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Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r--src/weapons/WeaponInfo.cpp44
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;