From bd5955c4f4f902c3771989ffe66e754794972946 Mon Sep 17 00:00:00 2001 From: tmyqlfpir <80724828+tmyqlfpir@users.noreply.github.com> Date: Tue, 17 Dec 2024 09:54:59 +1000 Subject: [PATCH] Blood: Fix shotgun akimbo frame bug Based off of BloodGDX's fix https://gitlab.com/m210/BloodGDX/-/commit/3cb4a17b2b987e8c08a50085042f06ad724ec4b3 --- source/blood/src/weapon.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/source/blood/src/weapon.cpp b/source/blood/src/weapon.cpp index b4e580a039..340b056c62 100644 --- a/source/blood/src/weapon.cpp +++ b/source/blood/src/weapon.cpp @@ -247,7 +247,12 @@ void WeaponDraw(PLAYER *pPlayer, int a2, int x, int y, int a5) QAV * pQAV = weaponQAV[pPlayer->weaponQav]; int v4; if (pPlayer->weaponTimer == 0) - v4 = (int)totalclock % pQAV->at10; + { + if (((pPlayer->weaponState == -1) || (pPlayer->curWeapon == kWeaponShotgun && pPlayer->weaponState == 7)) && !VanillaMode()) // if shotgun with guns akimbo, or ran out of ammo, set to last seq frame + v4 = pQAV->at10-1; + else + v4 = (int)totalclock % pQAV->at10; + } else v4 = pQAV->at10 - pPlayer->weaponTimer; pQAV->x = x;