return;
}
- for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
+ for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
{
if(sf & f)
{
else
weapon_accuracy[w] = (b - 1.0) / 100.0;
}
+ if(f == 0x800000)
+ f = 1;
+ else
+ f *= 2;
}
}
if(sf == 0)
return TRUE;
// note: we know that client and server agree about SendFlags...
- for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
+ for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
{
if(sf & f)
WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
+ if(f == 0x800000)
+ f = 1;
+ else
+ f *= 2;
}
return TRUE;
}
if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
return;
- w = pow(2, w);
+ w = pow(2, mod(w, 24));
a.SendFlags |= w;
FOR_EACH_CLIENT(a)
if(a.classname == "spectator")