Client: Skip over empty weapons when scrolling through the weapon selection

This commit is contained in:
Marco Cawthorne 2022-08-05 22:14:14 -07:00
parent 21a1a67b84
commit 0e4baba0cd
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 7 additions and 4 deletions

View File

@ -46,9 +46,10 @@ HUD_DrawWeaponSelect_Forward(void)
pSeat->m_flHUDWeaponSelectTime = time + 3;
if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl))
HUD_DrawWeaponSelect_Forward();
else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id)
HUD_DrawWeaponSelect_Forward();
}
}
void
@ -73,9 +74,10 @@ HUD_DrawWeaponSelect_Back(void)
pSeat->m_flHUDWeaponSelectTime = time + 3;
if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
if (g_weapons[pSeat->m_iHUDWeaponSelected].isempty(pl))
HUD_DrawWeaponSelect_Back();
else if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id)
HUD_DrawWeaponSelect_Back();
}
}
void

View File

@ -88,6 +88,7 @@ FX_GaussBeam_Piece(vector vecPos, vector vecFlyDir)
piece.alpha = 1.0f;
piece.predraw = FX_GaussBeam_Piece_Fade;
piece.effects = EF_ADDITIVE;
Decals_Place(vecPos, sprintf("{shot%d", floor(random(1,6))));
float r = random();