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Implement Change weapon during combat
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f4598db758
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@ -187,18 +187,17 @@ def playerCombatChoose(pl)
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byte nWeapons, key
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byte canShoot, canReload, canChange
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// Count weapons, and take the first as the current one.
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// Count all weapons and get currently equipped
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nWeapons = 0
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pWeapon = NULL
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p = pl=>p_items
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while p
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if p->t_type == TYPE_WEAPON and p->b_flags & ITEM_FLAG_EQUIP
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if !pWeapon; pWeapon = p; fin
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if p->t_type == TYPE_WEAPON
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if p->b_flags & ITEM_FLAG_EQUIP; pWeapon = p; fin
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nWeapons = nWeapons + 1
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fin
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p = p=>p_nextObj
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loop
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// NPCs always melee for now
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if pl->b_playerFlags & PLAYER_FLAG_NPC
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pl->b_combatChoice = 'M'
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@ -298,6 +297,13 @@ def playerCombatTurn(pl)
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displayf1("%s has reloaded.\n", pl=>s_name)
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break
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is 'C'
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// Change to next weapon in inventory
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pWeapon->b_flags = pWeapon->b_flags & ~ITEM_FLAG_EQUIP
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repeat
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pWeapon = pWeapon=>p_nextObj
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if not pWeapon; pWeapon = pl=>p_items; fin
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until pWeapon->t_type == TYPE_WEAPON
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pWeapon->b_flags = pWeapon->b_flags | ITEM_FLAG_EQUIP
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setPlural(FALSE)
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displayf2("%s changed to using %s.\n", pl=>s_name, pWeapon=>s_name)
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break
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@ -2216,7 +2216,7 @@ def loadTitle()
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setFont(pFont)
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// Wait for a key.
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getUpperKey()
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//getUpperKey()
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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