]> 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 44227fda6bd7dd3ea777ba43e3a70ed3849464ff..34f17a613a7f438f566b6d47859463f50729ac4b 100644 (file)
@@ -421,6 +421,7 @@ void W_WeaponFrame()
                        // VorteX: add player model weapon select frame here
                        // setcustomframe(PlayerWeaponRaise);
                        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)
@@ -443,6 +444,7 @@ void W_WeaponFrame()
                        self.weaponentity.state = WS_DROP;
                        // set up weapon switch think in the future, and start drop anim
                        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
                        }