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https://github.com/perfect-dark-pc-port/perfect_dark.git
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port: give correct ammo to bots when spawning armed; give at least one round when spawning armed
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2 files changed
+16
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+8
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@@ -268,7 +268,14 @@ void botSpawn(struct chrdata *chr, u8 respawning)
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&& g_MpSetup.weapons[0] != MPWEAPON_SHIELD) {
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struct mpweapon *mpweapon = &g_MpWeapons[g_MpSetup.weapons[0]];
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botinvGiveSingleWeapon(chr, mpweapon->weaponnum);
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botactGiveAmmoByType(aibot, mpweapon->priammotype - 1, mpweapon->priammoqty / 2);
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const s32 ammotype = (g_MpSetup.weapons[0] == MPWEAPON_COMBATBOOST) ? AMMOTYPE_BOOST : mpweapon->priammotype;
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if (ammotype) {
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s32 startammo = mpweapon->priammoqty / 2;
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if (startammo == 0) {
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startammo = 1;
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}
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botactGiveAmmoByType(aibot, ammotype, startammo);
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}
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botinvSwitchToWeapon(chr, mpweapon->weaponnum, FUNC_PRIMARY);
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}
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#endif
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+8
-1
@@ -1110,9 +1110,16 @@ void playerSpawn(void)
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&& g_MpSetup.weapons[0] != MPWEAPON_SHIELD) {
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struct mpweapon *mpweapon = &g_MpWeapons[g_MpSetup.weapons[0]];
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invGiveSingleWeapon(mpweapon->weaponnum);
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const s32 ammotype = (g_MpSetup.weapons[0] == MPWEAPON_COMBATBOOST) ? AMMOTYPE_BOOST : mpweapon->priammotype;
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if (ammotype) {
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s32 startammo = mpweapon->priammoqty / 2;
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if (startammo == 0) {
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startammo = 1;
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}
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bgunSetAmmoQuantity(ammotype, startammo);
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}
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bgunEquipWeapon2(HAND_LEFT, WEAPON_NONE);
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bgunEquipWeapon2(HAND_RIGHT, mpweapon->weaponnum);
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bgunSetAmmoQuantity(mpweapon->priammotype, mpweapon->priammoqty / 2);
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} else
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#endif
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{
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