diff --git a/src/g_game.cpp b/src/g_game.cpp index cd9cd6f4a..caf43cd6f 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -1345,10 +1345,7 @@ void G_PlayerReborn (int player) if (gamestate != GS_TITLELEVEL) { actor->GiveDefaultInventory (); - - // [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon - p->ReadyWeapon = NULL; - //p->ReadyWeapon = p->PendingWeapon; + p->ReadyWeapon = p->PendingWeapon; } //Added by MC: Init bot structure. diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 0a9e3eb4e..a30e2d736 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -794,15 +794,9 @@ void P_SetupPsprites(player_t *player) { player->psprites[i].state = NULL; } - - - // [Spleen] Let P_MovePsprites handle calling P_BringUpWeapon, - // instead of P_SetupPsprites, to avoid raising it twice in one tic. - /* // Spawn the ready weapon player->PendingWeapon = player->ReadyWeapon; P_BringUpWeapon (player); - */ } //------------------------------------------------------------------------ diff --git a/src/p_user.cpp b/src/p_user.cpp index f94cf7088..eef4f5025 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -1103,10 +1103,7 @@ void APlayerPawn::GiveDefaultInventory () if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) && static_cast(item)->CheckAmmo(AWeapon::EitherFire, false)) { - // [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon - player->PendingWeapon = static_cast (item); - player->ReadyWeapon = NULL; - //player->ReadyWeapon = player->PendingWeapon = static_cast (item); + player->ReadyWeapon = player->PendingWeapon = static_cast (item); } } di = di->Next;