Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues

git-svn-id: https://svn.eduke32.com/eduke32@8726 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2020-03-12 00:58:41 +00:00 committed by Christoph Oelckers
parent 3941fccc4c
commit a7e1d3f307
2 changed files with 9 additions and 10 deletions

View file

@ -1178,13 +1178,7 @@ static void Gv_AddSystemVars(void)
weapondefaults[GROW_WEAPON].TotalTime = 30; weapondefaults[GROW_WEAPON].TotalTime = 30;
if (NAM) if (WW2GI)
{
weapondefaults[GROW_WEAPON].SpawnTime = 2;
weapondefaults[GROW_WEAPON].Spawn = SHELL;
weapondefaults[GROW_WEAPON].FireSound = 0;
}
else if (WW2GI)
{ {
weapondefaults[KNEE_WEAPON].HoldDelay = 14; weapondefaults[KNEE_WEAPON].HoldDelay = 14;
weapondefaults[KNEE_WEAPON].Reload = 30; weapondefaults[KNEE_WEAPON].Reload = 30;

View file

@ -1550,7 +1550,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
if (playerNum >= 0) 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; Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98;
} }
else if (pSprite->statnum != STAT_EFFECTOR) 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)) else if ((*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
{ {
(*weaponFrame) = 0; (*weaponFrame) = 0;
pPlayer->weapon_pos = WEAPON_POS_RAISE;
if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE) if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE)
{ {
pPlayer->weapon_pos = WEAPON_POS_RAISE;
pPlayer->curr_weapon = HANDREMOTE_WEAPON; pPlayer->curr_weapon = HANDREMOTE_WEAPON;
pPlayer->last_weapon = -1; 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) else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)