[Fix] Display '0' properly if you sell al your ammo.
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fc5535f0f8
commit
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20
src/player.c
20
src/player.c
@ -416,14 +416,28 @@ void player_render(void) {
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} else {
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f = &gl_defFont;
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if(player->ammo == NULL) {
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if(outfit_isLauncher(player->secondary->outfit)) {
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// Out of ammo.
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i = gl_printWidth(f, "%s", player->secondary->outfit->u.lau.ammo);
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if(i > (int)gui.weapon.w)
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// Font is too big.
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f = &gl_smallFont;
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gl_printMid(f, (int)gui.weapon.w,
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gui.weapon.x, gui.weapon.y - 5,
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&cConsole, "%s", player->secondary->outfit->u.lau.ammo);
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gl_printMid(&gl_smallFont, (int)gui.weapon.w,
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gui.weapon.x, gui.weapon.y - 10 - gl_defFont.h,
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NULL, "0");
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} else {
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// Not a launcher.
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i = gl_printWidth(f, "%s", player->secondary->outfit->name);
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if(i > (int)gui.weapon.w)
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// Font is too big.
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f = &gl_smallFont;
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gl_printMid(f, (int)gui.weapon.w, gui.weapon.x,
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gui.weapon.y - (gui.weapon.h - f->h)/2.,
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gl_printMid(f, (int) gui.weapon.w,
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gui.weapon.x, gui.weapon.y - (gui.weapon.h - f->h)/2.,
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&cConsole, "%s", player->secondary->outfit->name);
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}
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} else {
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// Use the ammunitions name.
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i = gl_printWidth(f, "%s", player->secondary->outfit->name);
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