mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-02-04 21:00:58 +00:00
- Blood: Replace all numerical constants for player's curWeapon
with enum values.
This commit is contained in:
parent
d939602875
commit
ba94614078
6 changed files with 106 additions and 107 deletions
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@ -444,7 +444,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
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assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8);
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PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1];
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WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon];
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const int nTile = weaponIcon.nTile;
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auto& nTile = weaponIcon.nTile;
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if (nTile < 0) break;
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite);
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if (!pNSprite)
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@ -457,15 +457,14 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
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pNSprite->shade = pTSprite->shade;
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pNSprite->xrepeat = 32;
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pNSprite->yrepeat = 32;
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const int nVoxel = voxelIndex[nTile];
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auto& nVoxel = voxelIndex[nTile];
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if (cl_showweapon == 2 && r_voxels && nVoxel != -1)
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{
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pNSprite->cstat |= 48;
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pNSprite->cstat &= ~8;
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pNSprite->picnum = nVoxel;
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pNSprite->z -= weaponIcon.zOffset<<8;
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const int lifeLeech = 9;
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if (pPlayer->curWeapon == lifeLeech)
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if (pPlayer->curWeapon == kWeapLifeLeech)
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{
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pNSprite->x -= MulScale(128, Cos(pNSprite->ang), 30);
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pNSprite->y -= MulScale(128, Sin(pNSprite->ang), 30);
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@ -479,7 +478,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
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static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector)
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{
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int const nXSector = pSector->extra;
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auto& nXSector = pSector->extra;
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XSECTOR const *pXSector = nXSector >= 0 ? &xsector[nXSector] : NULL;
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if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0))
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{
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@ -102,7 +102,7 @@ void SetWeapons(bool stat)
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{
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// Keep the pitchfork to avoid freeze
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gMe->hasWeapon[1] = 1;
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gMe->curWeapon = 0;
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gMe->curWeapon = kWeapNone;
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gMe->nextWeapon = 1;
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}
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viewSetMessage(GStrings("TXTB_NOWEAP"));
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@ -400,7 +400,7 @@ const char* GameInterface::GenericCheat(int player, int cheat)
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powerupActivate(gMe, kPwUpDeliriumShroom);
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gMe->pXSprite->health = 16;
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gMe->hasWeapon[1] = 1;
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gMe->curWeapon = 0;
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gMe->curWeapon = kWeapNone;
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gMe->nextWeapon = 1;
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break;
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@ -2039,7 +2039,7 @@ void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) {
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}
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pPlayer->hasWeapon[1] = true;
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pPlayer->curWeapon = 0;
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pPlayer->curWeapon = kWeapNone;
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pPlayer->nextWeapon = 1;
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WeaponRaise(pPlayer);
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@ -5064,7 +5064,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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switch (cmd) {
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case 36:
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actHealDude(pPlayer->pXSprite, ((pXSprite->data2 > 0) ? ClipHigh(pXSprite->data2, 200) : getDudeInfo(pPlayer->pSprite->type)->startHealth), 200);
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pPlayer->curWeapon = 1;
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pPlayer->curWeapon = kWeapPitchFork;
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break;
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}
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@ -794,7 +794,7 @@ void playerReset(PLAYER *pPlayer)
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pPlayer->weaponMode[i] = 0;
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}
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pPlayer->hasWeapon[1] = 1;
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pPlayer->curWeapon = 0;
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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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for (int i = 0; i < 14; i++)
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@ -1968,7 +1968,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
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}
