X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=6e74738c738eaf5a1bbabcf155bef94c74416ad2;hb=aec48d76571bf181f87137bc2390cbce321127fa;hp=5702c2e3c1bcef94c7b5ecd5ad95c30341dfdb38;hpb=ef7b4920f481ef818e48f16ed5031fd92fa7bde3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 5702c2e3c..6e74738c7 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -163,6 +163,7 @@ void CL_ExteriorWeaponentity_Think(entity this) Weapon wep = this.owner.(weaponentity).m_weapon; if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity)); this.colormap = this.owner.colormap; + this.skin = w_ent.skin; CSQCMODEL_AUTOUPDATE(this); } @@ -223,7 +224,7 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity) { - if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; + if ((actor.items & IT_UNLIMITED_AMMO)) return true; bool ammo = false; if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity); else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity); @@ -677,7 +678,7 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity) { if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return; - if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; + if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return; ammo_use = M_ARGV(2, float); @@ -724,7 +725,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load - if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE) + if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE) { w_ent.clip_load = w_ent.reload_ammo_amount; } @@ -780,7 +781,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen { if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min) { - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { @@ -798,7 +799,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen } } } - if (this) { if (this.wframe == WFRAME_RELOAD) return;