- Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. SVN r1057 (trunk)
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6 changed files with 25 additions and 4 deletions
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@ -488,6 +488,16 @@ void A_ReFire (AActor *actor)
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}
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}
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void A_ClearReFire(AActor *actor)
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{
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player_t *player = actor->player;
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if (NULL != player)
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{
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player->refire = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_CheckReload
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