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pPlayer->deathTime = 0;
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pPlayer->qavLoop = 0;
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pPlayer->curWeapon = 0;
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pPlayer->curWeapon = kWeapNone;
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pPlayer->fraggerId = nSource;
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pPlayer->voodooTargets = 0;
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if (nDamageType == kDamageExplode && nDamage < (9<<4))
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@ -208,7 +208,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
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{
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pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max);
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pPlayer->hasWeapon[9] = 1;
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if (pPlayer->curWeapon != 9)
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if (pPlayer->curWeapon != kWeapLifeLeech)
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{
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pPlayer->weaponState = 0;
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pPlayer->nextWeapon = 9;
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@ -148,7 +148,7 @@ static bool sub_4B1A4(PLAYER *pPlayer)
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{
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switch (pPlayer->curWeapon)
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{
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case 7:
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case kWeapSpraycan:
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switch (pPlayer->weaponState)
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{
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case 5:
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@ -156,7 +156,7 @@ static bool sub_4B1A4(PLAYER *pPlayer)
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return 1;
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}
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break;
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case 6:
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case kWeapDynamite:
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switch (pPlayer->weaponState)
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{
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case 4:
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@ -193,9 +193,9 @@ static bool CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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return 1;
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if (ammotype == -1)
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return 1;
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if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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if (pPlayer->curWeapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= unsigned(count<<4))
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if (pPlayer->curWeapon == kWeapLifeLeech && pPlayer->pXSprite->health >= unsigned(count<<4))
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return 1;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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@ -264,7 +264,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
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int duration;
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double smoothratio;
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qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1 || (pPlayer->curWeapon == 3 && pPlayer->weaponState == 7));
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qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1 || (pPlayer->curWeapon == kWeapShotgun && pPlayer->weaponState == 7));
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pQAV->x = int(xpos);
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pQAV->y = int(ypos);
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@ -346,7 +346,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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int nTarget = -1;
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pPlayer->aimTargetsCount = 0;
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int autoaim = Autoaim(pPlayer->nPlayer);
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if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9)
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if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech)
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{
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int nClosest = 0x7fffffff;
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int nSprite;
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@ -503,11 +503,11 @@ void WeaponRaise(PLAYER *pPlayer)
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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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case 1: // pitchfork
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case kWeapPitchFork:
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pPlayer->weaponState = 0;
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StartQAV(pPlayer, 0, -1, 0);
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break;
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case 7: // spraycan
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case kWeapSpraycan:
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if (pPlayer->weaponState == 2)
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{
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pPlayer->weaponState = 3;
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@ -519,7 +519,7 @@ void WeaponRaise(PLAYER *pPlayer)
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StartQAV(pPlayer, 4, -1, 0);
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}
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break;
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case 6: // dynamite
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case kWeapDynamite:
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
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{
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pPlayer->weaponState = 3;
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@ -529,14 +529,14 @@ void WeaponRaise(PLAYER *pPlayer)
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StartQAV(pPlayer, 18, -1, 0);
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}
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break;
