diff --git a/src/game/mplayer/mplayer.c b/src/game/mplayer/mplayer.c index 3ad293e9f..83cf94d61 100644 --- a/src/game/mplayer/mplayer.c +++ b/src/game/mplayer/mplayer.c @@ -1154,7 +1154,11 @@ void mpApplyWeaponSet(void) mpSetWeaponSlot(i, random() % numoptions + 1); } +#ifndef PLATFORM_N64 // take into account the new classic weapons slots + mpSetWeaponSlot(i, MPWEAPON_DISABLED - 1); +#else mpSetWeaponSlot(i, mpGetNumWeaponOptions() - 1); +#endif } } diff --git a/src/game/propobj.c b/src/game/propobj.c index d1a5ccf39..e5a96f5b4 100644 --- a/src/game/propobj.c +++ b/src/game/propobj.c @@ -20060,7 +20060,7 @@ bool doorCalcIntendedFrac(struct doorobj *door) if (door->base.flags3 & OBJFLAG3_DOOR_STICKY) { s32 value = (random() % 64) + 30; -#ifndef PLATFORM_N64 // emulate low fps cal rate for stackage test +#ifndef PLATFORM_N64 // emulate low fps cal rate for stuckage test if (((g_Vars.lvframenum % value) == 0) && ((g_Vars.lvframe60 & 3) == 0)) { #else