[openjk] 120/130: JK2: Fix rendering of weapon icons
Simon McVittie
smcv at debian.org
Fri Oct 28 11:09:27 UTC 2016
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch debian/master
in repository openjk.
commit c97a368aa7f8e3846431101ef9845d5ae2d25a2f
Author: Ensiform <ensiform at gmail.com>
Date: Mon Oct 24 23:05:28 2016 -0500
JK2: Fix rendering of weapon icons
Fixed rendering of weapon icons in datapad and scroll wheel.
Previously, Raven neglected to actually check the player's ammo counts.
---
codeJK2/cgame/cg_weapons.cpp | 14 ++++++++++----
1 file changed, 10 insertions(+), 4 deletions(-)
diff --git a/codeJK2/cgame/cg_weapons.cpp b/codeJK2/cgame/cg_weapons.cpp
index 4b5366b..6bfbbd5 100644
--- a/codeJK2/cgame/cg_weapons.cpp
+++ b/codeJK2/cgame/cg_weapons.cpp
@@ -1267,7 +1267,7 @@ int CG_WeaponCheck( int weaponIndex )
{
int value;
- if ( weaponIndex == WP_SABER)
+ if ( weaponIndex == WP_SABER || weaponIndex == WP_STUN_BATON )
{
return qtrue;
}
@@ -1276,14 +1276,20 @@ int CG_WeaponCheck( int weaponIndex )
? weaponData[weaponIndex].energyPerShot
: weaponData[weaponIndex].altEnergyPerShot;
- if (value > 0)
+ if( !cg.snap )
{
- value = qtrue;
+ return qfalse;
}
- else
+
+ // check how much energy(ammo) it takes to fire this weapon against how much ammo we have
+ if ( value > cg.snap->ps.ammo[weaponData[weaponIndex].ammoIndex] )
{
value = qfalse;
}
+ else
+ {
+ value = qtrue;
+ }
return value;
}
--
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