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Fixed MsgFunc_CurWeapon bugs
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@30 67975925-1194-0748-b3d5-c16f83f1a3a1
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6eca2b6cc9
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1 changed files with 8 additions and 10 deletions
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@ -667,13 +667,11 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
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if ( iId < 1 ) //signal kills crosshairs if this condition is met...
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{
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gHUD.SetCurrentCrosshair(0, nullrc, 0, 0, 0);
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//previous version had return 0 here, so
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//check for dead player below would never
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//be reached.
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return 0;
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}
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bool bOnTarget = (iState && WEAPON_ON_TARGET); //used to track autoaim state
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bool bIsCurrent = (iState && WEAPON_IS_CURRENT);
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bool bOnTarget = (iState & WEAPON_ON_TARGET) != 0; //used to track autoaim state
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bool bIsCurrent = (iState & WEAPON_IS_CURRENT) != 0;
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if ( g_iUser1 != OBS_IN_EYE )
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{
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@ -687,16 +685,16 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
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gHUD.m_fPlayerDead = FALSE;
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}
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if( !bIsCurrent )
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{ return 1; }
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WEAPON *pWeapon = gWR.GetWeapon( iId );
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if( pWeapon == NULL ) //don't have the weapon described in our resource list
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{ return 0; }
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m_pWeapon = pWeapon;
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m_pWeapon->iEnabled = (iState && WEAPON_IS_ENABLED) ? TRUE : FALSE;
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m_pWeapon->iClip = abs(iClip);
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m_pWeapon->iEnabled = (iState & WEAPON_IS_ENABLED) ? TRUE : FALSE;
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m_pWeapon->iClip = iClip;
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if( !bIsCurrent )
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{ return 1; }
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if ( !(gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
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{
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