- 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.

This commit is contained in:
Christoph Oelckers 2018-12-18 20:38:25 +01:00
commit 462fe891bd
5 changed files with 26 additions and 11 deletions

View file

@ -1259,7 +1259,6 @@ public:
void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL);
void UnlinkFromWorld(FLinkContext *ctx);
void AdjustFloorClip ();
bool InStateSequence(FState * newstate, FState * basestate);
bool IsMapActor();
int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false);