- fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context.
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5 changed files with 26 additions and 11 deletions
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@ -1259,7 +1259,6 @@ public:
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void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL);
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void UnlinkFromWorld(FLinkContext *ctx);
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void AdjustFloorClip ();
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bool InStateSequence(FState * newstate, FState * basestate);
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bool IsMapActor();
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int GetTics(FState * newstate);
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bool SetState (FState *newstate, bool nofunction=false);
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