X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qc;h=897e2caef2f5975e3627458dd0d6894d7da9a3d8;hb=ad7be281f504399fb46e3f5dd6393f221b4154cb;hp=b126005eb0e3c93fd6dedf367b561303d54aaa86;hpb=e0e847a336cdb7ab1fcb93d3cf3e1402b761a726;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index b126005eb..897e2caef 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -173,7 +173,7 @@ string W_FixWeaponOrder_BuildImpulseList(string o) for (i = WEP_FIRST; i <= WEP_LAST; ++i) W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i; heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, - world); + NULL); o = ""; for (i = WEP_FIRST; i <= WEP_LAST; ++i) o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST])); @@ -181,7 +181,7 @@ string W_FixWeaponOrder_BuildImpulseList(string o) return substring(o, 1, -1); } -string W_FixWeaponOrder_AllowIncomplete(string order) +string W_FixWeaponOrder_AllowIncomplete(entity this, string order) { return W_FixWeaponOrder(order, 0); } @@ -262,7 +262,7 @@ string W_Sound(string w_snd) string output = strcat("weapons/", w_snd); #ifdef SVQC MUTATOR_CALLHOOK(WeaponSound, w_snd, output); - return weapon_sound_output; + return M_ARGV(1, string); #else return output; #endif @@ -272,7 +272,7 @@ string W_Model(string w_mdl) { string output = strcat("models/weapons/", w_mdl); MUTATOR_CALLHOOK(WeaponModel, w_mdl, output); - return weapon_model_output; + return M_ARGV(1, string); } #ifndef MENUQC @@ -387,7 +387,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn * call again with "" * remove the ent */ -void CL_WeaponEntity_SetModel(entity this, string name) +void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) { if (name == "") { @@ -540,6 +540,7 @@ void CL_WeaponEntity_SetModel(entity this, string name) // check if an instant weapon switch occurred setorigin(this, this.view_ofs); + if (!_anim) return; // reset animstate now this.wframe = WFRAME_IDLE; setanim(this, this.anim_idle, true, false, true);