- Fixed: If a weapon didn't use ammo the result of weaponammo was accidentally negated.

SVN r2309 (trunk)
This commit is contained in:
Braden Obrzut 2010-05-01 21:17:11 +00:00
parent 80f5a58e34
commit b7cb3ffa88

View file

@ -2558,7 +2558,7 @@ class CommandWeaponAmmo : public SBarInfoCommandFlowControl
const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2;
bool usesammo1 = (AmmoType1 != NULL);
bool usesammo2 = (AmmoType2 != NULL);
if(!negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
if(negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
{
SBarInfoCommandFlowControl::Draw(block, statusBar);
return;