X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=0b73f36144994867b931c422980d4b348e28348f;hb=db3d8b68f0aff3f1304428e9d60836b4a8013a5a;hp=6a3f5ea889515ca7cc2ac568effbe999dcd08ded;hpb=a877e74fef5f247800fbb78086dc51e802b722ba;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 6a3f5ea88..0b73f3614 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -34,10 +34,6 @@ float W_WeaponRateFactor() void W_SwitchWeapon_Force(entity e, float w) { - // don't switch to another weapon if we're not allowed to - if(e.weapon_forbidchange) - return; - e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; @@ -142,7 +138,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m local float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_SNIPERRIFLE) + if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -255,7 +251,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold) ) // prevent insane sound spam { - sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); + sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); ent.prevstrengthsound = time; } ent.prevstrengthsoundattempt = time; @@ -828,33 +824,36 @@ void CL_ExteriorWeaponentity_Think() else self.alpha = 1; - ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); - ang_y = 0; - ang_z = 0; - - if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward - { - ang_y = self.owner.v_angle_y; - makevectors(ang); - var vector v = v_forward; - var float t = self.tag_entity.frame1time; - var float f = self.tag_entity.frame; - self.tag_entity.frame1time = time; - self.tag_entity.frame = self.tag_entity.anim_idle_x; - gettaginfo(self.tag_entity, self.tag_index); - self.tag_entity.frame1time = t; - self.tag_entity.frame = f; - // untransform v according to this coordinate space - vector w; - w_x = v_forward * v; - w_y = -v_right * v; - w_z = v_up * v; - self.angles = vectoangles(w); - } - else + if (!intermission_running) { - ang_x = -/* don't ask */ang_x; - self.angles = ang; + ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); + ang_y = 0; + ang_z = 0; + + if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward + { + ang_y = self.owner.v_angle_y; + makevectors(ang); + var vector v = v_forward; + var float t = self.tag_entity.frame1time; + var float f = self.tag_entity.frame; + self.tag_entity.frame1time = time; + self.tag_entity.frame = self.tag_entity.anim_idle_x; + gettaginfo(self.tag_entity, self.tag_index); + self.tag_entity.frame1time = t; + self.tag_entity.frame = f; + // untransform v according to this coordinate space + vector w; + w_x = v_forward * v; + w_y = -v_right * v; + w_z = v_up * v; + self.angles = vectoangles(w); + } + else + { + ang_x = -/* don't ask */ang_x; + self.angles = ang; + } } self.glowmod = self.owner.weaponentity_glowmod; @@ -983,7 +982,8 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) world, e.origin, self, 0, world, enemy, - 0 + 0, + RADARICON_NONE, '0 0 0' ); } } @@ -1003,7 +1003,10 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) void w_clear() { if (self.weapon != -1) + { self.weapon = 0; + self.switchingweapon = 0; + } if (self.weaponentity) { self.weaponentity.state = WS_CLEAR; @@ -1029,6 +1032,7 @@ void weapon_setup(float windex) // the two weapon entities will notice this has changed and update their models self.weapon = windex; + self.switchingweapon = windex; // to make sure self.weaponname = e.mdl; self.bulletcounter = 0; }; @@ -1059,7 +1063,7 @@ float weapon_prepareattack_checkammo(float secondary) if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons { - sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); self.prevdryfire = time; } @@ -1257,18 +1261,19 @@ void weapon_thinkf(float fr, float t, void() func) self.weapon_think = func; //dprint("next ", ftos(self.weapon_nextthink), "\n"); - // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! + // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! + //anim = self.anim_shoot; if (restartanim) if (t) if (!self.crouch) // shoot anim stands up, this looks bad { - local vector anim; + vector anim; if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) + { anim = self.anim_melee; - /*else - anim = self.anim_shoot;*/ - anim_z = anim_y / (t + sys_frametime); - setanim(self, anim, FALSE, TRUE, TRUE); + anim_z = anim_y / (t + sys_frametime); + setanim(self, anim, FALSE, TRUE, TRUE); + } } }; @@ -1728,7 +1733,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,