]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weaponsystem.qc
Use a better system for initiating weapon display digits, and don't attempt to attach...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weaponsystem.qc
index ad316595c39e61bfa60fa606e555fe6a4a0c84ec..54670679781cef5acf5f69784c9f53112fb66304 100644 (file)
@@ -1597,6 +1597,8 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 \r
 void W_DisplayDigitThink()\r
 {\r
+       // dprint(strcat(ftos(gun.scale), " --------\n"));\r
+\r
        self.nextthink = time;\r
        float w_load, w_ammo;\r
        w_load = self.owner.weapon_load[self.owner.weapon];\r
@@ -1611,33 +1613,15 @@ void W_DisplayDigitThink()
                return;\r
        }\r
 \r
-       entity gun;\r
-       if(self.dmg) // exterior weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               setattachment(self, self.owner, "bip01 r hand");\r
-               gun = self.owner.exteriorweaponentity;\r
-       }\r
-       else // view weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               // TODO: Does this work with self-animated weapons too?\r
-               if(gettagindex(self.owner.weaponentity, "weapon"))\r
-                       setattachment(self, self.owner.weaponentity, "weapon");\r
-               else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
-                       setattachment(self, self.owner.weaponentity, "tag_weapon");\r
-               gun = self.owner.weaponentity;\r
-       }\r
-\r
        // copy all properties of the weapon to the digit\r
-       self.origin = gun.origin;\r
-       self.angles = gun.angles;\r
-       self.scale = gun.scale;\r
-       self.effects = gun.effects;\r
-       self.alpha = gun.alpha;\r
-       self.colormap = gun.colormap;\r
-       self.colormod = gun.colormod; // used by the regurgitating colors\r
-       self.glowmod = gun.glowmod;\r
+       self.origin = self.weaponentity.origin;\r
+       self.angles = self.weaponentity.angles;\r
+       self.scale = self.weaponentity.scale;\r
+       self.effects = self.weaponentity.effects;\r
+       self.alpha = self.weaponentity.alpha;\r
+       self.colormap = self.weaponentity.colormap;\r
+       self.colormod = self.weaponentity.colormod; // used by the regurgitating colors\r
+       self.glowmod = self.weaponentity.glowmod;\r
 \r
        string txt;\r
        if(self.team) // weapon load display\r
@@ -1689,11 +1673,27 @@ void W_DisplayDigitSetup(entity own, float num, float load, float exterior)
        digit = spawn();\r
        digit.owner = own;\r
        digit.weapon = own.weapon;\r
-       digit.dmg = exterior;\r
        digit.team = load;\r
        digit.cnt = num;\r
        e = get_weaponinfo(digit.weapon);\r
 \r
+       if(exterior) // exterior weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               setattachment(digit, digit.owner, "bip01 r hand");\r
+               digit.weaponentity = digit.owner.exteriorweaponentity;\r
+       }\r
+       else // view weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               // TODO: Does this work with self-animated weapons too?\r
+               if(gettagindex(digit.owner.weaponentity, "weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "weapon");\r
+               else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "tag_weapon");\r
+               digit.weaponentity = digit.owner.weaponentity;\r
+       }\r
+\r
        if(load)\r
        {\r
                // weapon load digit\r
@@ -1708,15 +1708,18 @@ void W_DisplayDigitSetup(entity own, float num, float load, float exterior)
        digit.nextthink = time;\r
 }\r
 \r
-void W_Display(entity own, float load_num, float ammo_num)\r
+void W_Display(entity own)\r
 {\r
        float i;\r
-       for(i = 1; i <= load_num; i++)\r
+       entity e;\r
+       e = get_weaponinfo(own.weapon);\r
+\r
+       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
        {\r
                W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
                W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
        }\r
-       for(i = 1; i <= ammo_num; i++)\r
+       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
        {\r
                W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
                W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r