Fold ai_do_actual_firing_stuff calls to ready_to_fire_weapon1
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@ -2669,24 +2669,17 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
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return;
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// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
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auto &player_info = get_local_plrobj().ctype.player_info;
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if (ready_to_fire_weapon1(ailp, 0)) {
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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if (gun_num != 0) {
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if (ready_to_fire_weapon1(ailp, 0)) {
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auto &player_info = get_local_plrobj().ctype.player_info;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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if (ready_to_fire_weapon2(robptr, ailp, 0)) {
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calc_gun_point(gun_point, obj, 0);
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auto &player_info = get_local_plrobj().ctype.player_info;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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} else if (ready_to_fire_weapon1(ailp, 0)) {
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auto &player_info = get_local_plrobj().ctype.player_info;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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}
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}
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