Fix for some weapon pickups "twitching".
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parent
08fdb7a6d7
commit
098191dcc6
3 changed files with 11 additions and 7 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r819 \cu(Sat 1 Jul 14:18:38 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r819 \cu(2023-07-01 14:18:38)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r820 \cu(Sat 1 Jul 14:28:00 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r820 \cu(2023-07-01 14:28:00)\c-";
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@ -149,6 +149,11 @@ Class Sparkster : SWWMWeapon
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A_StartSound("biospark/fail",CHAN_WEAPON,CHANF_OVERLAP);
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}
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action void A_UpdatePickup()
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{
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frame = invoker.doublestacc;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -224,8 +229,7 @@ Class Sparkster : SWWMWeapon
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States
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{
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Spawn:
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XZW1 A -1 NoDelay A_JumpIf(invoker.doublestacc,1);
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XZW1 B -1;
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XZW1 A -1 NoDelay A_UpdatePickup();
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Stop;
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Select:
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XZW2 G 2
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@ -325,7 +325,7 @@ Class CandyGun : SWWMWeapon
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CandyGun(spare).AmmoGive1 = 0;
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CandyGun(spare).clipcount = 0;
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CandyGun(spare).chambered = false;
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spare.SetState(spare.SpawnState+1);
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spare.frame = 1;
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spare.DropTime = 30;
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spare.bSpecial = spare.bSolid = false;
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Ammo2.Amount--;
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@ -334,7 +334,7 @@ Class CandyGun : SWWMWeapon
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swapdrop = false;
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let drop = Super.CreateTossable(amt);
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if ( (drop == self) && (clipcount <= 0) && !chambered )
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SetState(SpawnState+2);
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frame = 2;
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return drop;
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}
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@ -378,7 +378,7 @@ Class CandyGun : SWWMWeapon
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States
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{
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Spawn:
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XZW1 ABC -1;
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XZW1 A -1;
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Stop;
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Select:
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XZW2 B 2
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