- 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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@ -312,6 +312,12 @@ void DPSprite::SetState(FState *newstate, bool pending)
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return;
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}
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void P_SetPsprite(player_t *player, psprnum_t id, FState *state, bool pending)
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{
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if (player == nullptr) return;
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player->GetPSprite(id)->SetState(state, pending);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_BringUpWeapon
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@ -369,7 +375,7 @@ void P_BringUpWeapon (player_t *player)
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psweapon->SetState(newstate);
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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player->GetPSprite(ps_flash)->SetState(nullptr);
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P_SetPsprite(player, ps_flash, nullptr);
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player->mo->weaponspecial = 0;
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}
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@ -402,7 +408,7 @@ void P_FireWeapon (player_t *player, FState *state)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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player->GetPSprite(ps_weapon)->SetState(state);
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P_SetPsprite(player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -440,7 +446,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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state = weapon->GetAltAtkState(!!player->refire);
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}
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player->GetPSprite(ps_weapon)->SetState(state);
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P_SetPsprite(player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -465,7 +471,7 @@ void P_DropWeapon (player_t *player)
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player->WeaponState &= ~WF_DISABLESWITCH;
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetDownState());
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState());
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}
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}
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@ -809,7 +815,7 @@ static void P_CheckWeaponButtons (player_t *player)
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// state, the weapon won't disappear. ;)
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if (state != nullptr)
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{
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player->GetPSprite(ps_weapon)->SetState(state);
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P_SetPsprite(player, ps_weapon, state);
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return;
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}
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}
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@ -1011,7 +1017,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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return 0;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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player->GetPSprite(ps_flash)->SetState(nullptr);
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P_SetPsprite(player, ps_flash, nullptr);
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P_BringUpWeapon (player);
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return 0;
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}
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@ -1118,7 +1124,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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flash = player->ReadyWeapon->FindState(NAME_Flash);
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}
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}
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player->GetPSprite(ps_flash)->SetState(flash);
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P_SetPsprite(player, ps_flash, flash);
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return 0;
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}
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