switch(i)
{
case WEP_SHOCKWAVE: return 0;
+ case WEP_SHOTGUN: return 0;
case WEP_UZI: return 1;
case WEP_MORTAR: return 2;
case WEP_MINE_LAYER: return 2;
case WEP_ELECTRO: return 3;
case WEP_CRYLINK: return 3;
case WEP_HLAC: return 3;
- case WEP_MINSTANEX: return 3;
+ case WEP_VAPORIZER: return 3;
case WEP_NEX: return 3;
case WEP_RIFLE: return 1;
case WEP_HAGAR: return 2;
break;
case 3: // weapon name
- drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, strtolower(self.message), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
break;
default: // nothing
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_BLASTER && self.weapon != WEP_PORTO) // WEAPONTODO: detect weapons which don't have ammo automatically
+ if(autocvar_hud_panel_weapons_ammo && self.current_ammo != ammo_none)
{
a = 0;
ammo_type = GetAmmoTypeForWep(self.weapon);