- 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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6342e85c26
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462fe891bd
5 changed files with 26 additions and 11 deletions
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@ -425,7 +425,7 @@ AActor &AActor::operator= (const AActor &other)
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//
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//==========================================================================
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bool AActor::InStateSequence(FState * newstate, FState * basestate)
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static int InStateSequence(FState * newstate, FState * basestate)
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{
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if (basestate == NULL) return false;
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@ -440,12 +440,19 @@ bool AActor::InStateSequence(FState * newstate, FState * basestate)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, InStateSequence)
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DEFINE_ACTION_FUNCTION(AActor, InStateSequence, InStateSequence)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_PROLOGUE;
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PARAM_POINTER(newstate, FState);
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PARAM_POINTER(basestate, FState);
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ACTION_RETURN_BOOL(self->InStateSequence(newstate, basestate));
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ACTION_RETURN_BOOL(InStateSequence(newstate, basestate));
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}
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DEFINE_ACTION_FUNCTION(FState, InStateSequence, InStateSequence)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FState);
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PARAM_POINTER(basestate, FState);
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ACTION_RETURN_BOOL(InStateSequence(self, basestate));
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}
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