Allow dropping the machine gun
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@@ -121,7 +121,7 @@ void TossClientItems( gentity_t *self ) {
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// weapon that isn't the mg or gauntlet. Without this, a client
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// weapon that isn't the mg or gauntlet. Without this, a client
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// can pick up a weapon, be killed, and not drop the weapon because
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// can pick up a weapon, be killed, and not drop the weapon because
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// their weapon change hasn't completed yet and they are still holding the MG.
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// their weapon change hasn't completed yet and they are still holding the MG.
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if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
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if ( weapon == WP_GRAPPLING_HOOK ) {
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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weapon = self->client->pers.cmd.weapon;
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weapon = self->client->pers.cmd.weapon;
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}
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}
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@@ -134,7 +134,7 @@ void TossClientItems( gentity_t *self ) {
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//Nothing!
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//Nothing!
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}
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}
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else
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else
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if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
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if ( weapon >= WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
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self->client->ps.ammo[ weapon ] ) {
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self->client->ps.ammo[ weapon ] ) {
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// find the item type for this weapon
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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item = BG_FindItemForWeapon( weapon );
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