]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Fix dual wielding devastator and mortar, enable vortex and rifle in dual wielding...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index d63c226bc1c6648636639d8dc1c9e853800e9c0f..011d5cbc11b19c13ca5b946d4dd75fabd4e9f51c 100644 (file)
@@ -559,7 +559,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        // server framerate is very low and the weapon fire rate very high
        for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
                {
                        if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w = WEP_Null;
@@ -576,7 +576,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                key_pressed = false;
 
                        Weapon off = actor.offhand;
-                       if (off && (!(actor.weapons & WEPSET(HOOK)) || off != OFFHAND_HOOK))
+                       if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
                        {
                                if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
                        }
@@ -743,8 +743,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        this.reload_ammo_min = sent_ammo_min;
        this.reload_ammo_amount = e.reloading_ammo;
        this.reload_time = e.reloading_time;
-       if (actor.reload_sound) strunzone(actor.reload_sound);
-       actor.reload_sound = strzone(Sound_fixpath(sent_sound));
+       strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
 
        // don't reload weapons that don't have the RELOADABLE flag
        if (!(e.spawnflags & WEP_FLAG_RELOADABLE))