]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weapons.qc
Improve the new display digit implementation, and get display digits properly working...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weapons.qc
index e377a67b1ce32d6b659ac648429fdaa2bfdae1df..dea7046d5634ed78a282a160f7a5c175bbcdf413 100644 (file)
@@ -312,9 +312,11 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 };\r
 \r
 // Bringed back weapon frame\r
+.float display_setup;\r
 void W_WeaponFrame()\r
 {\r
        vector fo, ri, up;\r
+       entity e;\r
 \r
        if (frametime)\r
                self.weapon_frametime = frametime;\r
@@ -339,6 +341,30 @@ void W_WeaponFrame()
        ri = v_right;\r
        up = v_up;\r
 \r
+       if(!self.display_setup)\r
+       {\r
+               if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)\r
+               {\r
+                       float i;\r
+                       e = get_weaponinfo(self.weapon);\r
+\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model\r
+                               W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model\r
+                       }\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model\r
+                               W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model\r
+                       }\r
+\r
+                       self.display_setup = TRUE;\r
+               }\r
+       }\r
+       else if(self.weapon != self.switchweapon || self.classname != "player" || self.deadflag != DEAD_NO)\r
+               self.display_setup = FALSE;\r
+\r
        // Change weapon\r
        if (self.weapon != self.switchweapon)\r
        {\r
@@ -348,10 +374,7 @@ void W_WeaponFrame()
                        self.weaponentity.state = WS_RAISE;\r
                        weapon_action(self.switchweapon, WR_SETUP);\r
 \r
-                       W_Display(self);\r
-\r
                        // set our clip load to the load of the weapon we switched to, if it's reloadable\r
-                       entity e;\r
                        e = get_weaponinfo(self.switchweapon);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
                        {\r