sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
}\r
\r
- if (ent.items & IT_STRENGTH)\r
- sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
+ if (ent.items & IT_STRENGTH && maxdamage)\r
+ sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
};\r
\r
#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
other = other.enemy; // also do this for the player we are spectating\r
\r
if not(chase || other.classname == "observer") // the observer check prevents a bug\r
- if(other.predator == self.owner || other.fakepredator == self.owner)\r
+ if(other.predator == self.owner)\r
{\r
setmodel(self, "");\r
return TRUE;\r
self.effects &~= EF_NODEPTHTEST;\r
if not(self.owner.stat_eaten)\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
- else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(chase || other.classname == "observer"))\r
+ else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
{\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
\r
}\r
\r
- // create or update the lasertarget entity\r
-\r
// if we are a micro or macro, size the weapon model accordingly\r
- if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
if(self.model != "")\r
{\r
self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
+ if(self.weaponentity.scale < 0.1)\r
+ self.weaponentity.scale = 0.1; // stuff breaks if scale is smaller than this\r
self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
}\r
};\r
if(ammo_reload)\r
{\r
self.clip_load -= ammo_use;\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
}\r
else\r
self.(self.current_ammo) -= ammo_use;\r
// if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
if(self.stat_eaten)\r
{\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
w_ready(); // don't keep executing each frame\r
return;\r
}\r
self.(self.current_ammo) -= 1;\r
}\r
}\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
if(self.clip_load < 0)\r
self.clip_load = 0;\r
self.old_clip_load = self.clip_load;\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
}
\ No newline at end of file