]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Move footsteps to the mutator system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 0014e9182d4f4c864559af9f5982902dbc37efcb..34f17a613a7f438f566b6d47859463f50729ac4b 100644 (file)
@@ -403,24 +403,25 @@ void W_WeaponFrame()
                        // end switching!
                        self.switchingweapon = self.switchweapon;
 
+                       entity newwep = get_weaponinfo(self.switchweapon);
+
                        //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
                        self.weaponentity.state = WS_RAISE;
                        weapon_action(self.switchweapon, WR_SETUP);
 
                        // set our clip load to the load of the weapon we switched to, if it's reloadable
-                       entity e;
-                       e = get_weaponinfo(self.switchweapon);
-                       if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+                       if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
                        {
                                self.clip_load = self.(weapon_load[self.switchweapon]);
-                               self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+                               self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
                        }
                        else
                                self.clip_load = self.clip_size = 0;
 
                        // VorteX: add player model weapon select frame here
                        // setcustomframe(PlayerWeaponRaise);
-                       weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
+                       weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
+                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
                }
                else if (self.weaponentity.state == WS_DROP)
@@ -433,6 +434,8 @@ void W_WeaponFrame()
                        // start switching!
                        self.switchingweapon = self.switchweapon;
 
+                       entity oldwep = get_weaponinfo(self.weapon);
+                       
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
@@ -440,7 +443,8 @@ void W_WeaponFrame()
                        sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
                        self.weaponentity.state = WS_DROP;
                        // set up weapon switch think in the future, and start drop anim
-                       weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
+                       weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
+                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        }