]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/miscfunctions.qc
disable the draw animation as well. A player's movement animations are much more...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qc
index 364c925991a893ccb2a75749cb57d9bd8a573104..0c8162b54464275c9df9537dd1aad11d4f9af682 100644 (file)
@@ -236,6 +236,7 @@ void relocate_spawnpoint()
     if (have_team_spawns != 0)
         if (self.team)
             have_team_spawns = 1;
+    have_team_spawns_forteam[self.team] = 1;
 
     if (autocvar_r_showbboxes)
     {
@@ -921,7 +922,11 @@ void readplayerstartcvars()
                        s = "most";
        }
 
-       if (s == "off")
+       if (s == "0" || s == "")
+       {
+               // no arena
+       }
+       else if (s == "off")
        {
                // forcibly turn off weaponarena
        }
@@ -1022,23 +1027,11 @@ void readplayerstartcvars()
        }
        else if(start_items & IT_UNLIMITED_WEAPON_AMMO)
        {
-               for (j = WEP_FIRST; j <= WEP_LAST; ++j)
-               {
-                       e = get_weaponinfo(j);
-                       if(start_weapons & e.weapons)
-                       {
-                               if(e.items & IT_ROCKETS)
-                                       start_ammo_rockets = 999;
-                               if(e.items & IT_SHELLS)
-                                       start_ammo_shells = 999;
-                               if(e.items & IT_CELLS)
-                                       start_ammo_cells = 999;
-                               if(e.items & IT_NAILS)
-                                       start_ammo_nails = 999;
-                               if(e.items & IT_FUEL)
-                                       start_ammo_fuel = 999;
-                       }
-               }
+               start_ammo_rockets = 999;
+               start_ammo_shells = 999;
+               start_ammo_cells = 999;
+               start_ammo_nails = 999;
+               start_ammo_fuel = 999;
        }
        else
        {
@@ -1664,6 +1657,7 @@ void precache()
     precache_model ("models/sprites/10.spr32");
 
     // common weapon precaches
+       precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound here
     precache_sound ("weapons/weapon_switch.wav");
     precache_sound ("weapons/weaponpickup.wav");
     precache_sound ("weapons/unavailable.wav");