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-rw-r--r--src/game/bg_misc.c13
1 files changed, 6 insertions, 7 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 79bdb09f..3de02f9b 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -2055,10 +2055,9 @@ static const weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"mdriver", //char *weaponName;
"Mass Driver", //char *humanName;
- "A portable magnetic accelerator capable of launching "
- "metallic slugs at extremely high velocity. Damage is dealt to "
- "all targets in the line of fire until the slug comes to a halt "
- "within a wall.",
+ "A portable particle accelerator which causes minor nuclear "
+ "reactions at the point of impact. It has a very large "
+ "payload, but fires slowly.",
MDRIVER_CLIPSIZE, //int maxAmmo;
MDRIVER_MAXCLIPS, //int maxClips;
qfalse, //int infiniteAmmo;
@@ -3096,7 +3095,7 @@ qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int ammo, int clips )
maxClips = BG_Weapon( weapon )->maxClips;
if( BG_InventoryContainsUpgrade( UP_BATTPACK, stats ) )
- maxAmmo *= BATTPACK_MODIFIER;
+ maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER );
return ( maxAmmo == ammo ) && ( maxClips == clips );
}
@@ -3418,9 +3417,9 @@ Only needs to be used for human weapons.
*/
weapon_t BG_GetPlayerWeapon( playerState_t *ps )
{
- if( ps->persistant[ PERS_NEWWEAPON ] &&
- ps->persistant[ PERS_NEWWEAPON ] != ps->weapon )
+ if( ps->persistant[ PERS_NEWWEAPON ] )
return ps->persistant[ PERS_NEWWEAPON ];
+
return ps->weapon;
}