The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
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4 changed files with 33 additions and 19 deletions
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@ -3090,7 +3090,9 @@ void player_t::Serialize (FArchive &arc)
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<< sx << sy
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<< sprite << frame;
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if (state != nullptr && ReadyWeapon != nullptr)
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if (state != nullptr &&
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((layer < PSP_TARGETCENTER && ReadyWeapon != nullptr) ||
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(layer >= PSP_TARGETCENTER && mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true))))
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{
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DPSprite *pspr;
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pspr = GetPSprite(PSPLayers(layer));
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