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case 11: // proximity
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case kWeapProximity:
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1))
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{
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pPlayer->weaponState = 7;
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StartQAV(pPlayer, 25, -1, 0);
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}
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break;
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case 12: // remote
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case kWeapRemote:
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1))
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{
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pPlayer->weaponState = 10;
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@ -548,7 +548,7 @@ void WeaponRaise(PLAYER *pPlayer)
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pPlayer->weaponState = 11;
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}
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break;
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case 3: // sawed off
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case kWeapShotgun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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{
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if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
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@ -575,7 +575,7 @@ void WeaponRaise(PLAYER *pPlayer)
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StartQAV(pPlayer, 50, -1, 0);
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}
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break;
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case 4: // tommy gun
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case kWeapTommyGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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pPlayer->weaponState = 1;
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@ -587,14 +587,14 @@ void WeaponRaise(PLAYER *pPlayer)
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StartQAV(pPlayer, 64, -1, 0);
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}
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break;
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case 10: // voodoo
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case kWeapVoodooDoll:
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1))
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{
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 100, -1, 0);
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}
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break;
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case 2: // flaregun
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case kWeapFlareGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
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{
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StartQAV(pPlayer, 45, -1, 0);
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@ -606,7 +606,7 @@ void WeaponRaise(PLAYER *pPlayer)
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pPlayer->weaponState = 2;
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}
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break;
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case 8: // tesla cannon
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case kWeapTeslaCannon:
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if (checkAmmo2(pPlayer, 7, 1))
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{
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pPlayer->weaponState = 2;
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@ -621,7 +621,7 @@ void WeaponRaise(PLAYER *pPlayer)
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StartQAV(pPlayer, 74, -1, 0);
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}
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break;
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case 5: // napalm
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case kWeapNapalm:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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{
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StartQAV(pPlayer, 120, -1, 0);
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@ -633,11 +633,11 @@ void WeaponRaise(PLAYER *pPlayer)
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pPlayer->weaponState = 2;
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}
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break;
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case 9: // life leech
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case kWeapLifeLeech:
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 111, -1, 0);
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break;
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case 13: // beast
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case kWeapBeast:
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pPlayer->weaponState = 2;
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StartQAV(pPlayer, 93, -1, 0);
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break;
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@ -653,10 +653,10 @@ void WeaponLower(PLAYER *pPlayer)
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int prevState = pPlayer->weaponState;
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switch (pPlayer->curWeapon)
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{
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case 1:
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case kWeapPitchFork:
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StartQAV(pPlayer, 3, -1, 0);
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break;
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case 7:
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case kWeapSpraycan:
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sfxKill3DSound(pPlayer->pSprite, -1, 441);
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switch (prevState)
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{
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@ -724,7 +724,7 @@ void WeaponLower(PLAYER *pPlayer)
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break;
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}
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break;
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case 6:
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case kWeapDynamite:
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switch (prevState)
