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In P_DisplayWeapon(), don't skip P_DisplaySpit() due to Fist/Knuckles/Tip/Access.
git-svn-id: https://svn.eduke32.com/eduke32@5120 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 2 deletions
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@ -2165,10 +2165,12 @@ void P_DisplayWeapon(void)
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gs = sprite[p->i].shade;
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if (gs > 24) gs = 24;
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if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) ||
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P_DisplayFist(gs) || P_DisplayKnuckles(gs) || P_DisplayTip(gs) || P_DisplayAccess(gs))
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if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0))
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return;
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if (P_DisplayFist(gs) || P_DisplayKnuckles(gs) || P_DisplayTip(gs) || P_DisplayAccess(gs))
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goto enddisplayweapon;
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P_DisplayKnee(gs);
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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