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smcv pushed a commit to branch debian/master
in repository openjk.

commit c97a368aa7f8e3846431101ef9845d5ae2d25a2f
Author: Ensiform <ensif...@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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