X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=2885e6dc51b7412570bd14b06aea394a43eca1ab;hb=53e872ae4dc8dfbe10ed92aa30ec5329a491a4ff;hp=2fc23307edee6e1f8187a02496f8758bcca2ac26;hpb=a7794afc2db05650096d9c22e55cb1ca6d82aa9b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 2fc23307e..2885e6dc5 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -307,7 +307,7 @@ float W_IsWeaponThrowable(float w) return 0; if(w == 0) return 0; - + wa = W_AmmoItemCode(w); if(start_weapons & WepSet_FromWeapon(w)) { @@ -345,8 +345,8 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) W_SwitchWeapon_Force(self, w_getbestweapon(self)); a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); - - if not(a) return; + + if (!a) return; Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w); } @@ -421,7 +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)))); + //printf("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) @@ -435,7 +435,7 @@ void W_WeaponFrame() self.switchingweapon = self.switchweapon; entity oldwep = get_weaponinfo(self.weapon); - + #ifndef INDEPENDENT_ATTACK_FINISHED if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) { @@ -444,7 +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)))); + //printf("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 }