From d0e390c55475e2a331b1e985fb1b753cd4370f46 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 28 Aug 2020 14:50:35 +1000 Subject: [PATCH] - 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. --- source/blood/src/sbar.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/source/blood/src/sbar.cpp b/source/blood/src/sbar.cpp index d032c5b75..da3200194 100644 --- a/source/blood/src/sbar.cpp +++ b/source/blood/src/sbar.cpp @@ -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);