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- resetinventory.
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parent
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commit
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5 changed files with 24 additions and 64 deletions
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@ -262,23 +262,39 @@ void resetweapons(int snum)
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p = &ps[snum];
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p = &ps[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->gotweapon.Clear(weapon);
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{
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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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}
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p->gotweapon.Zero();
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p->weapon_pos = 6;
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p->weapon_pos = 6;
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p->kickback_pic = 5;
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p->kickback_pic = 5;
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p->curr_weapon = PISTOL_WEAPON;
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p->curr_weapon = PISTOL_WEAPON;
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p->gotweapon.Set(PISTOL_WEAPON);
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p->gotweapon.Set(PISTOL_WEAPON);
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p->gotweapon.Set(KNEE_WEAPON);
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p->gotweapon.Set(KNEE_WEAPON);
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p->ammo_amount[PISTOL_WEAPON] = 48;
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p->ammo_amount[PISTOL_WEAPON] = std::min<int16_t>(max_ammo_amount[PISTOL_WEAPON], 48);
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p->gotweapon.Set(HANDREMOTE_WEAPON);
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p->gotweapon.Set(HANDREMOTE_WEAPON);
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p->last_weapon = -1;
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p->last_weapon = -1;
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p->show_empty_weapon= 0;
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p->show_empty_weapon= 0;
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p->last_pissed_time = 0;
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p->last_pissed_time = 0;
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p->holster_weapon = 0;
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p->holster_weapon = 0;
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// Always clear these, even for non-RRRA
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p->OnMotorcycle = 0;
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p->moto_underwater = 0;
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p->OnBoat = 0;
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p->lotag800kill = 0;
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if (isRRRA())
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{
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chickenphase = 0;
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p->ammo_amount[KNEE_WEAPON] = 1;
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p->gotweapon.Set(SLINGBLADE_WEAPON);
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p->ammo_amount[SLINGBLADE_WEAPON] = 1;
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}
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OnEvent(EVENT_RESETWEAPONS, -1, snum, -1);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -39,7 +39,7 @@ void P_RandomSpawnPoint(int playerNum);
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void P_ResetInventory(int playerNum);
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void P_ResetInventory(int playerNum);
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void P_ResetPlayer(int playerNum);
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void P_ResetPlayer(int playerNum);
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void resetplayerstats(int playerNum);
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void resetplayerstats(int playerNum);
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void P_ResetWeapons(int playerNum);
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void resetweapons(int playerNum);
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void G_ClearFIFO(void);
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void G_ClearFIFO(void);
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void G_ResetInterpolations(void);
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void G_ResetInterpolations(void);
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extern int32_t fragbarheight(void);
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extern int32_t fragbarheight(void);
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@ -265,11 +265,6 @@ void cacheit_d(void)
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}
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}
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#if 0
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#if 0
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void resetweapons_w(int snum)
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{
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resetweapons(snum);
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OnEvent(EVENT_RESETWEAPONS, -1, snum, -1);
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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@ -433,22 +433,6 @@ void cacheit_r(void)
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}
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}
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#if 0
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#if 0
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void resetweapons_r(int snum)
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{
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resetweapons(snum);
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if (isRRRA())
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{
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auto p = &ps[snum];
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p->chickenphase = 0;
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p->ammo_amount[KNEE_WEAPON] = 1;
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p->gotweapon[SLINGBLADE_WEAPON] = 1;
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p->ammo_amount[SLINGBLADE_WEAPON] = 1;
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p->OnMotorcycle = 0;
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p->moto_underwater = 0;
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p->OnBoat = 0;
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p->MamaEnd = 0;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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//
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//
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@ -304,47 +304,12 @@ void P_ResetPlayer(int playerNum)
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actor[pPlayer->i].t_data[4] = 0;
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actor[pPlayer->i].t_data[4] = 0;
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P_ResetInventory(playerNum);
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P_ResetInventory(playerNum);
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P_ResetWeapons(playerNum);
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resetweapons(playerNum);
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//pPlayer->reloading = 0;
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//pPlayer->reloading = 0;
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pPlayer->movement_lock = 0;
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pPlayer->movement_lock = 0;
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}
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}
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void P_ResetWeapons(int playerNum)
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{
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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for (bssize_t weaponNum = PISTOL_WEAPON; weaponNum < MAX_WEAPONS; weaponNum++)
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pPlayer->ammo_amount[weaponNum] = 0;
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pPlayer->weapon_pos = WEAPON_POS_START;
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pPlayer->curr_weapon = PISTOL_WEAPON;
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pPlayer->kickback_pic = 5;
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pPlayer->gotweapon.Zero();
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pPlayer->gotweapon.Set(PISTOL_WEAPON);
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pPlayer->gotweapon.Set(KNEE_WEAPON);
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pPlayer->gotweapon.Set(HANDREMOTE_WEAPON);
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pPlayer->ammo_amount[PISTOL_WEAPON] = min<int16_t>(max_ammo_amount[PISTOL_WEAPON], 48);
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if (RRRA)
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{
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chickenphase = 0;
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pPlayer->gotweapon.Set(SLINGBLADE_WEAPON);
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pPlayer->ammo_amount[KNEE_WEAPON] = 1;
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pPlayer->ammo_amount[SLINGBLADE_WEAPON] = 1;
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pPlayer->OnMotorcycle = 0;
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pPlayer->moto_underwater = 0;
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pPlayer->OnBoat = 0;
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pPlayer->lotag800kill = 0;
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}
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pPlayer->last_weapon = -1;
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pPlayer->show_empty_weapon = 0;
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pPlayer->last_pissed_time = 0;
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pPlayer->holster_weapon = 0;
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pPlayer->last_used_weapon = -1;
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VM_OnEvent(EVENT_RESETWEAPONS, pPlayer->i, playerNum);
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}
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void P_ResetInventory(int playerNum)
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void P_ResetInventory(int playerNum)
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{
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{
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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@ -460,7 +425,7 @@ static void resetprestat(int playerNum, int gameMode)
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if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer)
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if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer)
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|| (!(g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1))
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|| (!(g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1))
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{
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{
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P_ResetWeapons(playerNum);
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resetweapons(playerNum);
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P_ResetInventory(playerNum);
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P_ResetInventory(playerNum);
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}
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}
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else if (pPlayer->curr_weapon == HANDREMOTE_WEAPON && !isRR())
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else if (pPlayer->curr_weapon == HANDREMOTE_WEAPON && !isRR())
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@ -1656,7 +1621,7 @@ int G_EnterLevel(int gameMode)
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case HURTRAIL__STATIC:
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case HURTRAIL__STATIC:
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case FLOORSLIME__STATIC:
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case FLOORSLIME__STATIC:
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case FLOORPLASMA__STATIC:
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case FLOORPLASMA__STATIC:
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P_ResetWeapons(i);
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resetweapons(i);
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P_ResetInventory(i);
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P_ResetInventory(i);
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g_player[i].ps->gotweapon.Clear(PISTOL_WEAPON);
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g_player[i].ps->gotweapon.Clear(PISTOL_WEAPON);
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