#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
int nHidden = 0; \
- WepSet weapons_stat = WepSet_GetFromStat(); \
FOREACH(Weapons, it != WEP_Null, { \
- if (weapons_stat & it.m_wepset) continue; \
+ if (weapons_stat & WepSet_FromWeapon(it)) continue; \
if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
}); \
vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
if(autocvar__hud_configure)
{
if(!weapons_stat)
- for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
- weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
+ {
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_BLASTER.m_id));
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_SHOTGUN.m_id));
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_MORTAR.m_id));
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_CRYLINK.m_id));
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_VORTEX.m_id));
+ weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_DEVASTATOR.m_id));
+ }
#if 0
/// debug code