Adjust handling of weapon cycle with superlaser

This commit is contained in:
Kp 2013-06-08 02:58:06 +00:00
parent b29c4e8120
commit 105be723f8

View file

@ -221,13 +221,15 @@ void InitWeaponOrdering ()
void CyclePrimary ()
{
int cur_order_slot = POrderList(Primary_weapon), desired_weapon = Primary_weapon, loop=0;
int cur_order_slot, desired_weapon = Primary_weapon, loop=0;
const int autoselect_order_slot = POrderList(255);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
// some remapping for SUPER LASER which is not an actual weapon type at all
if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
cur_order_slot = POrderList(SUPER_LASER_INDEX);
else
cur_order_slot = POrderList(Primary_weapon);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
while (loop<(MAX_PRIMARY_WEAPONS+1))
{