X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=e605a0637cbd98b18c5420d7a744388ae829e228;hb=2d80c22233ec5e654d7603c6711afd746701c422;hp=864dd77fce788cc1696e7bbdee82ac3309748a89;hpb=4bcdb407373f96fd5228c58c6d3f9547bde24e7f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 864dd77fc..e605a0637 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -1,6 +1,6 @@ -void W_Reload() +void W_TriggerReload() { - self.wish_reload = 1; + weapon_action(self.weapon, WR_RELOAD); } // switch between weapons @@ -15,7 +15,7 @@ void W_SwitchWeapon(float imp) } else { - W_Reload(); + W_TriggerReload(); } }; @@ -221,6 +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); @@ -312,7 +319,7 @@ 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) @@ -340,6 +347,18 @@ 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);