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Add a few defined constants for commonly used weapon_pos values
git-svn-id: https://svn.eduke32.com/eduke32@3903 1a8010ca-5511-0410-912e-c29ae57300e0
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214baa9475
commit
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4 changed files with 23 additions and 19 deletions
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@ -2996,7 +2996,7 @@ static int32_t P_DoCounters(DukePlayer_t *p)
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case GAMETICSPERSEC*218:
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case GAMETICSPERSEC*218:
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{
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{
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p->holster_weapon = 0;
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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}
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}
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break;
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break;
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}
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}
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@ -3109,7 +3109,7 @@ static int32_t P_DoCounters(DukePlayer_t *p)
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if (p->access_incs > 20)
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if (p->access_incs > 20)
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{
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{
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p->access_incs = 0;
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p->access_incs = 0;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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p->kickback_pic = 0;
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p->kickback_pic = 0;
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}
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}
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}
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}
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@ -3240,11 +3240,11 @@ void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
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if (p->weapon_pos == 0)
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if (p->weapon_pos == 0)
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p->weapon_pos = -1;
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p->weapon_pos = -1;
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else p->weapon_pos = -9;
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else p->weapon_pos = WEAPON_POS_LOWER;
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if (p->holster_weapon)
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if (p->holster_weapon)
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{
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{
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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p->holster_weapon = 0;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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p->last_weapon = -1;
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}
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}
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@ -3621,11 +3621,11 @@ static void P_ProcessWeapon(int32_t snum)
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case -9:
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case -9:
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if (p->last_weapon >= 0)
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if (p->last_weapon >= 0)
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{
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{
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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p->last_weapon = -1;
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p->last_weapon = -1;
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}
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}
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else if (p->holster_weapon == 0)
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else if (p->holster_weapon == 0)
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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break;
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break;
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case 0:
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case 0:
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break;
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break;
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@ -3656,10 +3656,10 @@ static void P_ProcessWeapon(int32_t snum)
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p->weapon_pos = -1;
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p->weapon_pos = -1;
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P_DoQuote(QUOTE_WEAPON_LOWERED,p);
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P_DoQuote(QUOTE_WEAPON_LOWERED,p);
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}
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}
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else if (p->holster_weapon == 1 && p->weapon_pos == -9)
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else if (p->holster_weapon == 1 && p->weapon_pos == WEAPON_POS_LOWER)
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{
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{
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p->holster_weapon = 0;
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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P_DoQuote(QUOTE_WEAPON_RAISED,p);
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P_DoQuote(QUOTE_WEAPON_RAISED,p);
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}
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}
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}
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}
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@ -3736,10 +3736,10 @@ static void P_ProcessWeapon(int32_t snum)
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if (p->holster_weapon == 1)
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if (p->holster_weapon == 1)
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{
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{
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if (p->last_pissed_time <= (GAMETICSPERSEC*218) && p->weapon_pos == -9)
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if (p->last_pissed_time <= (GAMETICSPERSEC*218) && p->weapon_pos == WEAPON_POS_LOWER)
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{
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{
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p->holster_weapon = 0;
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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P_DoQuote(QUOTE_WEAPON_RAISED,p);
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P_DoQuote(QUOTE_WEAPON_RAISED,p);
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}
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}
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}
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}
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@ -3940,7 +3940,7 @@ static void P_ProcessWeapon(int32_t snum)
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else if ((*kb) > PWEAPON(snum, p->curr_weapon, TotalTime))
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else if ((*kb) > PWEAPON(snum, p->curr_weapon, TotalTime))
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{
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{
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(*kb) = 0;
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(*kb) = 0;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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if (PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
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if (PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
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{
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{
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p->curr_weapon = HANDREMOTE_WEAPON;
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p->curr_weapon = HANDREMOTE_WEAPON;
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@ -3991,7 +3991,7 @@ static void P_ProcessWeapon(int32_t snum)
