From 0e4baba0cd74067a44cfb93192926fc8243ef403 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Fri, 5 Aug 2022 22:14:14 -0700 Subject: [PATCH] Client: Skip over empty weapons when scrolling through the weapon selection --- src/client/hud_weaponselect.qc | 10 ++++++---- src/shared/fx_gaussbeam.qc | 1 + 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/src/client/hud_weaponselect.qc b/src/client/hud_weaponselect.qc index 907bdde..2a15dd7 100644 --- a/src/client/hud_weaponselect.qc +++ b/src/client/hud_weaponselect.qc @@ -46,9 +46,10 @@ HUD_DrawWeaponSelect_Forward(void) pSeat->m_flHUDWeaponSelectTime = time + 3; - if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) { + if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl)) + HUD_DrawWeaponSelect_Forward(); + else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) HUD_DrawWeaponSelect_Forward(); - } } void @@ -73,9 +74,10 @@ HUD_DrawWeaponSelect_Back(void) pSeat->m_flHUDWeaponSelectTime = time + 3; - if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) { + if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl)) + HUD_DrawWeaponSelect_Back(); + else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) HUD_DrawWeaponSelect_Back(); - } } void diff --git a/src/shared/fx_gaussbeam.qc b/src/shared/fx_gaussbeam.qc index 999a881..11faabe 100644 --- a/src/shared/fx_gaussbeam.qc +++ b/src/shared/fx_gaussbeam.qc @@ -88,6 +88,7 @@ FX_GaussBeam_Piece(vector vecPos, vector vecFlyDir) piece.alpha = 1.0f; piece.predraw = FX_GaussBeam_Piece_Fade; piece.effects = EF_ADDITIVE; + Decals_Place(vecPos, sprintf("{shot%d", floor(random(1,6)))); float r = random();