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{
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case 1:
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@ -761,7 +761,7 @@ void WeaponLower(PLAYER *pPlayer)
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break;
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}
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break;
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case 11:
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case kWeapProximity:
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switch (prevState)
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{
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case 7:
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@ -769,7 +769,7 @@ void WeaponLower(PLAYER *pPlayer)
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break;
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}
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break;
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case 12:
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case kWeapRemote:
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switch (prevState)
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{
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case 10:
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@ -780,47 +780,47 @@ void WeaponLower(PLAYER *pPlayer)
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break;
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}
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break;
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case 3:
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case kWeapShotgun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 63, -1, 0);
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else
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StartQAV(pPlayer, 58, -1, 0);
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break;
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case 4:
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case kWeapTommyGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1)
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StartQAV(pPlayer, 72, -1, 0);
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else
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StartQAV(pPlayer, 68, -1, 0);
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break;
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case 2:
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case kWeapFlareGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3)
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StartQAV(pPlayer, 49, -1, 0);
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else
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StartQAV(pPlayer, 44, -1, 0);
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break;
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case 10:
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case kWeapVoodooDoll:
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StartQAV(pPlayer, 109, -1, 0);
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break;
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case 8:
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case kWeapTeslaCannon:
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if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 88, -1, 0);
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else
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StartQAV(pPlayer, 81, -1, 0);
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break;
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case 5:
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case kWeapNapalm:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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StartQAV(pPlayer, 124, -1, 0);
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else
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StartQAV(pPlayer, 92, -1, 0);
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break;
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case 9:
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case kWeapLifeLeech:
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StartQAV(pPlayer, 119, -1, 0);
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break;
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case 13:
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case kWeapBeast:
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StartQAV(pPlayer, 99, -1, 0);
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break;
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}
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pPlayer->curWeapon = 0;
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pPlayer->curWeapon = kWeapNone;
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pPlayer->qavLoop = 0;
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}
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@ -838,10 +838,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
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}
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switch (lastWeapon)
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{
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case 1:
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case kWeapPitchFork:
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pPlayer->weaponQav = 1;
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break;
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case 7:
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case kWeapSpraycan:
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switch (vb)
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{
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case 0:
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@ -875,7 +875,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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break;
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}
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break;
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case 6:
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case kWeapDynamite:
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switch (vb)
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{
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case 1:
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@ -903,7 +903,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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break;
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}
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break;
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case 11:
