayer->weaponQav = kQAV2SHOTI;
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break;
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case 1:
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if (CheckAmmo(pPlayer, 2, 1))
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@ -958,25 +958,25 @@ void WeaponUpdateState(PLAYER *pPlayer)
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pPlayer->weaponState = 2;
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}
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else
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pPlayer->weaponQav = 51;
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pPlayer->weaponQav = kQAVSHOTI3;
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break;
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case 2:
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pPlayer->weaponQav = 52;
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pPlayer->weaponQav = kQAVSHOTI2;
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break;
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case 3:
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pPlayer->weaponQav = 53;
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pPlayer->weaponQav = kQAVSHOTI1;
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break;
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}
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break;
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case kWeapTommyGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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pPlayer->weaponQav = 70;
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pPlayer->weaponQav = kQAV2TOMIDLE;
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pPlayer->weaponState = 1;
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}
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else
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{
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pPlayer->weaponQav = 65;
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pPlayer->weaponQav = kQAVTOMIDLE;
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pPlayer->weaponState = 0;
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}
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break;
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@ -984,33 +984,33 @@ void WeaponUpdateState(PLAYER *pPlayer)
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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{
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if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
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pPlayer->weaponQav = 46;
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pPlayer->weaponQav = kQAVFLAR2I;
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else
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{
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pPlayer->weaponQav = 42;
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pPlayer->weaponQav = kQAVFLARIDLE;
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pPlayer->weaponState = 2;
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}
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}
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else
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pPlayer->weaponQav = 42;
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pPlayer->weaponQav = kQAVFLARIDLE;
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break;
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case kWeapVoodooDoll:
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if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16)
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pPlayer->weaponQav = 102;
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pPlayer->weaponQav = kQAVVDIDLE2;
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else
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pPlayer->weaponQav = 101;
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pPlayer->weaponQav = kQAVVDIDLE1;
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break;
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case kWeapTeslaCannon:
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switch (vb)
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{
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case 2:
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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pPlayer->weaponQav = 83;
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pPlayer->weaponQav = kQAV2SGUNIDL;
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else
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pPlayer->weaponQav = 75;
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pPlayer->weaponQav = kQAVSGUNIDL1;
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break;
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case 3:
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pPlayer->weaponQav = 76;
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pPlayer->weaponQav = kQAVSGUNIDL2;
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break;
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}
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break;
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@ -1019,12 +1019,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
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{
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case 3:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
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pPlayer->weaponQav = 121;
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pPlayer->weaponQav = kQAV2NAPIDLE;
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else
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pPlayer->weaponQav = 90;
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pPlayer->weaponQav = kQAVNAPIDLE;
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break;
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case 2:
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pPlayer->weaponQav = 90;
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pPlayer->weaponQav = kQAVNAPIDLE;
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break;
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}
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break;
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@ -1032,12 +1032,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
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switch (vb)
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{
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case 2:
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pPlayer->weaponQav = 112;
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pPlayer->weaponQav = kQAVSTAFIDL1;
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break;
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}
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break;
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case kWeapBeast:
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pPlayer->weaponQav = 94;
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pPlayer->weaponQav = kQAVBSTIDLE;
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break;
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}
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}
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@ -1592,7 +1592,7 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
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if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
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{
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pPlayer->weaponState = -1;
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pPlayer->weaponQav = 76;
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pPlayer->weaponQav = kQAVSGUNIDL2;
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pPlayer->flashEffect = 0;
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return;
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}
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@ -2076,7 +2076,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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if (pPlayer->weaponTimer > 0)
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return;
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if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == kWeapNone)
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pPlayer->weaponQav = -1;
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pPlayer->weaponQav = kQAVNone;
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switch (pPlayer->curWeapon)
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{
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case kWeapLifeLeech:
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@ -2326,7 +2326,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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switch (pPlayer->weaponState)
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{
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case 7:
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pPlayer->weaponQav = 27;
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pPlayer->weaponQav = kQAVPROXIDLE;
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pPlayer->weaponState = 9;
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pPlayer->throwTime = PlayClock;
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return;
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@ -2336,7 +2336,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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switch (pPlayer->weaponState)
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{
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case 10:
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pPlayer->weaponQav = 36;
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pPlayer->weaponQav = kQAVREMIDLE1;
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pPlayer->weaponState = 13;
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pPlayer->throwTime = PlayClock;
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return;
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