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- Duke: Clean up player/actor accesses in addweapon_d.cpp
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parent
95d5e1f57d
commit
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1 changed files with 5 additions and 4 deletions
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@ -51,7 +51,7 @@ BEGIN_DUKE_NS
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void addweapon_d(DukePlayer *p, int weapon, bool wswitch)
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void addweapon_d(DukePlayer *p, int weapon, bool wswitch)
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{
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{
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if ( p->gotweapon[weapon] == 0 )
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if (p->gotweapon[weapon] == 0 )
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{
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{
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p->gotweapon[weapon] = true;
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p->gotweapon[weapon] = true;
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if (weapon == SHRINKER_WEAPON)
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if (weapon == SHRINKER_WEAPON)
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@ -77,6 +77,7 @@ void addweapon_d(DukePlayer *p, int weapon, bool wswitch)
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p->curr_weapon = weapon;
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p->curr_weapon = weapon;
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p->wantweaponfire = -1;
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p->wantweaponfire = -1;
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const auto pact = p->GetActor();
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switch (weapon)
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switch (weapon)
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{
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{
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case KNEE_WEAPON:
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case KNEE_WEAPON:
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@ -85,13 +86,13 @@ void addweapon_d(DukePlayer *p, int weapon, bool wswitch)
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case HANDBOMB_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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break;
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case SHOTGUN_WEAPON:
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case SHOTGUN_WEAPON:
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S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
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S_PlayActorSound(SHOTGUN_COCK, pact);
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break;
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break;
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case PISTOL_WEAPON:
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case PISTOL_WEAPON:
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S_PlayActorSound(INSERT_CLIP, p->GetActor());
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S_PlayActorSound(INSERT_CLIP, pact);
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break;
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break;
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default:
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default:
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S_PlayActorSound(SELECT_WEAPON, p->GetActor());
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S_PlayActorSound(SELECT_WEAPON, pact);
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break;
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break;
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}
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}
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}
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}
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