- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection

even if they have enough ammo to be used.

SVN r4203 (trunk)
This commit is contained in:
Randy Heit 2013-03-24 02:25:12 +00:00
commit 324b13c89b
4 changed files with 29 additions and 0 deletions

View file

@ -766,6 +766,12 @@ AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
continue;
// Don't select if if there isn't enough ammo as determined by the weapon's author.
if (weap->MinSelAmmo1 > 0 && (weap->Ammo1 == NULL || weap->Ammo1->Amount < weap->MinSelAmmo1))
continue;
if (weap->MinSelAmmo2 > 0 && (weap->Ammo2 == NULL || weap->Ammo2->Amount < weap->MinSelAmmo2))
continue;
// This weapon is usable!
bestOrder = weap->SelectionOrder;
bestMatch = weap;