diff options
Diffstat (limited to 'src/weapons')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 6debf725..b911805d 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -249,28 +249,28 @@ CWeaponInfo::LoadWeaponData(void) ms_apWeaponInfos[weaponType].m_nModelId = modelId; ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2; - ms_apWeaponInfos[weaponType].m_bUseGravity = flags; - ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1; - ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2; - ms_apWeaponInfos[weaponType].m_bRandSpeed = flags >> 3; - ms_apWeaponInfos[weaponType].m_bExpands = flags >> 4; - ms_apWeaponInfos[weaponType].m_bExplodes = flags >> 5; - ms_apWeaponInfos[weaponType].m_bCanAim = flags >> 6; - ms_apWeaponInfos[weaponType].m_bCanAimWithArm = flags >> 7; - ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8; - ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9; - ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10; - ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = flags >> 11; - ms_apWeaponInfos[weaponType].m_bUse2nd = flags >> 12; - ms_apWeaponInfos[weaponType].m_bGround2nd = flags >> 13; - ms_apWeaponInfos[weaponType].m_bFinish3rd = flags >> 14; - ms_apWeaponInfos[weaponType].m_bReload = flags >> 15; - ms_apWeaponInfos[weaponType].m_bFightMode = flags >> 16; - ms_apWeaponInfos[weaponType].m_bCrouchFire = flags >> 17; - ms_apWeaponInfos[weaponType].m_bCop3rd = flags >> 18; - ms_apWeaponInfos[weaponType].m_bGround3rd = flags >> 19; - ms_apWeaponInfos[weaponType].m_bPartialAttack = flags >> 20; - ms_apWeaponInfos[weaponType].m_bAnimDetonate = flags >> 21; + ms_apWeaponInfos[weaponType].m_bUseGravity = flags & 1; + ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1; + ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1; + ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1; + ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1; + ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1; + ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1; + ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1; + ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1; + ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1; + ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1; + ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = (flags >> 11) & 1; + ms_apWeaponInfos[weaponType].m_bUse2nd = (flags >> 12) & 1; + ms_apWeaponInfos[weaponType].m_bGround2nd = (flags >> 13) & 1; + ms_apWeaponInfos[weaponType].m_bFinish3rd = (flags >> 14) & 1; + ms_apWeaponInfos[weaponType].m_bReload = (flags >> 15) & 1; + ms_apWeaponInfos[weaponType].m_bFightMode = (flags >> 16) & 1; + ms_apWeaponInfos[weaponType].m_bCrouchFire = (flags >> 17) & 1; + ms_apWeaponInfos[weaponType].m_bCop3rd = (flags >> 18) & 1; + ms_apWeaponInfos[weaponType].m_bGround3rd = (flags >> 19) & 1; + ms_apWeaponInfos[weaponType].m_bPartialAttack = (flags >> 20) & 1; + ms_apWeaponInfos[weaponType].m_bAnimDetonate = (flags >> 21) & 1; ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot; |