diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 0921b782382a41844be44dc52372e869798b36ac..19350e5bde31694604f2d10ee462d1cca59eb3fa 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
-
- curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
-
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then
- begin
- wantThisWeapon[cwi] := true;
- Inc(wwc);
- // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
- if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
- end;
+ if (cwi >= 0) then wantThisWeapon[cwi] := true;
+ Inc(wwc);
end;
end;
exit;
end;
+ // exclude currently selected weapon from the set
+ curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
+ //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
+ //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
+ //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
// find next weapon to switch onto
cwi := curlidx;
Result := True;
remove := True;
FFireTime := 0;
- //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
begin