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case kWeapProximity:
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switch (vb)
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{
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case 7:
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@ -915,7 +915,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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break;
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}
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break;
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case 12:
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case kWeapRemote:
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switch (vb)
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{
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case 10:
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@ -935,7 +935,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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break;
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}
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break;
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case 3:
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case kWeapShotgun:
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switch (vb)
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{
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case 6:
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@ -968,7 +968,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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break;
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}
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break;
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case 4:
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case kWeapTommyGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
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{
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pPlayer->weaponQav = 70;
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@ -980,7 +980,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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pPlayer->weaponState = 0;
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}
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break;
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case 2:
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case kWeapFlareGun:
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if (powerupCheck(pPlayer, kPwUpTwoGuns))
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{
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if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
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@ -994,13 +994,13 @@ void WeaponUpdateState(PLAYER *pPlayer)
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else
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pPlayer->weaponQav = 42;
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break;
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case 10:
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case kWeapVoodooDoll:
|
||||
if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16)
|
||||
pPlayer->weaponQav = 102;
|
||||
else
|
||||
pPlayer->weaponQav = 101;
|
||||
break;
|
||||
case 8:
|
||||
case kWeapTeslaCannon:
|
||||
switch (vb)
|
||||
{
|
||||
case 2:
|
||||
|
@ -1014,7 +1014,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
case kWeapNapalm:
|
||||
switch (vb)
|
||||
{
|
||||
case 3:
|
||||
|
@ -1028,7 +1028,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 9:
|
||||
case kWeapLifeLeech:
|
||||
switch (vb)
|
||||
{
|
||||
case 2:
|
||||
|
@ -1036,7 +1036,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
case kWeapBeast:
|
||||
pPlayer->weaponQav = 94;
|
||||
break;
|
||||
}
|
||||
|
@ -1098,7 +1098,7 @@ void ExplodeCan(int, PLAYER *pPlayer)
|
|||
evPost(pSprite->index, 3, 0, kCmdOn);
|
||||
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
||||
StartQAV(pPlayer, 15, -1);
|
||||
pPlayer->curWeapon = 0;
|
||||
pPlayer->curWeapon = kWeapNone;
|
||||
pPlayer->throwPower = 0;
|
||||
}
|
||||
|
||||
|
@ -1133,7 +1133,7 @@ void ExplodeBundle(int, PLAYER *pPlayer)
|
|||
evPost(pSprite->index, 3, 0, kCmdOn);
|
||||
UseAmmo(pPlayer, 5, 1);
|
||||
StartQAV(pPlayer, 24, -1, 0);
|
||||
pPlayer->curWeapon = 0;
|
||||
pPlayer->curWeapon = kWeapNone;
|
||||
pPlayer->throwPower = 0;
|
||||
}
|
||||
|
||||
|
@ -1763,7 +1763,7 @@ static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir)
|
|||
weapon = OrderPrev[weapon];
|
||||
if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon])
|
||||
{
|
||||
if (weapon == 9)
|
||||
if (weapon == kWeapLifeLeech)
|
||||
{
|
||||
if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
|
||||
break;
|
||||
|
@ -1778,7 +1778,7 @@ static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir)
|
|||
if (weapon == pPlayer->curWeapon)
|
||||
{
|
||||
if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
|
||||
weapon = 1;
|
||||
weapon = kWeapPitchFork;
|
||||
}
|
||||
if (a2)
|
||||
*a2 = 0;
|
||||
|
@ -1801,7 +1801,7 @@ static int WeaponFindLoaded(PLAYER *pPlayer, int *a2)
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v4 == 1)
|
||||
if (v4 == kWeapPitchFork)
|
||||
{
|
||||
int vc = 0;
|
||||
for (int i = 0; i < 14; i++)
|
||||
|
@ -2014,13 +2014,13 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
{
|
||||
if (sub_4B1A4(pPlayer))
|
||||
{
|
||||
if (pPlayer->curWeapon == 7)
|
||||
if (pPlayer->curWeapon == kWeapSpraycan)
|
||||
{
|
||||
pPlayer->fuseTime = pPlayer->weaponTimer;
|
||||
DropCan(1, pPlayer);
|
||||
pPlayer->weaponState = 3;
|
||||
}
|
||||
else if (pPlayer->curWeapon == 6)
|
||||
else if (pPlayer->curWeapon == kWeapDynamite)
|
||||
{
|
||||
pPlayer->fuseTime = pPlayer->weaponTimer;
|
||||
DropBundle(1, pPlayer);
|
||||
|
@ -2056,34 +2056,34 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0);
|
||||
switch (pPlayer->curWeapon)
|
||||
{
|
||||
case 7:
|
||||
case kWeapSpraycan:
|
||||
if (processSprayCan(pPlayer))
|
||||
return;
|
||||
break;
|
||||
case 6:
|
||||
case kWeapDynamite:
|
||||
if (processTNT(pPlayer))
|
||||
return;
|
||||
break;
|
||||
case 11:
|
||||
case kWeapProximity:
|
||||
if (processProxy(pPlayer))
|
||||
return;
|
||||
break;
|
||||
case 12:
|
||||
case kWeapRemote:
|
||||
if (processRemote(pPlayer))
|
||||
return;
|
||||
break;
|
||||
}
|
||||
if (pPlayer->weaponTimer > 0)
|
||||
return;
|
||||
if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == 0)
|
||||
if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == kWeapNone)
|
||||
pPlayer->weaponQav = -1;
|
||||
switch (pPlayer->curWeapon)
|
||||
{
|
||||
case 9:
|
||||
case kWeapLifeLeech:
|
||||
if (processLeech(pPlayer))
|
