diff --git a/source/duke3d/src/gamevars.cpp b/source/duke3d/src/gamevars.cpp index 44a1665ae..6a0fdc041 100644 --- a/source/duke3d/src/gamevars.cpp +++ b/source/duke3d/src/gamevars.cpp @@ -1178,13 +1178,7 @@ static void Gv_AddSystemVars(void) weapondefaults[GROW_WEAPON].TotalTime = 30; - if (NAM) - { - weapondefaults[GROW_WEAPON].SpawnTime = 2; - weapondefaults[GROW_WEAPON].Spawn = SHELL; - weapondefaults[GROW_WEAPON].FireSound = 0; - } - else if (WW2GI) + if (WW2GI) { weapondefaults[KNEE_WEAPON].HoldDelay = 14; weapondefaults[KNEE_WEAPON].Reload = 30; diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index 950ea211f..afb64b729 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -1550,7 +1550,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec if (playerNum >= 0) { - if (GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0) + if (NAM_WW2GI || GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0) Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98; } else if (pSprite->statnum != STAT_EFFECTOR) @@ -4256,13 +4256,18 @@ static void P_ProcessWeapon(int playerNum) else if ((*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)) { (*weaponFrame) = 0; - pPlayer->weapon_pos = WEAPON_POS_RAISE; if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE) { + pPlayer->weapon_pos = WEAPON_POS_RAISE; pPlayer->curr_weapon = HANDREMOTE_WEAPON; pPlayer->last_weapon = -1; } - else P_CheckWeapon(pPlayer); + else + { + if (!NAM_WW2GI) + pPlayer->weapon_pos = WEAPON_POS_RAISE; + P_CheckWeapon(pPlayer); + } } } else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)