- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
even if they have enough ammo to be used. SVN r4203 (trunk)
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@ -766,6 +766,12 @@ AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
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!weap->CheckAmmo (AWeapon::PrimaryFire, false))
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continue;
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// Don't select if if there isn't enough ammo as determined by the weapon's author.
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if (weap->MinSelAmmo1 > 0 && (weap->Ammo1 == NULL || weap->Ammo1->Amount < weap->MinSelAmmo1))
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continue;
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if (weap->MinSelAmmo2 > 0 && (weap->Ammo2 == NULL || weap->Ammo2->Amount < weap->MinSelAmmo2))
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continue;
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// This weapon is usable!
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bestOrder = weap->SelectionOrder;
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bestMatch = weap;
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