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Fixed (all games): If weapon ammo requirements are edited in values.d…
…ed so that all weapons require ammo; When all ammo had been expended P_MaybeChangeWeapon correctly concluded that no change would produce a fire-able weapon and thus player_t->pendingWeapon == WT_NOCHANGE. However, P_CheckAmmo was then changing the psprite to the downstate regardless of the fact that no weapon would subsequently be raised afterwards (leaving the player running around with no weapon in view and no means to change weapon again even after collecting more ammo).
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danij
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Jul 11, 2008
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