X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=db79588cf503959ac3dd5e43ea3da31793ce55b9;hb=84ed74c67feac494d89a5e2b49ac3684ce8814a5;hp=5b765396c4641aa847b5aacd2c20f3dc395d726f;hpb=e8c06bcc965edfdf987c56b025b1e20080403fae;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 5b765396c..db79588cf 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -271,13 +271,13 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) return; if (g_nexball && w == WEP_GRENADE_LAUNCHER) return; - if (!cvar("g_pickup_items")) + if (!autocvar_g_pickup_items) return; if (g_ca) return; - if(!cvar("g_weapon_throwable")) + if(!autocvar_g_weapon_throwable) return; - if(cvar("g_weapon_stay") == 1) + if(autocvar_g_weapon_stay == 1) return; if(!W_IsWeaponThrowable(w)) return; @@ -310,7 +310,7 @@ void W_WeaponFrame() if (frametime) self.weapon_frametime = frametime; - if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown"))) + 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) @@ -343,7 +343,7 @@ void W_WeaponFrame() weapon_action(self.switchweapon, WR_SETUP); // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); - weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready); + weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_READY) @@ -356,7 +356,7 @@ void W_WeaponFrame() sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim - weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear); + weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } @@ -389,7 +389,9 @@ 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 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) {