- Blood: Extend backported voodoo doll fix from BloodGDX to always use kQAVVDIDLE2 when the player is moving. As kQAVVDIDLE2 has moving frames and is not a static idle animation, call it via StartQAV() so that weaponTimer is started.

This commit is contained in:
Mitchell Richters 2021-08-13 15:18:02 +10:00
parent cd092153eb
commit dd1e716082

View file

@ -984,8 +984,8 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponQav = kQAVFLARIDLE;
break;
case kWeapVoodooDoll:
if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16)
pPlayer->weaponQav = kQAVVDIDLE2;
if (pXSprite->height < 256 && pPlayer->swayHeight != 0)
StartQAV(pPlayer, kQAVVDIDLE2);
else
pPlayer->weaponQav = kQAVVDIDLE1;
break;
@ -2024,6 +2024,7 @@ void WeaponProcess(PLAYER *pPlayer) {
pPlayer->weaponTimer -= 4;
bool bShoot = pPlayer->input.actions & SB_FIRE;
bool bShoot2 = pPlayer->input.actions & SB_ALTFIRE;
if ((bShoot || bShoot2) && pPlayer->weaponQav == kQAVVDIDLE2) pPlayer->weaponTimer = 0;
if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
{
if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))