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allocate one more element in the weaponinfo[] array
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@ -32,7 +32,7 @@
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// atkstate, i.e. attack/fire/hit frame
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// atkstate, i.e. attack/fire/hit frame
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// flashstate, muzzle flash
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// flashstate, muzzle flash
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//
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//
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weaponinfo_t weaponinfo[NUMWEAPONS+1] =
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weaponinfo_t weaponinfo[NUMWEAPONS+2] =
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{
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{
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{
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{
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// fist
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// fist
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@ -145,6 +145,9 @@ weaponinfo_t weaponinfo[NUMWEAPONS+1] =
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{
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{
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0
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0
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},
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},
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{
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0
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},
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};
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};
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -59,7 +59,7 @@ typedef struct
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int flags;
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int flags;
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} weaponinfo_t;
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} weaponinfo_t;
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extern weaponinfo_t weaponinfo[NUMWEAPONS+1];
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extern weaponinfo_t weaponinfo[NUMWEAPONS+2];
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#endif
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#endif
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@ -159,7 +159,6 @@ static void P_BringUpWeapon(player_t *player)
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if (player->pendingweapon >= NUMWEAPONS)
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if (player->pendingweapon >= NUMWEAPONS)
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{
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{
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player->pendingweapon = NUMWEAPONS;
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I_Printf(VB_WARNING, "P_BringUpWeapon: weaponinfo overrun has occurred.");
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I_Printf(VB_WARNING, "P_BringUpWeapon: weaponinfo overrun has occurred.");
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}
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}
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