Remove obsolete player_has_primary_weapon D1 special case
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@ -173,39 +173,6 @@ has_weapon_result player_has_primary_weapon(int weapon_num)
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if (Players[Player_num].energy < 0)
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Players[Player_num].energy = 0;
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#if defined(DXX_BUILD_DESCENT_I)
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if(weapon_num >= MAX_PRIMARY_WEAPONS)
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{
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switch(weapon_num-MAX_PRIMARY_WEAPONS)
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{
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case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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}
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weapon_num = 0;
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}
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#endif
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weapon_index = Primary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].primary_weapon_flags & HAS_PRIMARY_FLAG(weapon_num))
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