- 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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@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
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if (player == nullptr)
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return 0;
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player->GetPSprite(ps_flash)->SetState(nullptr);
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P_SetPsprite (player, ps_flash, nullptr);
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return 0;
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}
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@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
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if (self->player != nullptr)
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{
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self->player->GetPSprite(ps_flash)->SetState(self->player->ReadyWeapon->FindState(NAME_Flash));
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P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
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}
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return 0;
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}
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@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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player->GetPSprite(ps_flash)->SetState(flash, true);
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P_SetPsprite (player, ps_flash, flash, true);
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if (grenadetype != nullptr)
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{
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