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- use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's. Fixes #104.
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1 changed files with 18 additions and 11 deletions
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@ -2370,23 +2370,30 @@ static void operateweapon(int snum, ESyncBits sb_snum, int psect)
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{
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p->kickback_pic++;
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYOTHER)
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// fire every other...
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if ((p->kickback_pic >= aplWeaponFireDelay[p->curr_weapon][snum]) &&
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p->kickback_pic < aplWeaponHoldDelay[p->curr_weapon][snum] &&
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if (isNam())
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{
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if ((p->kickback_pic >= 2) &&
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p->kickback_pic < 5 &&
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(p->kickback_pic & 1))
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{
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{
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// make them visible if not set...
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p->visibility = 0;
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lastvisinc = (int)totalclock + 32;
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}
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p->visibility = 0;
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lastvisinc = (int)totalclock + 32;
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fi.shoot(pi, RPG);
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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checkavailweapon(p);
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}
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if (p->kickback_pic > 5) p->okickback_pic = p->kickback_pic = 0;
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if (p->kickback_pic > 5) p->kickback_pic = 0;
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}
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else if (p->kickback_pic & 1)
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{
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p->visibility = 0;
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lastvisinc = (int)totalclock + 32;
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fi.shoot(pi, RPG);
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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checkavailweapon(p);
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if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->kickback_pic = 0;
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}
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if (p->kickback_pic > 5) p->kickback_pic = 0;
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}
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break;
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case FREEZE_WEAPON:
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