Client: Skip over empty weapons when scrolling through the weapon selection
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21a1a67b84
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0e4baba0cd
2 changed files with 7 additions and 4 deletions
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@ -46,9 +46,10 @@ HUD_DrawWeaponSelect_Forward(void)
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pSeat->m_flHUDWeaponSelectTime = time + 3;
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if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
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if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl))
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HUD_DrawWeaponSelect_Forward();
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else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id)
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HUD_DrawWeaponSelect_Forward();
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}
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}
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void
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@ -73,9 +74,10 @@ HUD_DrawWeaponSelect_Back(void)
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pSeat->m_flHUDWeaponSelectTime = time + 3;
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if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
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if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl))
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HUD_DrawWeaponSelect_Back();
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else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id)
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HUD_DrawWeaponSelect_Back();
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}
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}
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void
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@ -88,6 +88,7 @@ FX_GaussBeam_Piece(vector vecPos, vector vecFlyDir)
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piece.alpha = 1.0f;
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piece.predraw = FX_GaussBeam_Piece_Fade;
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piece.effects = EF_ADDITIVE;
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Decals_Place(vecPos, sprintf("{shot%d", floor(random(1,6))));
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float r = random();
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