forked from Ports/perfect_dark
fixup: quick detonate
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@@ -1734,8 +1734,8 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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g_Vars.currentplayer->usedowntime = -2;
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}
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#else
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if ((((c1buttons & BUTTON_RADIAL) && (c1buttonsthisframe & BUTTON_CANCEL_USE))
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|| ((c1buttons & BUTTON_CANCEL_USE) && (c1buttonsthisframe & BUTTON_RADIAL)))
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if ((((c1buttons & (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE)) && (c1buttonsthisframe & (BUTTON_WPNBACK | BUTTON_RADIAL)))
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|| ((c1buttons & (BUTTON_WPNBACK | BUTTON_RADIAL)) && (c1buttonsthisframe & (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE))))
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&& weaponnum == WEAPON_REMOTEMINE) {
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movedata.detonating = true;
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movedata.weaponbackoffset = 0;
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@@ -1744,17 +1744,6 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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amClose();
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g_Vars.currentplayer->invdowntime = -2;
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g_Vars.currentplayer->usedowntime = -2;
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g_Vars.currentplayer->amdowntime = 0;
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}
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if ((((c1buttons & BUTTON_WPNBACK) && (c1buttonsthisframe & BUTTON_CANCEL_USE))
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|| ((c1buttons & BUTTON_CANCEL_USE) && (c1buttonsthisframe & BUTTON_WPNBACK)))
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&& weaponnum == WEAPON_REMOTEMINE) {
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movedata.detonating = true;
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movedata.weaponbackoffset = 0;
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movedata.weaponforwardoffset = 0;
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movedata.btapcount = 0;
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g_Vars.currentplayer->invdowntime = -2;
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g_Vars.currentplayer->usedowntime = -2;
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}
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#endif
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}
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@@ -21,6 +21,7 @@ void bmoveGrabProp(struct prop *prop);
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void bmoveSetMode(u32 movemode);
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void bmoveSetModeForAllPlayers(u32 movemode);
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void bmoveHandleActivate(void);
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static void bgunProcessInputAltButton(struct movedata *data, s8 contpad, s32 i);
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void bmoveApplyMoveData(struct movedata *data);
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void bmoveUpdateSpeedTheta(void);
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f32 bmoveGetSpeedVertaLimit(f32 value);
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