disabling the combat pistol for now
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5333 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -170,8 +170,8 @@ void pickupeffects(int n, playerent *d)
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switch(e.type)
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{
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case I_AKIMBO: w = d->weapons[GUN_AKIMBO]; break;
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case I_CLIPS: if (d->gunselect == GUN_CPISTOL) w = d->weapons[GUN_CPISTOL]; else w = d->weapons[GUN_PISTOL]; break;
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case I_AMMO: if (d->primary != GUN_CPISTOL) w = d->primweap; break;
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case I_CLIPS: w = d->weapons[GUN_PISTOL]; break;
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case I_AMMO: w = d->primweap; break;
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case I_GRENADE: w = d->weapons[GUN_GRENADE]; break;
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}
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if(w) w->onammopicked();
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@@ -318,7 +318,7 @@ bool selectnextprimary(int num)
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{
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switch(num)
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{
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case GUN_CPISTOL:
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// case GUN_CPISTOL:
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case GUN_RIFLE:
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case GUN_SHOTGUN:
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case GUN_SUBGUN:
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