- partially undid the 'repeated flash state' fix, because it didn't work with the stock weapons. I'm still not sure if a compatibility setting is needed.
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@ -714,6 +714,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
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return 0;
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P_SetPsprite (player, ps_flash, flash);
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self->player->psprites[ps_flash].processPending = true;
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if (grenadetype != NULL)
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{
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