||||
return;
|
||||
break;
|
||||
case 8:
|
||||
case kWeapTeslaCannon:
|
||||
if (processTesla(pPlayer))
|
||||
return;
|
||||
break;
|
||||
|
@ -2148,14 +2148,14 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
|
||||
switch (pPlayer->curWeapon)
|
||||
{
|
||||
case 6:
|
||||
weapon = 11;
|
||||
case kWeapDynamite:
|
||||
weapon = kWeapProximity;
|
||||
break;
|
||||
case 11:
|
||||
weapon = 12;
|
||||
case kWeapProximity:
|
||||
weapon = kWeapRemote;
|
||||
break;
|
||||
case 12:
|
||||
weapon = 6;
|
||||
case kWeapRemote:
|
||||
weapon = kWeapDynamite;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
|
@ -2201,21 +2201,21 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
{
|
||||
if (pPlayer->newWeapon == 6)
|
||||
{
|
||||
if (pPlayer->curWeapon == 6)
|
||||
if (pPlayer->curWeapon == kWeapDynamite)
|
||||
{
|
||||
if (checkAmmo2(pPlayer, 10, 1))
|
||||
pPlayer->newWeapon = 11;
|
||||
else if (checkAmmo2(pPlayer, 11, 1))
|
||||
pPlayer->newWeapon = 12;
|
||||
}
|
||||
else if (pPlayer->curWeapon == 11)
|
||||
else if (pPlayer->curWeapon == kWeapProximity)
|
||||
{
|
||||
if (checkAmmo2(pPlayer, 11, 1))
|
||||
pPlayer->newWeapon = 12;
|
||||
else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
|
||||
pPlayer->newWeapon = 6;
|
||||
}
|
||||
else if (pPlayer->curWeapon == 12)
|
||||
else if (pPlayer->curWeapon == kWeapRemote)
|
||||
{
|
||||
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
|
||||
pPlayer->newWeapon = 6;
|
||||
|
@ -2304,10 +2304,10 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
{
|
||||
switch (pPlayer->curWeapon)
|
||||
{
|
||||
case 1:
|
||||
case kWeapPitchFork:
|
||||
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
|
||||
return;
|
||||
case 7:
|
||||
case kWeapSpraycan:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 3:
|
||||
|
@ -2316,7 +2316,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
case kWeapDynamite:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 3:
|
||||
|
@ -2327,7 +2327,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
case kWeapProximity:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 7:
|
||||
|
@ -2337,7 +2337,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 12:
|
||||
case kWeapRemote:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 10:
|
||||
|
@ -2351,7 +2351,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
case kWeapShotgun:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 7:
|
||||
|
@ -2368,19 +2368,19 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case kWeapTommyGun:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
||||
StartQAV(pPlayer, 71, nClientFireTommy, 1);
|
||||
else
|
||||
StartQAV(pPlayer, 66, nClientFireTommy, 1);
|
||||
return;
|
||||
case 2:
|
||||
case kWeapFlareGun:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
||||
StartQAV(pPlayer, 48, nClientFireFlare, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 43, nClientFireFlare, 0);
|
||||
return;
|
||||
case 10:
|
||||
case kWeapVoodooDoll:
|
||||
{
|
||||
static int nChance[] = { 0xa000, 0xc000, 0xe000, 0x10000 };
|
||||
int nRand = wrand()*2;
|
||||
|
@ -2394,7 +2394,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
StartQAV(pPlayer,103+i, nClientFireVoodoo, 0);
|
||||
return;
|
||||
}
|
||||
case 8:
|
||||
case kWeapTeslaCannon:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 2:
|
||||
|
@ -2412,17 +2412,17 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
case kWeapNapalm:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
||||
StartQAV(pPlayer, 122, nClientFireNapalm, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 91, nClientFireNapalm, 0);
|
||||
return;
|
||||
case 9:
|
||||
case kWeapLifeLeech:
|
||||
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
|
||||
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
|
||||
return;
|
||||
case 13:
|
||||
case kWeapBeast:
|
||||
StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0);
|
||||
return;
|
||||
}
|
||||
|
@ -2431,10 +2431,10 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
{
|
||||
switch (pPlayer->curWeapon)
|
||||
{
|
||||
case 1:
|
||||
case kWeapPitchFork:
|
||||
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
|
||||
return;
|
||||
case 7:
|
||||
case kWeapSpraycan:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 3:
|
||||
|
@ -2443,7 +2443,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
case kWeapDynamite:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 3:
|
||||
|
@ -2467,7 +2467,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
case kWeapProximity:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 7:
|
||||
|
@ -2476,7 +2476,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 12:
|
||||
case kWeapRemote:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 10:
|
||||
|
@ -2492,7 +2492,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
case kWeapShotgun:
|
||||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 7:
|
||||
|
@ -2509,25 +2509,25 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case kWeapTommyGun:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
||||
StartQAV(pPlayer, 73, nClientAltFireSpread2, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 67, nClientAltFireSpread2, 0);
|
||||
return;
|
||||
case 10:
|
||||
case kWeapVoodooDoll:
|
||||
sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0);
|
||||
StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0);
|
||||
return;
|
||||
#if 0
|
||||
case 2:
|
||||
case kWeapFlareGun:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
||||
StartQAV(pPlayer, 48, nClientFireFlare, 0);
|
||||
else
|
||||
StartQAV(pPlayer, 43, nClientFireFlare, 0);
|
||||
return;
|
||||
#endif
|
||||
case 8:
|
||||
case kWeapTeslaCannon:
|
||||
if (checkAmmo2(pPlayer, 7, 35))
|
||||
{
|
||||
if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
||||
|
@ -2543,7 +2543,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
StartQAV(pPlayer, 77, nClientFireTesla, 0);
|
||||
}
|
||||
return;
|
||||
case 5:
|
||||
case kWeapNapalm:
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
||||
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
|
||||
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0);
|
||||
|
@ -2551,7 +2551,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
else
|
||||
StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0);
|
||||
return;
|
||||
case 2:
|
||||
case kWeapFlareGun:
|
||||
if (CheckAmmo(pPlayer, 1, 8))
|
||||
{
|
||||
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16))
|
||||
|
@ -2567,7 +2567,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
StartQAV(pPlayer, 43, nClientFireFlare, 0);
|
||||
}
|
||||
return;
|
||||
case 9:
|
||||
case kWeapLifeLeech:
|
||||
if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
|
||||
{
|
||||
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
|
||||
|
|
Loading…
Reference in a new issue