// the opening slide effect on load/new game void weapon_introslide() { if (player->curWeapon == WPN_NONE) { weapon_slide(LEFT, player->curWeapon); return; } stat_PrevWeapon(true); slide.lv_offset = 0; stat_NextWeapon(true); }
void PDoWeapons(void) { // switching weapons. have to check for inputs_frozen since justpushed // reads inputs[] directly, not pinputs[]. if (!player->inputs_locked) { if (justpushed(PREVWPNKEY)) stat_PrevWeapon(); if (justpushed(NEXTWPNKEY)) stat_NextWeapon(); } // firing weapon if (pinputs[FIREKEY]) { FireWeapon(); RunWeapon(true); } else { RunWeapon(false); } PHandleSpur(); run_whimstar(&player->whimstar); if (empty_timer) empty_timer--; }