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- panel.cpp
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commit
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1 changed files with 26 additions and 26 deletions
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@ -220,7 +220,7 @@ void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
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void PlayerUpdateHealth(PLAYERp pp, short value)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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short x,y;
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if (Prediction)
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@ -327,7 +327,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
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void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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short x,y;
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short WeaponNum;
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@ -366,9 +366,9 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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// Weapon Change
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// weapon Change
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if (Prediction)
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return;
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@ -394,7 +394,7 @@ void PlayerUpdateKills(PLAYERp pp, short value)
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opp = Player + pnum;
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// for everyone on the same team
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if (opp != pp && User[opp->PlayerSprite]->spal == User[pp->PlayerSprite]->spal)
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if (opp != pp && opp->Actor()->u()->spal == pp->Actor()->u()->spal)
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{
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opp->Kills += value;
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if (opp->Kills > 999)
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@ -432,7 +432,7 @@ void PlayerUpdateArmor(PLAYERp pp, short value)
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int WeaponOperate(PLAYERp pp)
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{
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short weapon;
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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InventoryKeys(pp);
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@ -656,14 +656,14 @@ WeaponOK(PLAYERp pp)
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static char wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
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unsigned wpn_ndx=0;
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if ((unsigned)pp->PlayerSprite >= MAXSPRITES)
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if (!pp->Actor())
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return(false);
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u = User[pp->PlayerSprite].Data();
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if (u == nullptr)
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if (!pp->Actor()->hasU())
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return(false);
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u = pp->Actor()->u();
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// sword
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if (DamageData[u->WeaponNum].max_ammo == -1)
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return true;
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@ -980,7 +980,7 @@ InitWeaponSword(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_SWORD];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_SwordSwing;
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@ -1389,7 +1389,7 @@ InitWeaponStar(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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pp->CurWpn = pp->Wpn[WPN_STAR];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_ThrowStar;
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@ -2039,7 +2039,7 @@ InitWeaponUzi(PLAYERp pp)
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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pp->CurWpn = pp->Wpn[WPN_UZI];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = &ps_FireUzi[1];
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@ -2081,7 +2081,7 @@ InitWeaponUzi2(PANEL_SPRITEp uzi_orig)
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New->oy = New->y;
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uzi_orig->sibling = New;
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// Set up the New Weapon variables
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// Set up the New weapon variables
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SET(New->flags, PANF_WEAPON_SPRITE);
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New->ActionState = &ps_FireUzi2[1];
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New->RetractState = ps_RetractUzi2;
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@ -2108,7 +2108,7 @@ InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig)
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SET(New->flags, PANF_XFLIP);
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// Set up the New Weapon variables
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// Set up the New weapon variables
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SET(New->flags, PANF_WEAPON_SPRITE);
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New->ActionState = ps_UziEject;
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New->RetractState = ps_RetractUzi;
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@ -2303,7 +2303,7 @@ pUziAction(PANEL_SPRITEp psp)
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// Only Recoil if shooting
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pUziBobSetup(psp);
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UziRecoilYadj = DIV256(RANDOM_P2(1024)); // global hack for
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// Weapon Bob
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// weapon Bob
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pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting);
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UziRecoilYadj = 0; // reset my global hack
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if (RANDOM_P2(1024) > 990)
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@ -2690,7 +2690,7 @@ InitWeaponShotgun(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_ShotgunFire;
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@ -3178,7 +3178,7 @@ InitWeaponRail(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_RailFire;
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@ -3618,7 +3618,7 @@ InitWeaponHothead(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_HOTHEAD];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_HotheadAttack;
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@ -4046,7 +4046,7 @@ InitWeaponMicro(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_MICRO];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_MicroFire;
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@ -4524,7 +4524,7 @@ InitWeaponHeart(PLAYERp pp)
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PlaySound(DIGI_HEARTBEAT, pp, v3df_follow|v3df_dontpan|v3df_doppler);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_HEART];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_HeartAttack;
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@ -4996,7 +4996,7 @@ InitWeaponGrenade(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
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psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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@ -5268,7 +5268,7 @@ InitWeaponMine(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_MINE];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_MineThrow;
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@ -5532,7 +5532,7 @@ InitChops(PLAYERp pp)
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if (Prediction)
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return;
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->Chops;
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SET(psp->flags, PANF_WEAPON_SPRITE);
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@ -5924,7 +5924,7 @@ InitWeaponFist(PLAYERp pp)
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pp->WpnUziType = 2; // Make uzi's go away!
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RetractCurWpn(pp);
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// Set up the new Weapon variables
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// Set up the new weapon variables
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psp = pp->CurWpn = pp->Wpn[WPN_FIST];
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SET(psp->flags, PANF_WEAPON_SPRITE);
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psp->ActionState = ps_FistSwing;
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@ -6567,7 +6567,7 @@ bool DrawBeforeView = false;
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void
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pDisplaySprites(PLAYERp pp, double smoothratio)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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PANEL_SPRITEp psp=nullptr, next=nullptr;
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short shade, picnum, overlay_shade = 0;
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double x, y;
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