Fixed some potential problems in zmarket handling NVGs.
Removed some redundant logic checks.
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@ -630,7 +630,7 @@ ZMarketMenuTypeWeapons(client)
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// Do appropriate formatting for the type of item client is buying.
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// Do appropriate formatting for the type of item client is buying.
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new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
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new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
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if (!hasweapon || slot == Slot_Invalid || slot == Slot_Projectile)
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if (!hasweapon || slot == Slot_Projectile)
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{
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{
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// Get the weapon price.
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// Get the weapon price.
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itemprice = WeaponsGetZMarketPrice(weaponindex);
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itemprice = WeaponsGetZMarketPrice(weaponindex);
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@ -791,7 +791,7 @@ stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
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// Get the appropriate price of the item being purchased.
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// Get the appropriate price of the item being purchased.
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new bool:hasweapon = WeaponsClientHasWeapon(client, weapon);
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new bool:hasweapon = WeaponsClientHasWeapon(client, weapon);
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new itemprice = (hasweapon && slot != Slot_Invalid && slot != Slot_Projectile) ? WeaponsGetAmmoPrice(weaponindex) : WeaponsGetZMarketPrice(weaponindex);
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new itemprice = (hasweapon && slot != Slot_Projectile) ? WeaponsGetAmmoPrice(weaponindex) : WeaponsGetZMarketPrice(weaponindex);
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// If the weapon price is below 0, then something went wrong.
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// If the weapon price is below 0, then something went wrong.
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if (itemprice < 0)
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if (itemprice < 0)
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