made Omega selectable even if it has no energy left and can't fire
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20070118
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--------
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main/gauges.c: draw bomb count correctly in CM_FULL_SCREEN ... finally
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main/laser.c: made Omega selectable even if it has no energy left and can't fire
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20070117
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--------
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@ -495,11 +495,6 @@ void omega_charge_frame(void)
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if (Player_is_dead)
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return;
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if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
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Primary_weapon--;
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auto_select_weapon(0);
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}
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// Don't charge while firing.
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if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
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return;
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@ -641,7 +641,7 @@ void ReorderPrimary ()
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{
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m[i].type=NM_TYPE_MENU;
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if (PrimaryOrder[i]==255)
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m[i].text="ˆˆˆˆˆˆˆ Never autoselect ˆˆˆˆˆˆˆ";
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m[i].text=" Never autoselect ";
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else
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m[i].text=(char *)PRIMARY_WEAPON_NAMES(PrimaryOrder[i]);
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m[i].value=PrimaryOrder[i];
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@ -663,7 +663,7 @@ void ReorderSecondary ()
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{
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m[i].type=NM_TYPE_MENU;
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if (SecondaryOrder[i]==255)
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m[i].text="ˆˆˆˆˆˆˆ Never autoselect ˆˆˆˆˆˆˆ";
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m[i].text=" Never autoselect ";
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else
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m[i].text=(char *)SECONDARY_WEAPON_NAMES(SecondaryOrder[i]);
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m[i].value=SecondaryOrder[i];
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