- Blood: Don't treat akimbo shotguns as a reloading weapon. It doesn't go through the reload sequence like when the player doesn't have the power-up.

This commit is contained in:
Mitchell Richters 2020-08-28 14:50:35 +10:00 committed by Christoph Oelckers
parent c0374cf890
commit d0e390c554
1 changed files with 3 additions and 5 deletions

View File

@ -749,17 +749,15 @@ private:
DrawStatMaskedSprite(gAmmoIcons[pPlayer->weaponAmmo].nTile, 304-320, -8 + gAmmoIcons[pPlayer->weaponAmmo].nYOffs,
0, 0, 512, gAmmoIcons[pPlayer->weaponAmmo].nScale);
if (pPlayer->curWeapon != 3 || (pPlayer->curWeapon == 3 && !cl_showmagamt))
bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns);
if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
{
DrawStatNumber("%3d", num, kSBarNumberAmmo, 267-320, 187 - 200, 0, 0, 512);
}
else
{
FString format;
bool twoGuns = powerupCheck(pPlayer, kPwUpTwoGuns);
short reload = !twoGuns ? 1 : 6;
short capacity = !twoGuns ? 2 : 4;
short clip = CalcMagazineAmount(num, capacity, pPlayer->weaponState == reload);
short clip = CalcMagazineAmount(num, 2, pPlayer->weaponState == 1);
format.Format("%d/%d", clip, num - clip);
DrawCharArray(format.GetChars(), kSBarNumberAmmo, 267-320, 187 - 200, 0, 0, 512);