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 newWeapon
with enum values.
This commit is contained in:
parent
ba94614078
commit
6f08eb2292
3 changed files with 28 additions and 33 deletions
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@ -2082,8 +2082,8 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
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break;
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}
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switch (weapon) {
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case 11: // remote bomb
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case 12: // prox bomb
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case kWeapProximity: // remote bomb
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case kWeapRemote: // prox bomb
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pPlayer->hasWeapon[weapon] = true;
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weapon--;
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pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((pXSource->data2 == 2) ? pXSource->data4 : 1), gAmmoInfo[weapon].max);
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@ -796,7 +796,7 @@ void playerReset(PLAYER *pPlayer)
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pPlayer->hasWeapon[1] = 1;
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pPlayer->curWeapon = kWeapNone;
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pPlayer->qavCallback = -1;
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pPlayer->newWeapon = 1;
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pPlayer->newWeapon = kWeapPitchFork;
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for (int i = 0; i < 14; i++)
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{
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pPlayer->weaponOrder[0][i] = dword_136400[i];
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@ -2134,7 +2134,7 @@ void PlayerSurvive(int, DBloodActor* actor)
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sprintf(buffer, "%s lives again!", PlayerName(pPlayer->nPlayer));
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viewSetMessage(buffer);
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}
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pPlayer->newWeapon = 1;
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pPlayer->newWeapon = kWeapPitchFork;
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}
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}
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}
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@ -499,7 +499,7 @@ void WeaponRaise(PLAYER *pPlayer)
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assert(pPlayer != NULL);
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int prevWeapon = pPlayer->curWeapon;
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pPlayer->curWeapon = pPlayer->newWeapon;
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
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switch (pPlayer->curWeapon)
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{
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@ -667,7 +667,7 @@ void WeaponLower(PLAYER *pPlayer)
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}
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else
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{
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if (pPlayer->newWeapon == 6)
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if (pPlayer->newWeapon == kWeapDynamite)
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 11, -1, 0);
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@ -685,12 +685,12 @@ void WeaponLower(PLAYER *pPlayer)
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StartQAV(pPlayer, 11, -1, 0);
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if (VanillaMode())
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{
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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WeaponLower(pPlayer);
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}
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else
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{
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if (pPlayer->newWeapon == 6)
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if (pPlayer->newWeapon == kWeapDynamite)
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 11, -1, 0);
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@ -703,17 +703,17 @@ void WeaponLower(PLAYER *pPlayer)
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}
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break;
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case 3:
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if (pPlayer->newWeapon == 6)
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if (pPlayer->newWeapon == kWeapDynamite)
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 11, -1, 0);
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return;
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}
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else if (pPlayer->newWeapon == 7)
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else if (pPlayer->newWeapon == kWeapSpraycan)
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{
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pPlayer->weaponState = 1;
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StartQAV(pPlayer, 11, -1, 0);
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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WeaponLower(pPlayer);
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}
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else
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@ -734,7 +734,7 @@ void WeaponLower(PLAYER *pPlayer)
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}
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else
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{
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if (pPlayer->newWeapon == 7)
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if (pPlayer->newWeapon == kWeapSpraycan)
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 17, -1, 0);
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@ -747,7 +747,7 @@ void WeaponLower(PLAYER *pPlayer)
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WeaponRaise(pPlayer);
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break;
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case 3:
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if (pPlayer->newWeapon == 7)
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if (pPlayer->newWeapon == kWeapSpraycan)
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 17, -1, 0);
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@ -2199,47 +2199,42 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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if (pPlayer->newWeapon)
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{
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if (pPlayer->newWeapon == 6)
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if (pPlayer->newWeapon == kWeapDynamite)
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{
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if (pPlayer->curWeapon == kWeapDynamite)
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{
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if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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pPlayer->newWeapon = kWeapProximity;
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else if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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pPlayer->newWeapon = kWeapRemote;
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}
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else if (pPlayer->curWeapon == kWeapProximity)
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{
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if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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pPlayer->newWeapon = kWeapRemote;
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else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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pPlayer->newWeapon = kWeapDynamite;
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}
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else if (pPlayer->curWeapon == kWeapRemote)
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{
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if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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pPlayer->newWeapon = kWeapDynamite;
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else if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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pPlayer->newWeapon = kWeapProximity;
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}
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else
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{
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if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
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pPlayer->newWeapon = 6;
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pPlayer->newWeapon = kWeapDynamite;
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else if (checkAmmo2(pPlayer, 10, 1))
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pPlayer->newWeapon = 11;
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pPlayer->newWeapon = kWeapVoodooDoll;
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else if (checkAmmo2(pPlayer, 11, 1))
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pPlayer->newWeapon = 12;
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pPlayer->newWeapon = kWeapRemote;
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}
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}
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if (pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0)
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if ((pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0) || (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !sub_4B1A4(pPlayer)))
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{
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pPlayer->newWeapon = 0;
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return;
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}
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if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !sub_4B1A4(pPlayer))
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{
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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return;
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}
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int nWeapon = pPlayer->newWeapon;
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@ -2251,7 +2246,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
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WeaponRaise(pPlayer);
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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}
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else
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{
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@ -2276,7 +2271,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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if (nWeapon == pPlayer->curWeapon && v4c <= 1)
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{
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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return;
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}
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int i = 0;
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@ -2292,7 +2287,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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return;
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}
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}
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pPlayer->newWeapon = 0;
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pPlayer->newWeapon = kWeapNone;
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return;
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}
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if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11)
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