- Fixed: r4067 completely disabled weapon switching via A_ReFire.
SVN r4157 (trunk)
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parent
e0c751114f
commit
445bc148b7
4 changed files with 17 additions and 6 deletions
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@ -480,12 +480,22 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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//
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//============================================================================
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void DoReadyWeaponToSwitch (AActor *self)
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void DoReadyWeaponToSwitch (AActor *self, bool switchable)
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{
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// Prepare for switching action.
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player_t *player;
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if (self && (player = self->player))
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player->WeaponState |= WF_WEAPONSWITCHOK;
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{
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if (switchable)
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{
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player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
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}
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else
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{
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// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
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player->WeaponState &= ~WF_REFIRESWITCHOK;
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}
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}
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}
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void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
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@ -497,6 +507,7 @@ void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
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if (disable)
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{
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player->WeaponState |= WF_DISABLESWITCH;
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player->WeaponState &= ~WF_REFIRESWITCHOK;
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}
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else
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{
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@ -592,7 +603,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(paramflags, 0);
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if (!(paramflags & WRF_NoSwitch)) DoReadyWeaponToSwitch(self);
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DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
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if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
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if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
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if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
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@ -742,7 +753,7 @@ void A_ReFire(AActor *self, FState *state)
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{
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return;
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}
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pending = player->PendingWeapon == WP_NOCHANGE && (player->WeaponState & WF_WEAPONSWITCHOK);
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pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
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if ((player->cmd.ucmd.buttons & BT_ATTACK)
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&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
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{
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