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- Remove some pointless weapon functions.
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parent
7fe6befef8
commit
791504b5eb
3 changed files with 2 additions and 24 deletions
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@ -138,8 +138,6 @@ void SetNewWeapon(int nPlayer, int nWeapon);
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void SetNewWeaponImmediate(int nPlayer, int nWeapon);
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void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
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void SelectNewWeapon(int nPlayer);
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void StopFiringWeapon(int nPlayer);
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void FireWeapon(int nPlayer);
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void CheckClip(int nPlayer);
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void MoveWeapons(int nPlayer);
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void DrawWeapons(double interpfrac);
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@ -248,18 +248,6 @@ void SelectNewWeapon(int nPlayer)
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//
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//---------------------------------------------------------------------------
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void StopFiringWeapon(int nPlayer)
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{
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PlayerList[nPlayer].bIsFiring = false;
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}
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void FireWeapon(int nPlayer)
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{
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if (!PlayerList[nPlayer].bIsFiring) {
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PlayerList[nPlayer].bIsFiring = true;
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}
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}
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void SetWeaponStatus(int nPlayer)
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{
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}
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@ -444,7 +444,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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}
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}
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].bIsFiring = false;
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PlayerList[nPlayer].pActor->PrevAngles.Pitch = PlayerList[nPlayer].pActor->spr.Angles.Pitch = nullAngle;
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pActor->oviewzoffset = pActor->viewzoffset = -55;
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@ -1520,15 +1520,7 @@ sectdone:
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}
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}
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// was int var_38 = buttons & 0x8
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if (pPlayer->input.actions & SB_FIRE)
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{
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FireWeapon(pPlayer->nPlayer);
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}
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else
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{
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StopFiringWeapon(pPlayer->nPlayer);
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}
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pPlayer->bIsFiring = !!(pPlayer->input.actions & SB_FIRE);
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}
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updatePlayerAction(pPlayer);
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