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- 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.
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c0374cf890
commit
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1 changed files with 3 additions and 5 deletions
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@ -749,17 +749,15 @@ private:
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DrawStatMaskedSprite(gAmmoIcons[pPlayer->weaponAmmo].nTile, 304-320, -8 + gAmmoIcons[pPlayer->weaponAmmo].nYOffs,
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0, 0, 512, gAmmoIcons[pPlayer->weaponAmmo].nScale);
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if (pPlayer->curWeapon != 3 || (pPlayer->curWeapon == 3 && !cl_showmagamt))
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bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns);
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if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
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{
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DrawStatNumber("%3d", num, kSBarNumberAmmo, 267-320, 187 - 200, 0, 0, 512);
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}
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else
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{
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FString format;
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bool twoGuns = powerupCheck(pPlayer, kPwUpTwoGuns);
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short reload = !twoGuns ? 1 : 6;
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short capacity = !twoGuns ? 2 : 4;
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short clip = CalcMagazineAmount(num, capacity, pPlayer->weaponState == reload);
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short clip = CalcMagazineAmount(num, 2, pPlayer->weaponState == 1);
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format.Format("%d/%d", clip, num - clip);
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DrawCharArray(format.GetChars(), kSBarNumberAmmo, 267-320, 187 - 200, 0, 0, 512);
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