@ -415,7 +415,7 @@ void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection )
@@ -415,7 +415,7 @@ void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection )
if ( gHUD . m_Menu . m_fMenuDisplayed & & ( fAdvance = = FALSE ) & & ( iDirection = = 1 ) )
{
// menu is overriding slot use commands
gHUD . m_Menu . SelectMenuItem ( iSlot + 1 ) ; // slots are one off the key numbers
gHUD . m_Menu . SelectMenuItem ( iSlot ) ;
return ;
}
@ -552,7 +552,7 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
@@ -552,7 +552,7 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
int iState = READ_BYTE ( ) ;
int iId = READ_BYTE ( ) ;
int iClip = READ_CHAR ( ) ;
int iClip = READ_BYTE ( ) ;
// detect if we're also on target
if ( iState > 1 )
@ -643,52 +643,52 @@ void CHudAmmo::SlotInput( int iSlot )
@@ -643,52 +643,52 @@ void CHudAmmo::SlotInput( int iSlot )
void CHudAmmo : : UserCmd_Slot1 ( void )
{
SlotInput ( 0 ) ;
SlotInput ( 1 ) ;
}
void CHudAmmo : : UserCmd_Slot2 ( void )
{
SlotInput ( 1 ) ;
SlotInput ( 2 ) ;
}
void CHudAmmo : : UserCmd_Slot3 ( void )
{
SlotInput ( 2 ) ;
SlotInput ( 3 ) ;
}
void CHudAmmo : : UserCmd_Slot4 ( void )
{
SlotInput ( 3 ) ;
SlotInput ( 4 ) ;
}
void CHudAmmo : : UserCmd_Slot5 ( void )
{
SlotInput ( 4 ) ;
SlotInput ( 5 ) ;
}
void CHudAmmo : : UserCmd_Slot6 ( void )
{
SlotInput ( 5 ) ;
SlotInput ( 6 ) ;
}
void CHudAmmo : : UserCmd_Slot7 ( void )
{
SlotInput ( 6 ) ;
SlotInput ( 7 ) ;
}
void CHudAmmo : : UserCmd_Slot8 ( void )
{
SlotInput ( 7 ) ;
SlotInput ( 8 ) ;
}
void CHudAmmo : : UserCmd_Slot9 ( void )
{
SlotInput ( 8 ) ;
SlotInput ( 9 ) ;
}
void CHudAmmo : : UserCmd_Slot10 ( void )
{
SlotInput ( 9 ) ;
SlotInput ( 10 ) ;
}
void CHudAmmo : : UserCmd_Close ( void )
@ -723,7 +723,7 @@ void CHudAmmo::UserCmd_NextWeapon( void )
@@ -723,7 +723,7 @@ void CHudAmmo::UserCmd_NextWeapon( void )
for ( int loop = 0 ; loop < = 1 ; loop + + )
{
for ( ; slot < MAX_WEAPON_SLOTS ; slot + + )
for ( ; slot < MAX_WEAPON_SLOTS + 1 ; slot + + )
{
for ( ; pos < MAX_WEAPON_POSITIONS ; pos + + )
{
@ -988,7 +988,7 @@ int CHudAmmo::DrawWList( float flTime )
@@ -988,7 +988,7 @@ int CHudAmmo::DrawWList( float flTime )
x = 10 ;
// Draw all of the buckets
for ( i = 0 ; i < MAX_WEAPON_SLOTS ; i + + )
for ( i = 1 ; i < MAX_WEAPON_SLOTS + 1 ; i + + )
{
y = giBucketHeight + 10 ;