Generalized the psprites implementation
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25 changed files with 744 additions and 478 deletions
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@ -608,15 +608,18 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
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void AWeapon::PostMorphWeapon ()
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{
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if (Owner == NULL)
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DPSprite *pspr;
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if (Owner == nullptr)
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{
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return;
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}
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Owner->player->PendingWeapon = WP_NOCHANGE;
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Owner->player->ReadyWeapon = this;
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Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
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Owner->player->refire = 0;
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P_SetPsprite (Owner->player, ps_weapon, GetUpState());
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pspr = Owner->player->GetPSprite(ps_weapon);
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pspr->y = WEAPONBOTTOM;
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pspr->SetState(GetUpState());
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}
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//===========================================================================
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