- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the

owned-weapons display on the status bar.

SVN r3466 (trunk)
This commit is contained in:
Randy Heit 2012-03-22 22:29:25 +00:00
commit 096725503c
5 changed files with 41 additions and 11 deletions

View file

@ -566,11 +566,21 @@ void APlayerPawn::SetupWeaponSlots()
if (player != NULL && player->mo == this)
{
player->weapons.StandardSetup(GetClass());
if (player - players == consoleplayer)
{ // If we're the local player, then there's a bit more work to do.
// If we're the local player, then there's a bit more work to do.
// This also applies if we're a bot and this is the net arbitrator.
if (player - players == consoleplayer ||
(player->isbot && consoleplayer == Net_Arbitrator))
{
FWeaponSlots local_slots(player->weapons);
local_slots.LocalSetup(GetClass());
local_slots.SendDifferences(player->weapons);
if (player->isbot)
{ // Bots only need weapons from KEYCONF, not INI modifications.
P_PlaybackKeyConfWeapons(&local_slots);
}
else
{
local_slots.LocalSetup(GetClass());
}
local_slots.SendDifferences(int(player - players), player->weapons);
}
}
}