]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
fix a duplicate variable name
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 7b0bbce3c8ff83ab2b4314ab087b252f5a10b30f..fe678961848c54692bfc3e51250402b155cca1be 100644 (file)
@@ -197,6 +197,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                self = oldself;
                if(startitem_failed)
                        return string_null;
+               wep.glowmod = own.weaponentity_glowmod;
                wep.think = thrown_wep_think;
                wep.nextthink = time + 0.5;
                return "";
@@ -232,6 +233,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                        }
                        s = substring(s, 5, -1);
                }
+               wep.glowmod = own.weaponentity_glowmod;
                wep.think = thrown_wep_think;
                wep.nextthink = time + 0.5;
                return s;
@@ -319,7 +321,7 @@ void W_WeaponFrame()
        if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
                return;
 
-       if(g_freezetag && self.freezetag_frozen == 1)
+       if(self.freezetag_frozen == 1)
                return;
 
        if (!self.weaponentity || self.health < 1)
@@ -328,6 +330,7 @@ void W_WeaponFrame()
        if(!self.switchweapon)
        {
                self.weapon = 0;
+               self.switchingweapon = 0;
                self.weaponentity.state = WS_CLEAR;
                self.weaponname = "";
                self.items &~= IT_AMMO;
@@ -344,7 +347,10 @@ void W_WeaponFrame()
        {
                if (self.weaponentity.state == WS_CLEAR)
                {
-                       setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+                       // end switching!
+                       self.switchingweapon = self.switchweapon;
+
+                       //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
                        self.weaponentity.state = WS_RAISE;
                        weapon_action(self.switchweapon, WR_SETUP);
 
@@ -364,14 +370,21 @@ void W_WeaponFrame()
                        weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
                }
+               else if (self.weaponentity.state == WS_DROP)
+               {
+                       // in dropping phase we can switch at any time
+                       self.switchingweapon = self.switchweapon;
+               }
                else if (self.weaponentity.state == WS_READY)
                {
+                       // start switching!
+                       self.switchingweapon = self.switchweapon;
+
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
 #endif
-                       // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
-                       sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+                       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);
@@ -399,17 +412,20 @@ void W_WeaponFrame()
                c = c + 1;
                if(wb && ((self.weapons & wb) == 0))
                {
-                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                       if(self.weapon == self.switchweapon)
+                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        wb = 0;
                }
+
+               v_forward = fo;
+               v_right = ri;
+               v_up = up;
+
                if(wb)
-               {
-                       v_forward = fo;
-                       v_right = ri;
-                       v_up = up;
-                       self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
                        weapon_action(self.weapon, WR_THINK);
-               }
+               else
+                       weapon_action(self.weapon, WR_GONETHINK);
+
                if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
                {
                        if(self.weapon_think)