X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=41cdd2b05e289edff14ebd35f20fa8700056d287;hb=ceddf084c0eacb2eb030550449f4fbdfa8e3f642;hp=2fc23307edee6e1f8187a02496f8758bcca2ac26;hpb=265b681e0fb49239df1bfc431a903f66244a3172;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 2fc23307e..41cdd2b05 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -301,13 +301,11 @@ float W_IsWeaponThrowable(float w) return 0; if (g_weaponarena) return 0; - if (g_cts) - return 0; if (g_nexball && w == WEP_GRENADE_LAUNCHER) return 0; if(w == 0) return 0; - + wa = W_AmmoItemCode(w); if(start_weapons & WepSet_FromWeapon(w)) { @@ -330,6 +328,8 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) w = self.weapon; if (w == 0) return; // just in case + if(self.frozen) + return; if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; if(!autocvar_g_weapon_throwable) @@ -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); } @@ -358,7 +358,7 @@ float forbidWeaponUse() return 1; if(self.player_blocked) return 1; - if(self.freezetag_frozen) + if(self.frozen) return 1; return 0; } @@ -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 }