Server: Fix that you're unable to pick up weapons when you've hit the ammo

cap of said weapon.
This commit is contained in:
Marco Cawthorne 2021-12-12 20:36:11 -08:00
parent bfad97f6eb
commit a80def1d12
Signed by: eukara
GPG Key ID: C196CD8BA993248A
2 changed files with 7 additions and 10 deletions

View File

@ -63,7 +63,6 @@ NSSurfacePropEntity::ParentUpdate(void)
NSRenderableEntity::ParentUpdate();
}
/* Burning, fire, flames, etc. */
void
NSSurfacePropEntity::Ignite(entity attacker, float flLifetime, int iWeapon)
@ -73,6 +72,7 @@ NSSurfacePropEntity::Ignite(entity attacker, float flLifetime, int iWeapon)
m_iBurnWeapon = iWeapon;
m_flBurnTime = time + flLifetime;
}
void
NSSurfacePropEntity::Extinguish(void)
{
@ -81,6 +81,7 @@ NSSurfacePropEntity::Extinguish(void)
m_iBurnWeapon =
m_flBurnTime = 0;
}
int
NSSurfacePropEntity::IsOnFire(void)
{
@ -169,7 +170,6 @@ NSSurfacePropEntity::Input(entity eAct, string strInput, string strData)
default:
NSRenderableEntity::Input(eAct, strInput, strData);
}
}
void
@ -252,7 +252,6 @@ NSSurfacePropEntity::PropDataFinish(void)
PropData_SetStage(m_strPropData);
m_iPropData = PropData_Finish();
}
#endif
void
@ -267,7 +266,6 @@ NSSurfacePropEntity::SetModel(string newModel)
#endif
}
void
NSSurfacePropEntity::NSSurfacePropEntity(void)
{

View File

@ -156,18 +156,17 @@ Weapons_AddItem(base_player pl, int w, int startammo)
} else {
/* call pickup to handle the ammo */
if (pl.g_items & g_weapons[w].id) {
/* we have the item already, se let's see if we hit maxammo */
value = g_weapons[w].pickup(FALSE, startammo);
/* FALSE means maxammo is hit */
if (!value)
return value;
} else {
/* new to our arsenal */
value = g_weapons[w].pickup(TRUE, startammo);
if (!value)
return value;
/* new to our arsenal, so always return TRUE */
g_weapons[w].pickup(TRUE, startammo);
pl.g_items |= g_weapons[w].id;
value = TRUE;
/* it's new, so autoswitch? */
if (pl.activeweapon == 0 && autocvar_sv_forceweapondraw == 1) {