Allow psprite layers to be manipulated directly from the player's own body
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5 changed files with 20 additions and 19 deletions
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@ -5706,7 +5706,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(tics_to_set);
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if (stateowner != self && self->player != nullptr && stateowner->IsKindOf(RUNTIME_CLASS(AInventory)))
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if (self->player != nullptr)
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{ // Need to check psp states for a match, then. Blah.
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DPSprite *pspr = self->player->psprites;
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while (pspr)
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