X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qc;h=f059dfba9bccd79a97da944a5c9eaea77a98e0be;hb=89f405ba71d1c354dca27a0af246f04fb9ec42e6;hp=6f3fd85a8d21795cc6acd8345cfed5ed7964f2e5;hpb=f28bafd2da379d00bd179459e73a77620552a66f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index 6f3fd85a8..f059dfba9 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -2,6 +2,7 @@ #include "weaponsystem.qh" #include +#include #include #include #include @@ -25,8 +26,10 @@ void Weapon_whereis(Weapon this, entity cl) if (!autocvar_g_showweaponspawns) return; IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)), { - if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2) + if (Item_IsLoot(it) && (autocvar_g_showweaponspawns < 2)) + { continue; + } entity wp = WaypointSprite_Spawn( WP_Weapon, -2, 0, @@ -290,7 +293,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity) { float w; - w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity); + w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity); if(w > 0) W_SwitchWeapon(this, Weapons_from(w), weaponentity); } @@ -301,9 +304,9 @@ void W_NextWeapon(entity this, int list, .entity weaponentity) if(list == 0) W_CycleWeapon(this, weaponorder_byid, -1, weaponentity); else if(list == 1) - W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity); + W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity); else if(list == 2) - W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity); + W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity); } // prev weapon @@ -312,9 +315,9 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity) if(list == 0) W_CycleWeapon(this, weaponorder_byid, +1, weaponentity); else if(list == 1) - W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity); + W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity); else if(list == 2) - W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity); + W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity); } // previously used if exists and has ammo, (second) best otherwise