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Blood: Fix firing state with akimbo mode for shotgun/napalm launcher #777

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Feb 4, 2024
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8 changes: 4 additions & 4 deletions source/blood/src/weapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -759,7 +759,7 @@ void WeaponLower(PLAYER *pPlayer)
}
break;
case kWeaponShotgun:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (VanillaMode() || (gInfiniteAmmo || CheckAmmo(pPlayer, 2, 4))))
StartQAV(pPlayer, 63, -1, 0);
else
StartQAV(pPlayer, 58, -1, 0);
Expand All @@ -786,7 +786,7 @@ void WeaponLower(PLAYER *pPlayer)
StartQAV(pPlayer, 81, -1, 0);
break;
case kWeaponNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (VanillaMode() || (gInfiniteAmmo || CheckAmmo(pPlayer, 4, 2))))
StartQAV(pPlayer, 124, -1, 0);
else
StartQAV(pPlayer, 92, -1, 0);
Expand Down Expand Up @@ -996,7 +996,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 4, VanillaMode() ? 4 : 2)))
pPlayer->weaponQav = 121;
else
pPlayer->weaponQav = 90;
Expand Down Expand Up @@ -2406,7 +2406,7 @@ void WeaponProcess(PLAYER *pPlayer) {
}
break;
case kWeaponNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (VanillaMode() || (gInfiniteAmmo || CheckAmmo(pPlayer, 4, 2))))
StartQAV(pPlayer, 122, nClientFireNapalm, 0);
else
StartQAV(pPlayer, 91, nClientFireNapalm, 0);
Expand Down
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