X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=548f7d76525c15a535bd24d3d459ebaa4fa7ced9;hb=523f600dd419465e53b18d6af8a97e5597257289;hp=cfe01269e01c719d818b38e9be706ed67b377788;hpb=9abf8f085ddcfdc7ed88965c6edfa812928c48c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index cfe01269e..548f7d765 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -1,8 +1,6 @@ -void W_Reload() +void W_TriggerReload() { - if(self.switchweapon == self.weapon) - if(self.weaponentity.state == WS_READY) - weapon_action(self.weapon, WR_RELOAD); + weapon_action(self.weapon, WR_RELOAD); } // switch between weapons @@ -17,7 +15,7 @@ void W_SwitchWeapon(float imp) } else { - W_Reload(); + W_TriggerReload(); } }; @@ -223,6 +221,13 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto wep.ammofield = thisammo; own.ammofield -= thisammo; s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); + + // if our weapon is loaded, give its load back to the player + if(self.weapon_load[self.weapon] > 0) + { + own.ammofield += self.weapon_load[self.weapon]; + self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading + } } } s = substring(s, 5, -1); @@ -236,6 +241,20 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto float W_IsWeaponThrowable(float w) { float wb, wa; + + if (!autocvar_g_pickup_items) + return 0; + if (g_weaponarena) + return 0; + if (g_lms) + return 0; + if (g_ca) + return 0; + if (g_cts) + return 0; + if (g_nexball && w == WEP_GRENADE_LAUNCHER) + return 0; + wb = W_WeaponBit(w); if(!wb) return 0; @@ -263,27 +282,17 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) w = self.weapon; if (w == 0) return; // just in case - if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) - return; - if (g_weaponarena) - return; - if (g_lms) - return; - if (g_nexball && w == WEP_GRENADE_LAUNCHER) - return; - if (!autocvar_g_pickup_items) + if(self.weapon_forbidchange) return; - if (g_ca) + if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; - if (g_cts) - return; if(!autocvar_g_weapon_throwable) return; if(autocvar_g_weapon_stay == 1) return; - if(!W_IsWeaponThrowable(w)) + if(self.weaponentity.state != WS_READY) return; - if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY) + if(!W_IsWeaponThrowable(w)) return; wb = W_WeaponBit(w); @@ -295,13 +304,10 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); if not(a) return; - if(self.health >= 1) - { - if(a == "") - sprint(self, strcat("You dropped the ^2", W_Name(w), "\n")); - else - sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n")); - } + if(a == "") + sprint(self, strcat("You dropped the ^2", W_Name(w), "\n")); + else + sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n")); }; // Bringed back weapon frame @@ -315,7 +321,7 @@ void W_WeaponFrame() if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown)) return; - if(g_freezetag && self.freezetag_frozen == 1) + if(self.freezetag_frozen == 1) return; if (!self.weaponentity || self.health < 1) @@ -343,6 +349,18 @@ void W_WeaponFrame() setanim(self, self.anim_draw, FALSE, TRUE, TRUE); self.weaponentity.state = WS_RAISE; weapon_action(self.switchweapon, WR_SETUP); + + // set our clip load to the load of the weapon we switched to, if it's reloadable + entity e; + e = get_weaponinfo(self.switchweapon); + if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars + { + self.clip_load = self.weapon_load[self.switchweapon]; + self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); + } + else + self.clip_load = self.clip_size = 0; + // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready); @@ -391,9 +409,8 @@ void W_WeaponFrame() v_forward = fo; v_right = ri; v_up = up; - self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it + self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it weapon_action(self.weapon, WR_THINK); - self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod } if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) {