In P_DisplayWeapon(), don't skip P_DisplaySpit() due to Fist/Knuckles/Tip/Access.

git-svn-id: https://svn.eduke32.com/eduke32@5120 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2015-04-09 07:50:44 +00:00
parent 25dc8e2fc4
commit 8551ae6e22

View file

@ -2165,10 +2165,12 @@ void P_DisplayWeapon(void)
gs = sprite[p->i].shade;
if (gs > 24) gs = 24;
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) ||
P_DisplayFist(gs) || P_DisplayKnuckles(gs) || P_DisplayTip(gs) || P_DisplayAccess(gs))
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0))
return;
if (P_DisplayFist(gs) || P_DisplayKnuckles(gs) || P_DisplayTip(gs) || P_DisplayAccess(gs))
goto enddisplayweapon;
P_DisplayKnee(gs);
gun_pos = 80-(p->weapon_pos*p->weapon_pos);