Merge branch 'master' into floatcvt
# Conflicts: # src/dobjtype.cpp # src/dobjtype.h # src/version.h
This commit is contained in:
commit
fd27c8db9e
13 changed files with 1220 additions and 101 deletions
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@ -82,6 +82,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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return 0;
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P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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}
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self->player->mo->PlayAttacking2 ();
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@ -274,6 +275,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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}
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player->mo->PlayAttacking2 ();
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@ -310,6 +312,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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}
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player->mo->PlayAttacking2 ();
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@ -382,12 +385,14 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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{
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// we're ok so set the state
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = 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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P_SetPsprite (player, ps_flash, flashstate);
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player->psprites[ps_flash].processPending = true;
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return;
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}
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}
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@ -404,6 +409,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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index = 0;
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}
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = true;
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}
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//
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