diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index b87d5d794f79e78f656dab77fdce1cdeaa78c37d..8628d4a436e982b1027ae5048d86465a732b305b 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
// 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;