From 8d2d69d6638c3e389c826f53ea6477ba0ecdc137 Mon Sep 17 00:00:00 2001 From: Kp Date: Fri, 9 Oct 2015 02:46:09 +0000 Subject: [PATCH] Always run mini-autoselect for bombs Autoselect events are gated on the player having none of the item prior to this pickup, so making the mini-autoselect more aggressive should not cause unwanted switches. Since the main autoselect is complicated, requiring the mini-autoselect to happen only when the main autoselect is skipped makes it complicated for players to reason about whether the mini-autoselect will happen. --- similar/main/weapon.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/similar/main/weapon.cpp b/similar/main/weapon.cpp index a07d6cd19..3164f28e2 100644 --- a/similar/main/weapon.cpp +++ b/similar/main/weapon.cpp @@ -701,9 +701,8 @@ int pick_up_secondary(int weapon_index,int count) ) ) select_secondary_weapon(nullptr, weapon_index, 1); - else { #if defined(DXX_BUILD_DESCENT_II) - //if we don't auto-select this weapon, but it's a proxbomb or smart mine, + //if it's a proxbomb or smart mine, //we want to do a mini-auto-selection that applies to the drop bomb key if (weapon_index_is_player_bomb(weapon_index) && @@ -713,7 +712,6 @@ int pick_up_secondary(int weapon_index,int count) last = (weapon_index == SMART_MINE_INDEX); } #endif - } } //note: flash for all but concussion was 7,14,21