Weapon Select: Fix precision issue with flawed bitfield check.
Otherwise we're only getting access to 23 bits of mantissa... this should totally be classified as a compiler bug, by the way.
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1 changed files with 8 additions and 8 deletions
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@ -16,12 +16,12 @@
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vector vHUDSlotNumPos[6] =
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{
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[168 / 255,72 / 128],
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[188 / 255,72 / 128],
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[208 / 255,72 / 128],
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[168 / 255,92 / 128],
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[188 / 255,92 / 128],
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[208 / 255,92 / 128]
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[168 / 255, 72 / 128],
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[188 / 255, 72 / 128],
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[208 / 255, 72 / 128],
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[168 / 255, 92 / 128],
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[188 / 255, 92 / 128],
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[208 / 255, 92 / 128]
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};
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void HUD_DrawWeaponSelect_Forward(void)
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@ -45,7 +45,7 @@ void HUD_DrawWeaponSelect_Forward(void)
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pSeat->fHUDWeaponSelectTime = time + 3;
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if (!(pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id)) {
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if not (pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id) {
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HUD_DrawWeaponSelect_Forward();
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}
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}
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@ -71,7 +71,7 @@ void HUD_DrawWeaponSelect_Back(void)
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pSeat->fHUDWeaponSelectTime = time + 3;
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if (!(pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id)) {
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if not (pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id) {
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HUD_DrawWeaponSelect_Back();
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}
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}
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