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https://github.com/ZDoom/Raze.git
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- Exhumed: Use player pointer in MoveWeapons()
.
This commit is contained in:
parent
4e1b269c59
commit
0189936070
1 changed files with 97 additions and 95 deletions
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@ -342,9 +342,11 @@ void CheckClip(int nPlayer)
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void MoveWeapons(int nPlayer)
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{
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const auto pPlayer = &PlayerList[nPlayer];
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static int dword_96E22 = 0;
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int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag;
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int nSectFlag = pPlayer->pPlayerViewSect->Flag;
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if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
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return;
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@ -355,69 +357,69 @@ void MoveWeapons(int nPlayer)
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if (nPilotLightFrame >= nPilotLightCount)
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nPilotLightFrame = 0;
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if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
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PlayerList[nPlayer].nTemperature = 0;
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if (!pPlayer->bIsFiring || (nSectFlag & kSectUnderwater))
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pPlayer->nTemperature = 0;
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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auto pPlayerActor = pPlayer->pActor;
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int nWeapon = pPlayer->nCurrentWeapon;
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if (nWeapon < -1)
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{
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if (PlayerList[nPlayer].nNextWeapon != -1)
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if (pPlayer->nNextWeapon != -1)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nSeqSize2 = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
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pPlayer->nState = 0;
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pPlayer->nSeqSize2 = 0;
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pPlayer->nNextWeapon = -1;
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}
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return;
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}
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// loc_26ACC
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int eax = PlayerList[nPlayer].nState;
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int eax = pPlayer->nState;
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int nSeq = WeaponInfo[nWeapon].nSeq;
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int var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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int var_1C = (PlayerList[nPlayer].nDouble > 0) + 1;
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int var_1C = (pPlayer->nDouble > 0) + 1;
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frames = var_1C - 1;
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for (frames = var_1C; frames > 0; frames--)
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{
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seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].nSeqSize2);
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seq_MoveSequence(pPlayerActor, var_3C, pPlayer->nSeqSize2);
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PlayerList[nPlayer].nSeqSize2++;
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pPlayer->nSeqSize2++;
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dword_96E22++;
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if (dword_96E22 >= 15) {
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dword_96E22 = 0;
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}
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if (PlayerList[nPlayer].nSeqSize2 >= SeqSize[var_3C])
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if (pPlayer->nSeqSize2 >= SeqSize[var_3C])
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{
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if (PlayerList[nPlayer].nNextWeapon == -1)
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if (pPlayer->nNextWeapon == -1)
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{
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switch (PlayerList[nPlayer].nState)
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switch (pPlayer->nState)
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{
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default:
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break;
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case 0:
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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SetWeaponStatus(nPlayer);
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break;
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}
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case 1:
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{
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if (PlayerList[nPlayer].bIsFiring)
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if (pPlayer->bIsFiring)
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{
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if (!WeaponCanFire(nPlayer))
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{
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if (!dword_96E22) {
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D3PlayFX(StaticSound[4], PlayerList[nPlayer].pActor);
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D3PlayFX(StaticSound[4], pPlayer->pActor);
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}
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}
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else
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@ -432,7 +434,7 @@ void MoveWeapons(int nPlayer)
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Ra[nPlayer].nState = 1;
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}
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PlayerList[nPlayer].nState = 2;
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pPlayer->nState = 2;
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if (nWeapon == 0)
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break;
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@ -456,33 +458,33 @@ void MoveWeapons(int nPlayer)
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case 7:
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case 8:
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{
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if (nWeapon == kWeaponPistol && PlayerList[nPlayer].nPistolClip <= 0)
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if (nWeapon == kWeaponPistol && pPlayer->nPistolClip <= 0)
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{
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PlayerList[nPlayer].nState = 3;
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PlayerList[nPlayer].nSeqSize2 = 0;
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pPlayer->nState = 3;
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pPlayer->nSeqSize2 = 0;
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PlayerList[nPlayer].nPistolClip = min<int>(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
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pPlayer->nPistolClip = min<int>(6, pPlayer->nAmmo[kWeaponPistol]);
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break;
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}
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else if (nWeapon == kWeaponGrenade)
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{
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if (!PlayerList[nPlayer].bIsFiring)
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if (!pPlayer->bIsFiring)
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{
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PlayerList[nPlayer].nState = 3;
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pPlayer->nState = 3;
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break;
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}
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else
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{
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PlayerList[nPlayer].nSeqSize2 = SeqSize[var_3C] - 1;
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pPlayer->nSeqSize2 = SeqSize[var_3C] - 1;
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continue;
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}
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}
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else if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
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pPlayer->nState = 0;
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pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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nWeapon = pPlayer->nCurrentWeapon;
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SetPlayerMummified(nPlayer, false);
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break;
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@ -490,27 +492,27 @@ void MoveWeapons(int nPlayer)
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else
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{
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// loc_26D88:
