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- Fixed: If a weapon didn't use ammo the result of weaponammo was accidentally negated.
SVN r2309 (trunk)
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80f5a58e34
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1 changed files with 1 additions and 1 deletions
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@ -2558,7 +2558,7 @@ class CommandWeaponAmmo : public SBarInfoCommandFlowControl
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const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2;
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const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2;
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bool usesammo1 = (AmmoType1 != NULL);
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bool usesammo1 = (AmmoType1 != NULL);
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bool usesammo2 = (AmmoType2 != NULL);
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bool usesammo2 = (AmmoType2 != NULL);
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if(!negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
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if(negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
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{
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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return;
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return;
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