]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/weapons.qc
Compact weapon flag checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
index 96cc86a060590a84a7e88c139fd606cd1a7327d9..ac32e23cb9373195df72860661d9dcce8f2d3f7b 100644 (file)
@@ -30,7 +30,7 @@ int weaponorder_cmp(int i, int j, entity pass)
        int nHidden = 0; \
        FOREACH(Weapons, it != WEP_Null, { \
                if (weapons_stat & WepSet_FromWeapon(it)) continue; \
        int nHidden = 0; \
        FOREACH(Weapons, it != WEP_Null, { \
                if (weapons_stat & WepSet_FromWeapon(it)) continue; \
-               if ((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) || (it.spawnflags & WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
+               if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
        }); \
        vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
        columns = table_size.x; \
        }); \
        vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
        columns = table_size.x; \
@@ -418,8 +418,11 @@ void HUD_Weapons()
                }
                else
                {
                }
                else
                {
-                       if (((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) || (it.spawnflags & WEP_FLAG_SPECIALATTACK)) && !(weapons_stat & WepSet_FromWeapon(it)))
+                       if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
+                               && !(weapons_stat & WepSet_FromWeapon(it)))
+                       {
                                continue;
                                continue;
+                       }
                }
 
                // figure out the drawing position of weapon
                }
 
                // figure out the drawing position of weapon