Lift weapon1 check in ai_do_actual_firing_stuff

This commit is contained in:
Kp 2016-04-17 00:58:44 +00:00
parent aad313c85d
commit bc2c77ba67

View file

@ -2800,17 +2800,15 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
return;
// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
if (ready_to_fire_weapon1(ailp, 0))
ai_fire_laser_at_player(obj, gun_point, gun_num, Last_fired_upon_player_pos);
if (gun_num != 0) {
if (ready_to_fire_weapon1(ailp, 0))
ai_fire_laser_at_player(obj, gun_point, gun_num, Last_fired_upon_player_pos);
if (ready_to_fire_weapon2(robptr, ailp, 0)) {
calc_gun_point(gun_point, obj, 0);
ai_fire_laser_at_player(obj, gun_point, 0, Last_fired_upon_player_pos);
}
} else if (ready_to_fire_weapon1(ailp, 0))
ai_fire_laser_at_player(obj, gun_point, gun_num, Last_fired_upon_player_pos);
}
}
}