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{
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{
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(*kb) = 0;
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(*kb) = 0;
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P_CheckWeapon(p);
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P_CheckWeapon(p);
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p->weapon_pos = -9;
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p->weapon_pos = WEAPON_POS_LOWER;
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}
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}
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}
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}
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else if (*kb >= PWEAPON(snum, p->curr_weapon, Reload))
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else if (*kb >= PWEAPON(snum, p->curr_weapon, Reload))
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@ -39,6 +39,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define PIPEBOMB_REMOTE 0x00000001
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#define PIPEBOMB_REMOTE 0x00000001
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#define PIPEBOMB_TIMER 0x00000002
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#define PIPEBOMB_TIMER 0x00000002
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#define WEAPON_POS_LOWER -9
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#define WEAPON_POS_RAISE 10
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#define WEAPON_POS_START 6
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enum dukeinv_t {
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enum dukeinv_t {
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GET_STEROIDS, // 0
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GET_STEROIDS, // 0
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GET_SHIELD,
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GET_SHIELD,
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@ -842,7 +842,7 @@ void P_ResetStatus(int32_t snum)
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p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
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p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
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else p->kickback_pic = 0;
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else p->kickback_pic = 0;
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p->weapon_pos = 6;
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p->weapon_pos = WEAPON_POS_START;
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p->walking_snd_toggle= 0;
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p->walking_snd_toggle= 0;
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p->weapon_ang = 0;
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p->weapon_ang = 0;
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@ -868,7 +868,7 @@ void P_ResetWeapons(int32_t snum)
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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p->ammo_amount[weapon] = 0;
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p->ammo_amount[weapon] = 0;
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p->weapon_pos = 6;
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p->weapon_pos = WEAPON_POS_START;
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p->curr_weapon = PISTOL_WEAPON;
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p->curr_weapon = PISTOL_WEAPON;
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p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
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p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
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p->gotweapon = ((1<<PISTOL_WEAPON) | (1<<KNEE_WEAPON) | (1<<HANDREMOTE_WEAPON));
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p->gotweapon = ((1<<PISTOL_WEAPON) | (1<<KNEE_WEAPON) | (1<<HANDREMOTE_WEAPON));
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@ -911,8 +911,8 @@ static void resetprestat(int32_t snum,int32_t g)
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p->max_secret_rooms = 0;
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p->max_secret_rooms = 0;
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p->actors_killed = 0;
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p->actors_killed = 0;
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p->max_actors_killed = 0;
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p->max_actors_killed = 0;
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p->lastrandomspot = 0;
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p->lastrandomspot = 0;
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p->weapon_pos = 6;
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p->weapon_pos = WEAPON_POS_START;
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P_ResetTintFade(p);
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P_ResetTintFade(p);
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@ -2699,7 +2699,7 @@ CHECKINV1:
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if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
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if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
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p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
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p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
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{
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{
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// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
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// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == WEAPON_POS_LOWER ) ))
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{
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{
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if (j == 10 || j == 11)
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if (j == 10 || j == 11)
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{
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{
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@ -2811,7 +2811,7 @@ CHECKINV1:
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if (p->holster_weapon)
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if (p->holster_weapon)
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{
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{
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sb_snum |= BIT(SK_HOLSTER);
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sb_snum |= BIT(SK_HOLSTER);
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p->weapon_pos = -9;
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p->weapon_pos = WEAPON_POS_LOWER;
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}
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}
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else if ((int32_t)j >= 0 && (p->gotweapon & (1<<j)) && (uint32_t)p->curr_weapon != j)
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else if ((int32_t)j >= 0 && (p->gotweapon & (1<<j)) && (uint32_t)p->curr_weapon != j)
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switch (j)
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switch (j)
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@ -2837,7 +2837,7 @@ CHECKINV1:
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{
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{
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p->curr_weapon = j;
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p->curr_weapon = j;
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p->last_weapon = -1;
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p->last_weapon = -1;
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p->weapon_pos = 10;
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p->weapon_pos = WEAPON_POS_RAISE;
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}
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}
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break;
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break;
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case HANDBOMB_WEAPON:
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case HANDBOMB_WEAPON:
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