Replaced every remaining instances of the old layer names
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parent
2f5ae3b51e
commit
360ad7a844
15 changed files with 78 additions and 78 deletions
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@ -330,7 +330,7 @@ void P_BringUpWeapon (player_t *player)
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{
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FState *newstate;
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AWeapon *weapon;
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DPSprite *psweapon = player->GetPSprite(ps_weapon);
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DPSprite *psweapon = player->GetPSprite(PSP_WEAPON);
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if (player->PendingWeapon == WP_NOCHANGE)
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{
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@ -373,7 +373,7 @@ void P_BringUpWeapon (player_t *player)
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? WEAPONTOP : WEAPONBOTTOM;
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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P_SetPsprite(player, ps_flash, nullptr);
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P_SetPsprite(player, PSP_FLASH, nullptr);
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psweapon->SetState(newstate);
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player->mo->weaponspecial = 0;
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}
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@ -407,7 +407,7 @@ void P_FireWeapon (player_t *player, FState *state)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite(player, ps_weapon, state);
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -445,7 +445,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite(player, ps_weapon, state);
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -470,7 +470,7 @@ void P_DropWeapon (player_t *player)
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player->WeaponState &= ~WF_DISABLESWITCH;
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if (player->ReadyWeapon != nullptr)
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
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}
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}
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@ -647,7 +647,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
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}
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// Play ready sound, if any.
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if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
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if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
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{
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if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
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{
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@ -666,8 +666,8 @@ void DoReadyWeaponToBob (AActor *self)
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{
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// Prepare for bobbing action.
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self->player->WeaponState |= WF_WEAPONBOBBING;
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self->player->GetPSprite(ps_weapon)->x = 0;
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self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
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self->player->GetPSprite(PSP_WEAPON)->x = 0;
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self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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}
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}
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@ -814,7 +814,7 @@ static void P_CheckWeaponButtons (player_t *player)
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// state, the weapon won't disappear. ;)
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if (state != nullptr)
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{
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P_SetPsprite(player, ps_weapon, state);
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P_SetPsprite(player, PSP_WEAPON, state);
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return;
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}
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}
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@ -1023,7 +1023,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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{
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return 0;
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}
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psp = player->GetPSprite(ps_weapon);
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psp = player->GetPSprite(PSP_WEAPON);
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if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
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{
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psp->y = WEAPONBOTTOM;
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@ -1045,7 +1045,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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return 0;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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P_SetPsprite(player, ps_flash, nullptr);
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P_SetPsprite(player, PSP_FLASH, nullptr);
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P_BringUpWeapon (player);
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return 0;
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}
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@ -1076,7 +1076,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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P_DropWeapon(player);
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return 0;
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}
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psp = player->GetPSprite(ps_weapon);
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psp = player->GetPSprite(PSP_WEAPON);
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psp->y -= RAISESPEED;
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if (psp->y > WEAPONTOP)
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{ // Not raised all the way yet
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@ -1152,7 +1152,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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flash = player->ReadyWeapon->FindState(NAME_Flash);
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}
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}
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P_SetPsprite(player, ps_flash, flash);
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P_SetPsprite(player, PSP_FLASH, flash);
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return 0;
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}
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