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.
This commit is contained in:
Marco Cawthorne 2019-09-14 11:52:22 +02:00
parent 2489e4d872
commit 9f86e70f2f

View file

@ -16,12 +16,12 @@
vector vHUDSlotNumPos[6] =
{
[168 / 255,72 / 128],
[188 / 255,72 / 128],
[208 / 255,72 / 128],
[168 / 255,92 / 128],
[188 / 255,92 / 128],
[208 / 255,92 / 128]
[168 / 255, 72 / 128],
[188 / 255, 72 / 128],
[208 / 255, 72 / 128],
[168 / 255, 92 / 128],
[188 / 255, 92 / 128],
[208 / 255, 92 / 128]
};
void HUD_DrawWeaponSelect_Forward(void)
@ -45,7 +45,7 @@ void HUD_DrawWeaponSelect_Forward(void)
pSeat->fHUDWeaponSelectTime = time + 3;
if (!(pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id)) {
if not (pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id) {
HUD_DrawWeaponSelect_Forward();
}
}
@ -71,7 +71,7 @@ void HUD_DrawWeaponSelect_Back(void)
pSeat->fHUDWeaponSelectTime = time + 3;
if (!(pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id)) {
if not (pl.g_items & g_weapons[pSeat->fHUDWeaponSelected].id) {
HUD_DrawWeaponSelect_Back();
}
}