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Don't print the weapon tag if the game is paused
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commit
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1 changed files with 3 additions and 3 deletions
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@ -319,7 +319,7 @@ CCMD (slot)
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}
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// [Nash] Option to display the name of the weapon being switched to.
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if (players[consoleplayer].playerstate != PST_LIVE) return;
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if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
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if (SendItemUse != players[consoleplayer].ReadyWeapon && (displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
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@ -368,7 +368,7 @@ CCMD (weapnext)
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}
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// [BC] Option to display the name of the weapon being cycled to.
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if (players[consoleplayer].playerstate != PST_LIVE) return;
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if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
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@ -395,7 +395,7 @@ CCMD (weapprev)
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}
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// [BC] Option to display the name of the weapon being cycled to.
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if (players[consoleplayer].playerstate != PST_LIVE) return;
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if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
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