- Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class. - Fixed: When the Tome of Power runs out it must also set any pending weapon back to their regular state. SVN r521 (trunk)
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5 changed files with 36 additions and 17 deletions
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@ -1108,13 +1108,21 @@ void APowerWeaponLevel2::EndEffect ()
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{
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player_t *player = Owner != NULL ? Owner->player : NULL;
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if (player != NULL &&
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player->ReadyWeapon != NULL &&
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player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
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if (player != NULL)
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{
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player->ReadyWeapon->EndPowerup ();
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if (player->ReadyWeapon != NULL &&
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player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
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{
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player->ReadyWeapon->EndPowerup ();
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}
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if (player->PendingWeapon != NULL &&
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player->PendingWeapon->WeaponFlags & WIF_POWERED_UP &&
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player->PendingWeapon->SisterWeapon != NULL)
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{
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player->PendingWeapon = player->PendingWeapon->SisterWeapon;
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}
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}
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// BorderTopRefresh = screen->GetPageCount ();
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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