]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Merge branch 'master' into Mario/race_cts_mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index ed4fa901f1708c406133a388ecdba8d791c81638..1c05aca7858a64d141621a6b2c36e96e3b1eb7b7 100644 (file)
@@ -301,8 +301,6 @@ float W_IsWeaponThrowable(float w)
                return 0;
        if (g_weaponarena)
                return 0;
-       if (g_cts)
-               return 0;
        if (g_nexball && w == WEP_GRENADE_LAUNCHER)
                return 0;
     if(w == 0)
@@ -330,8 +328,6 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        w = self.weapon;
        if (w == 0)
                return; // just in case
-       if(self.frozen)
-               return;
        if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
                return;
        if(!autocvar_g_weapon_throwable)
@@ -360,7 +356,7 @@ float forbidWeaponUse()
                return 1;
        if(self.player_blocked)
                return 1;
-       if(self.frozen)
+       if(self.freezetag_frozen)
                return 1;
        return 0;
 }
@@ -423,7 +419,7 @@ void W_WeaponFrame()
                        // VorteX: add player model weapon select frame here
                        // setcustomframe(PlayerWeaponRaise);
                        weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+                       //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
                }
                else if (self.weaponentity.state == WS_DROP)
@@ -446,7 +442,7 @@ void W_WeaponFrame()
                        self.weaponentity.state = WS_DROP;
                        // set up weapon switch think in the future, and start drop anim
                        weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+                       //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        }