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Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
git-svn-id: https://svn.eduke32.com/eduke32@8726 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 9 additions and 10 deletions
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@ -1178,13 +1178,7 @@ static void Gv_AddSystemVars(void)
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weapondefaults[GROW_WEAPON].TotalTime = 30;
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if (NAM)
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{
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weapondefaults[GROW_WEAPON].SpawnTime = 2;
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weapondefaults[GROW_WEAPON].Spawn = SHELL;
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weapondefaults[GROW_WEAPON].FireSound = 0;
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}
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else if (WW2GI)
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if (WW2GI)
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{
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weapondefaults[KNEE_WEAPON].HoldDelay = 14;
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weapondefaults[KNEE_WEAPON].Reload = 30;
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@ -1550,7 +1550,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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if (playerNum >= 0)
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{
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if (GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0)
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if (NAM_WW2GI || GetAutoAimAng(spriteNum, playerNum, projecTile, ZOFFSET6, 0, &startPos, 768, &Zvel, &shootAng) < 0)
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Zvel = fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 98;
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}
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else if (pSprite->statnum != STAT_EFFECTOR)
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@ -4256,13 +4256,18 @@ static void P_ProcessWeapon(int playerNum)
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else if ((*weaponFrame) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))
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{
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(*weaponFrame) = 0;
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pPlayer->weapon_pos = WEAPON_POS_RAISE;
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if (PIPEBOMB_CONTROL(playerNum) == PIPEBOMB_REMOTE)
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{
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pPlayer->weapon_pos = WEAPON_POS_RAISE;
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pPlayer->curr_weapon = HANDREMOTE_WEAPON;
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pPlayer->last_weapon = -1;
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}
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else P_CheckWeapon(pPlayer);
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else
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{
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if (!NAM_WW2GI)
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pPlayer->weapon_pos = WEAPON_POS_RAISE;
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P_CheckWeapon(pPlayer);
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}
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}
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}
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else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
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