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- 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.
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parent
cd092153eb
commit
dd1e716082
1 changed files with 3 additions and 2 deletions
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@ -984,8 +984,8 @@ void WeaponUpdateState(PLAYER *pPlayer)
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pPlayer->weaponQav = kQAVFLARIDLE;
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break;
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case kWeapVoodooDoll:
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if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16)
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pPlayer->weaponQav = kQAVVDIDLE2;
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if (pXSprite->height < 256 && pPlayer->swayHeight != 0)
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StartQAV(pPlayer, kQAVVDIDLE2);
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else
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pPlayer->weaponQav = kQAVVDIDLE1;
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break;
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@ -2024,6 +2024,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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pPlayer->weaponTimer -= 4;
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bool bShoot = pPlayer->input.actions & SB_FIRE;
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bool bShoot2 = pPlayer->input.actions & SB_ALTFIRE;
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if ((bShoot || bShoot2) && pPlayer->weaponQav == kQAVVDIDLE2) pPlayer->weaponTimer = 0;
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if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
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{
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if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
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