Don't print the weapon tag if the game is paused

This commit is contained in:
nashmuhandes 2021-04-27 05:42:28 +08:00 committed by Christoph Oelckers
parent afd7b2e954
commit ff35ea9ac7

View file

@ -319,7 +319,7 @@ CCMD (slot)
}
// [Nash] Option to display the name of the weapon being switched to.
if (players[consoleplayer].playerstate != PST_LIVE) return;
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
if (SendItemUse != players[consoleplayer].ReadyWeapon && (displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
@ -368,7 +368,7 @@ CCMD (weapnext)
}
// [BC] Option to display the name of the weapon being cycled to.
if (players[consoleplayer].playerstate != PST_LIVE) return;
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
@ -395,7 +395,7 @@ CCMD (weapprev)
}
// [BC] Option to display the name of the weapon being cycled to.
if (players[consoleplayer].playerstate != PST_LIVE) return;
if ((paused || pauseext) || players[consoleplayer].playerstate != PST_LIVE) return;
if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
{
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),