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if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
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if (pPlayer->bIsFiring && WeaponCanFire(nPlayer))
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{
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if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
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PlayerList[nPlayer].nState = 3;
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pPlayer->nState = 3;
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}
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}
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else
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{
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if (WeaponInfo[nWeapon].b[4] == -1)
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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}
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else
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{
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if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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}
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else
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{
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PlayerList[nPlayer].nState = 4;
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pPlayer->nState = 4;
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}
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}
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}
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@ -526,19 +528,19 @@ void MoveWeapons(int nPlayer)
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{
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if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
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pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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nWeapon = pPlayer->nCurrentWeapon;
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PlayerList[nPlayer].nState = 0;
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pPlayer->nState = 0;
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break;
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}
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else if (nWeapon == kWeaponRing)
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{
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if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
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if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
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{
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if (!PlayerList[nPlayer].bIsFiring) {
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PlayerList[nPlayer].nState = 1;
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if (!pPlayer->bIsFiring) {
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pPlayer->nState = 1;
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}
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else {
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break;
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@ -555,45 +557,45 @@ void MoveWeapons(int nPlayer)
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else if (nWeapon == kWeaponM60)
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{
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CheckClip(nPlayer);
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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break;
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}
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else if (nWeapon == kWeaponGrenade)
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{
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if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
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if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
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{
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PlayerList[nPlayer].nState = 0;
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pPlayer->nState = 0;
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break;
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}
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else
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{
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SelectNewWeapon(nPlayer);
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PlayerList[nPlayer].nState = 5;
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pPlayer->nState = 5;
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PlayerList[nPlayer].nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
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pPlayer->nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
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goto loc_flag; // FIXME
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}
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}
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else
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{
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if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
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PlayerList[nPlayer].nState = 2;
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if (pPlayer->bIsFiring && WeaponCanFire(nPlayer)) {
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pPlayer->nState = 2;
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break;
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}
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if (WeaponInfo[nWeapon].b[4] == -1)
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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break;
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}
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if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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}
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else
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{
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PlayerList[nPlayer].nState = 4;
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pPlayer->nState = 4;
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}
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}
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break;
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@ -601,18 +603,18 @@ void MoveWeapons(int nPlayer)
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case 4:
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{
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PlayerList[nPlayer].nState = 1;
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pPlayer->nState = 1;
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break;
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}
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case 5:
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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nWeapon = pPlayer->nCurrentWeapon;
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PlayerList[nPlayer].nState = 0;
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PlayerList[nPlayer].nNextWeapon = -1;
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pPlayer->nState = 0;
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pPlayer->nNextWeapon = -1;
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SetWeaponStatus(nPlayer);
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break;
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@ -620,34 +622,34 @@ void MoveWeapons(int nPlayer)
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}
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// loc_26FC5
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var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].nState];
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PlayerList[nPlayer].nSeqSize2 = 0;
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var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[pPlayer->nState];
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pPlayer->nSeqSize2 = 0;
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}
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else
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{
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if (PlayerList[nPlayer].nState == 5)
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if (pPlayer->nState == 5)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
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pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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nWeapon = pPlayer->nCurrentWeapon;
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PlayerList[nPlayer].nNextWeapon = -1;
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PlayerList[nPlayer].nState = 0;
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pPlayer->nNextWeapon = -1;
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pPlayer->nState = 0;
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}
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else
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{
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PlayerList[nPlayer].nState = 5;
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pPlayer->nState = 5;
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}
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PlayerList[nPlayer].nSeqSize2 = 0;
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pPlayer->nSeqSize2 = 0;
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continue;
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}
