From c299495477a3659b4dd4160590b1a1ad169613bc Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Thu, 21 Dec 2023 04:08:44 +0300 Subject: [PATCH] client: ammohistory: properly reset gHR.iHistoryGap in VidInit This fixes unneeded gaps in ammohistory, after the change of HUD spritesheet resolution from bigger to smaller --- cl_dll/ammo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/cl_dll/ammo.cpp b/cl_dll/ammo.cpp index 0e3d0a07..dd89495b 100644 --- a/cl_dll/ammo.cpp +++ b/cl_dll/ammo.cpp @@ -323,7 +323,7 @@ int CHudAmmo::VidInit( void ) giBucketWidth = gHUD.GetSpriteRect( m_HUD_bucket0 ).right - gHUD.GetSpriteRect( m_HUD_bucket0 ).left; giBucketHeight = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top; - gHR.iHistoryGap = Q_max( gHR.iHistoryGap, gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top ); + gHR.iHistoryGap = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top; // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites();