Merge branch 'master' into floatcvt

# Conflicts:
#	src/dobjtype.cpp
#	src/dobjtype.h
#	src/version.h
This commit is contained in:
Christoph Oelckers 2016-04-04 01:21:24 +02:00
commit fd27c8db9e
13 changed files with 1220 additions and 101 deletions

View file

@ -82,6 +82,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
return 0;
P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
self->player->mo->PlayAttacking2 ();
@ -274,6 +275,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
@ -310,6 +312,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
self->player->psprites[ps_flash].processPending = true;
}
player->mo->PlayAttacking2 ();
@ -382,12 +385,14 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
{
// we're ok so set the state
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite (player, ps_flash, flashstate);
player->psprites[ps_flash].processPending = true;
return;
}
}
@ -404,6 +409,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
index = 0;
}
P_SetPsprite (player, ps_flash, flashstate + index);
player->psprites[ps_flash].processPending = true;
}
//