From a4d72618ecb48078287f257b8b6b5e5cee614d8b Mon Sep 17 00:00:00 2001 From: Mario Date: Thu, 24 Dec 2015 10:05:00 +1000 Subject: [PATCH] Loopify player death slots --- qcsrc/server/cl_player.qc | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index d205e6569..82fed046a 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -298,7 +298,6 @@ void calculate_player_respawn_time(entity this) void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); float take, save, dh, da; - int j; vector v; float valid_damage_for_weaponstats; float excess; @@ -628,15 +627,13 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp } // reset fields the weapons may use just in case - for (j = WEP_FIRST; j <= WEP_LAST; ++j) - { - Weapon w = Weapons_from(j); - w.wr_resetplayer(w); - for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + FOREACH(Weapons, it != WEP_Null, LAMBDA( + it.wr_resetplayer(it); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - ATTACK_FINISHED_FOR(self, j, slot) = 0; + ATTACK_FINISHED_FOR(self, it.m_id, slot) = 0; } - } + )); } } -- 2.39.2