X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_weaponsystem.qc;h=eed6d74cd837b3c1d5ff6608374f29f78882b018;hp=465eeaf99fd2809cb90206ee4bd86f9b6c4e46d7;hb=e545d3ca3edc7ca38cc93195f363241a14e43ca6;hpb=77d29eac76182305794f3ba98da5c1624617f394 diff --git a/data/qcsrc/server/cl_weaponsystem.qc b/data/qcsrc/server/cl_weaponsystem.qc index 465eeaf9..eed6d74c 100644 --- a/data/qcsrc/server/cl_weaponsystem.qc +++ b/data/qcsrc/server/cl_weaponsystem.qc @@ -1690,9 +1690,15 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process + // weapon reload effects + if(self.weapon == WEP_GRABBER) + { + vector org; + org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up; + SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); + pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1); + } sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); - if(self.weapon == WEP_GRABBER) // spawn grabber casting - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,