void AWeapon::PostMorphWeapon () { Owner->player->PendingWeapon = WP_NOCHANGE; Owner->player->ReadyWeapon = this; Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM; Owner->player->refire = 0; P_SetPsprite (Owner->player, ps_weapon, GetUpState()); }
void AWeapon::PostMorphWeapon () { DPSprite *pspr; if (Owner == nullptr) { return; } Owner->player->PendingWeapon = WP_NOCHANGE; Owner->player->ReadyWeapon = this; Owner->player->refire = 0; pspr = Owner->player->GetPSprite(PSP_WEAPON); pspr->y = WEAPONBOTTOM; pspr->SetState(GetUpState()); }