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- Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
* Fixes #517.
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parent
feb11a2f9a
commit
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1 changed files with 2 additions and 2 deletions
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@ -2029,7 +2029,8 @@ void WeaponProcess(PLAYER *pPlayer) {
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pPlayer->weaponTimer -= 4;
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pPlayer->weaponTimer -= 4;
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bool bShoot = pPlayer->input.actions & SB_FIRE;
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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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bool bShoot2 = pPlayer->input.actions & SB_ALTFIRE;
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if ((bShoot || bShoot2) && pPlayer->weaponQav == qavGetCorrectID(kQAVVDIDLE2)) pPlayer->weaponTimer = 0;
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const int prevNewWeaponVal = pPlayer->input.getNewWeapon(); // used to fix scroll issue for banned weapons
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if ((bShoot || bShoot2 || prevNewWeaponVal) && pPlayer->weaponQav == qavGetCorrectID(kQAVVDIDLE2)) pPlayer->weaponTimer = 0;
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if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
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if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
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{
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{
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if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
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if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
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@ -2084,7 +2085,6 @@ void WeaponProcess(PLAYER *pPlayer) {
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return;
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return;
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break;
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break;
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}
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}
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const int prevNewWeaponVal = pPlayer->input.getNewWeapon(); // used to fix scroll issue for banned weapons
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if (VanillaMode())
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if (VanillaMode())
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{
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{
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if (pPlayer->nextWeapon)
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if (pPlayer->nextWeapon)
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