From 66a8000620a79498b286505236f17db555e6e74d Mon Sep 17 00:00:00 2001 From: nsinreal Date: Sun, 26 Jun 2011 14:17:56 +0300 Subject: Fixed ninja: always set last active weapon after ninja's end --- src/game/server/entities/character.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'src/game/server/entities/character.cpp') diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index c89e24d0..9e2033b2 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -120,8 +120,6 @@ void CCharacter::HandleNinja() // time's up, return m_aWeapons[WEAPON_NINJA].m_Got = false; m_ActiveWeapon = m_LastWeapon; - if(m_ActiveWeapon == WEAPON_NINJA) - m_ActiveWeapon = WEAPON_GUN; SetWeapon(m_ActiveWeapon); return; @@ -486,7 +484,8 @@ void CCharacter::GiveNinja() m_Ninja.m_ActivationTick = Server()->Tick(); m_aWeapons[WEAPON_NINJA].m_Got = true; m_aWeapons[WEAPON_NINJA].m_Ammo = -1; - m_LastWeapon = m_ActiveWeapon; + if (m_ActiveWeapon != WEAPON_NINJA) + m_LastWeapon = m_ActiveWeapon; m_ActiveWeapon = WEAPON_NINJA; GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA); -- cgit 1.4.1