X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=936b64f2ba71b50743739c9afbfa52c1db92fb5b;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hp=e7ab90c39eb2441408dcb86027b8de34e7c377d1;hpb=9e50112561ad6f4cefe6d13bd7185f5dfd1ada4b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index e7ab90c39..936b64f2b 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -373,10 +373,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( restartanim = fr != WFRAME_IDLE; } - vector of = v_forward; - vector or = v_right; - vector ou = v_up; - vector a = '0 0 0'; this.wframe = fr; if (fr == WFRAME_IDLE) a = this.anim_idle; @@ -386,10 +382,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( a = this.anim_reload; a.z *= g_weaponratefactor; - v_forward = of; - v_right = or; - v_up = ou; - if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); @@ -435,13 +427,20 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( } } -bool forbidWeaponUse(entity player) +bool weaponUseForbidden(entity player) +{ + if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true; + if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true; + return false; +} + +bool weaponLocked(entity player) { if (time < game_starttime && !sv_ready_restart_after_countdown) return true; if (player.player_blocked) return true; if (game_stopped) return true; if (STAT(FROZEN, player)) return true; - if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true; + if (MUTATOR_CALLHOOK(LockWeapon, player)) return true; return false; } @@ -459,10 +458,10 @@ void W_WeaponFrame(Player actor, .entity weaponentity) int button_atck = PHYS_INPUT_BUTTON_ATCK(actor); int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor); - if (round_handler_IsActive() && !round_handler_IsRoundStarted()) + if (weaponUseForbidden(actor)) button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed - if (forbidWeaponUse(actor)) + if (weaponLocked(actor)) { if (this.state != WS_CLEAR) { @@ -500,10 +499,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) return; } - makevectors(actor.v_angle); - vector fo = v_forward; // save them in case the weapon think functions change it - vector ri = v_right; - vector up = v_up; + MAKE_VECTORS_NEW(actor.v_angle, fo, ri, up); // Change weapon if (this.m_weapon != this.m_switchweapon) @@ -591,7 +587,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) bool block_weapon = false; { bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle; - if (round_handler_IsActive() && !round_handler_IsRoundStarted()) + if (weaponUseForbidden(actor)) key_pressed = false; Weapon off = actor.offhand;