- re-added P_SetPSprite.
For debugging purposes it's better to have this as a function.
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15 changed files with 55 additions and 48 deletions
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@ -81,7 +81,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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self->player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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P_SetPsprite(self->player, ps_flash, weapon->FindState(NAME_Flash), true);
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}
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self->player->mo->PlayAttacking2 ();
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@ -273,7 +273,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -309,7 +309,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -381,13 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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// we're ok so set the state
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player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
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P_SetPsprite(player, ps_flash, flashstate + index, true);
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return;
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}
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else
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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player->GetPSprite(ps_flash)->SetState(flashstate, true);
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P_SetPsprite(player, ps_flash, flashstate, true);
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return;
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}
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}
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@ -403,7 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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}
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player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
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P_SetPsprite(player, ps_flash, flashstate + index, true);
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}
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//
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