Don't create a bullet that is BT_NONE when using combined guns.
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@ -399,7 +399,7 @@ void fireGuns(Entity *owner)
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for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (owner->guns[i].type == owner->selectedGunType || (owner->guns[i].type != BT_NONE && owner->combinedGuns))
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if (owner->guns[i].type != BT_NONE && (owner->guns[i].type == owner->selectedGunType || owner->combinedGuns))
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{
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s = sin(TO_RAIDANS(owner->angle));
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c = cos(TO_RAIDANS(owner->angle));
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