Introduce g_LasersightsActive
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4a5c4c736b
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45df96a546
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@ -7601,7 +7601,7 @@ void bgunRender(Gfx **gdlptr)
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gdl = vi0000b0e8(gdl, 60, f2);
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}
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if (PLAYERCOUNT() == 1) {
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if (g_LasersightsActive && PLAYERCOUNT() == 1) {
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gdl = lasersightRenderBeam(gdl);
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}
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@ -25,6 +25,7 @@ struct boltbeam g_BoltBeams[8];
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struct lasersight g_LaserSights[4];
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s32 g_BeamsActive;
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s32 g_LasersightsActive;
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void beamCreate(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to)
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{
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@ -1391,6 +1392,7 @@ void lasersightSetBeam(s32 id, s32 arg1, struct coord *near, struct coord *far)
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}
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g_LaserSights[i].id = id;
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g_LasersightsActive++;
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}
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g_LaserSights[i].unk04 = *near;
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@ -1422,5 +1424,6 @@ void lasersightFree(s32 arg0)
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if (lasersightExists(arg0, &i)) {
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g_LaserSights[i].id = -1;
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g_LasersightsActive--;
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}
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}
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@ -30,4 +30,6 @@ void lasersightsReset(void)
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for (i = 0; i < 4; i++) {
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g_LaserSights[i].id = -1;
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}
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g_LasersightsActive = 0;
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}
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@ -4176,7 +4176,10 @@ Gfx *playerRenderHud(Gfx *gdl)
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bgunTickGameplay2();
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gdl = boltbeamsRender(gdl);
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bgunRender(&gdl);
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gdl = lasersightRenderDot(gdl);
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if (g_LasersightsActive) {
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gdl = lasersightRenderDot(gdl);
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}
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if (g_Vars.currentplayer->visionmode != VISIONMODE_XRAY) {
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gdl = bgRenderArtifacts(gdl);
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@ -289,6 +289,7 @@ extern struct bossfile g_BossFile;
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extern struct chrdata *g_MpBotChrPtrs[MAX_BOTS];
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extern bool g_AmActive;
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extern s32 g_BeamsActive;
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extern s32 g_LasersightsActive;
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extern bool g_StarsActive;
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extern u8 g_HudmsgsActive;
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extern struct roommtx *g_RoomMtxes;
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