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Update Player.cpp
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1 changed files with 2 additions and 23 deletions
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@ -1493,13 +1493,6 @@ void idPlayer::Init( void ) {
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weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
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weapon_pda = SlotForWeapon( "weapon_pda" );
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weapon_fists = SlotForWeapon( "weapon_fists" );
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#ifdef _D3XP
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weapon_bloodstone = SlotForWeapon( "weapon_bloodstone_passive" );
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weapon_bloodstone_active1 = SlotForWeapon( "weapon_bloodstone_active1" );
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weapon_bloodstone_active2 = SlotForWeapon( "weapon_bloodstone_active2" );
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weapon_bloodstone_active3 = SlotForWeapon( "weapon_bloodstone_active3" );
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harvest_lock = false;
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#endif
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showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" );
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@ -3037,28 +3030,14 @@ void idPlayer::UpdateHudAmmo( idUserInterface *_hud ) {
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_hud->SetStateBool( "player_clip_empty", ( weapon.GetEntity()->ClipSize() ? inclip == 0 : false ) );
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_hud->SetStateBool( "player_clip_low", ( weapon.GetEntity()->ClipSize() ? inclip <= weapon.GetEntity()->LowAmmo() : false ) );
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#ifdef _D3XP
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//Hack to stop the bloodstone ammo to display when it is being activated
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if(currentWeapon == weapon_bloodstone) {
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_hud->SetStateBool( "player_ammo_empty", false );
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_hud->SetStateBool( "player_clip_empty", false );
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_hud->SetStateBool( "player_clip_low", false );
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}
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#endif
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#ifdef _D3XP
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//Let the HUD know the total amount of ammo regardless of the ammo required value
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_hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount()));
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#endif
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#ifdef _D3XP
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//Make sure the hud always knows how many bloodstone charges there are
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int ammoRequired;
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ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired );
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int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired );
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_hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo));
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_hud->HandleNamedEvent( "bloodstoneAmmoUpdate" );
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#endif
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_hud->HandleNamedEvent( "updateAmmo" );
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}
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