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} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
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} // end of if (pPlayer->field_34 >= SeqSize[var_3C])
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loc_flag:
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// loc_27001
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int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].nSeqSize2);
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int nFrameFlag = seq_GetFrameFlag(var_3C, pPlayer->nSeqSize2);
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if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
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{
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@ -660,7 +662,7 @@ loc_flag:
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if (nFrameFlag & 0x80)
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{
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int nAction = PlayerList[nPlayer].nAction;
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int nAction = pPlayer->nAction;
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int var_38 = 1;
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@ -674,13 +676,13 @@ loc_flag:
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if (nWeapon == kWeaponFlamer && (!(nSectFlag & kSectUnderwater)))
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{
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PlayerList[nPlayer].nTemperature++;
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pPlayer->nTemperature++;
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if (PlayerList[nPlayer].nTemperature > 50)
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if (pPlayer->nTemperature > 50)
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{
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PlayerList[nPlayer].nTemperature = 0;
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PlayerList[nPlayer].nState = 4;
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PlayerList[nPlayer].nSeqSize2 = 0;
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pPlayer->nTemperature = 0;
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pPlayer->nState = 4;
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pPlayer->nSeqSize2 = 0;
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}
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}
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@ -712,13 +714,13 @@ loc_flag:
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// loc_27266:
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case kWeaponSword:
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{
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nHeight += PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan() * 32.;
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nHeight += pPlayerActor->spr.Angles.Pitch.Tan() * 32.;
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thePos.Z += nHeight;
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int var_28;
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if (PlayerList[nPlayer].nState == 2) {
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if (pPlayer->nState == 2) {
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var_28 = 6;
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}
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else {
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@ -731,7 +733,7 @@ loc_flag:
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{
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int nDamage = BulletInfo[kWeaponSword].nDamage;
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if (PlayerList[nPlayer].nDouble) {
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if (pPlayer->nDouble) {
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nDamage *= 2;
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}
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@ -779,8 +781,8 @@ loc_flag:
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}
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// loc_27399:
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PlayerList[nPlayer].nState = var_28;
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PlayerList[nPlayer].nSeqSize2 = 0;
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pPlayer->nState = var_28;
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pPlayer->nSeqSize2 = 0;
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break;
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}
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case kWeaponFlamer:
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@ -788,8 +790,8 @@ loc_flag:
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if (nSectFlag & kSectUnderwater)
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{
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DoBubbles(nPlayer);
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PlayerList[nPlayer].nState = 1;
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PlayerList[nPlayer].nSeqSize2 = 0;
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pPlayer->nState = 1;
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pPlayer->nSeqSize2 = 0;
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StopActorSound(pPlayerActor);
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break;
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}
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@ -810,20 +812,20 @@ loc_flag:
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case kWeaponM60:
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{
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if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
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PlayerList[nPlayer].nQuake = 0.5;
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pPlayer->nQuake = 0.5;
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}
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// fall through
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[[fallthrough]];
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}
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case kWeaponPistol:
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{
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double h = PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan() * 2.;
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double h = pPlayerActor->spr.Angles.Pitch.Tan() * 2.;
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nHeight += h;
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DExhumedActor* target = nullptr;
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if (PlayerList[nPlayer].pTarget != nullptr && Autoaim(nPlayer))
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if (pPlayer->pTarget != nullptr && Autoaim(nPlayer))
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{
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DExhumedActor* t = PlayerList[nPlayer].pTarget;
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DExhumedActor* t = pPlayer->pTarget;
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// only autoaim if target is in front of the player.
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assert(t->sector());
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DAngle angletotarget = (t->spr.pos - pPlayerActor->spr.pos).Angle();
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@ -841,15 +843,15 @@ loc_flag:
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case kWeaponGrenade:
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{
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ThrowGrenade(nPlayer, nHeight - 10, PlayerList[nLocalPlayer].pActor->spr.Angles.Pitch.Tan());
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ThrowGrenade(nPlayer, nHeight - 10, pPlayerActor->spr.Angles.Pitch.Tan());
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break;
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}
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case kWeaponStaff:
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{
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BuildSnake(nPlayer, nHeight);
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PlayerList[nPlayer].nQuake = 2.;
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pPlayer->nQuake = 2.;
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PlayerList[nPlayer].nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
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pPlayer->nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
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break;
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}
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case kWeaponRing:
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@ -858,7 +860,7 @@ loc_flag:
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case kWeaponMummified:
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{
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int nDamage = BulletInfo[kWeaponMummified].nDamage;
|
||||
if (PlayerList[nPlayer].nDouble) {
|
||||
if (pPlayer->nDouble) {
|
||||
nDamage *= 2;
|
||||
}
|
||||
|
||||
|
@ -877,19 +879,19 @@ loc_flag:
|
|||
}
|
||||
|
||||
if (nWeapon == kWeaponM60) {
|
||||
PlayerList[nPlayer].nPlayerClip--;
|
||||
pPlayer->nPlayerClip--;
|
||||
}
|
||||
else if (nWeapon == kWeaponPistol) {
|
||||
PlayerList[nPlayer].nPistolClip--;
|
||||
pPlayer->nPistolClip--;
|
||||
}
|
||||
}
|
||||
|
||||
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
|
||||
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
|
||||
{
|
||||
if (nWeapon == kWeaponM60 && PlayerList[nPlayer].nPlayerClip <= 0)
|
||||
if (nWeapon == kWeaponM60 && pPlayer->nPlayerClip <= 0)
|
||||
{
|
||||
PlayerList[nPlayer].nState = 3;
|
||||
PlayerList[nPlayer].nSeqSize2 = 0;
|
||||
pPlayer->nState = 3;
|
||||
pPlayer->nSeqSize2 = 0;
|
||||
// goto loc_27609:
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue