Weapons: Don't take mutator blocked weapons into account when sizing the weapons...
authorTimePath <andrew.hardaker1995@gmail.com>
Mon, 5 Oct 2015 08:10:52 +0000 (19:10 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Mon, 5 Oct 2015 08:10:52 +0000 (19:10 +1100)
qcsrc/client/hud.qc

index 1b762f8..a47ccd7 100644 (file)
@@ -472,7 +472,15 @@ void HUD_Weapons(void)
                vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
 
                // get the all-weapons layout
-               vector table_size = HUD_GetTableSize_BestItemAR((WEP_COUNT - 1), padded_panel_size, aspect);
+               int nHidden = 0;
+               WepSet weapons_stat = WepSet_GetFromStat();
+               for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
+                       WepSet weapons_wep = WepSet_FromWeapon(i);
+                       if (weapons_stat & weapons_wep) continue;
+                       Weapon w = get_weaponinfo(i);
+                       if (w.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
+               }
+               vector table_size = HUD_GetTableSize_BestItemAR((WEP_COUNT - 1) - nHidden, padded_panel_size, aspect);
                columns = table_size.x;
                rows = table_size.y;
                weapon_size.x = padded_panel_size.x / columns;