if(list == 0)
W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, -1);
+ W_CycleWeapon(self.weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
if(list == 0)
W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, +1);
+ W_CycleWeapon(self.weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
-{
- return W_FixWeaponOrder(order, 0);
-}
-
-string W_FixWeaponOrder_ForceComplete(string order)
-{
- if(order == "")
- order = W_NumberWeaponOrder(cvar_string("cl_weaponpriority"));
- return W_FixWeaponOrder(order, 1);
-}
-
float w_getbestweapon(entity e)
{
return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
if (frametime)
self.weapon_frametime = frametime;
- if(((arena_roundbased || g_ca) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
+ if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
+ return;
+
+ if(g_freezetag && self.freezetag_frozen == 1)
return;
if (!self.weaponentity || self.health < 1)
// server framerate is very low and the weapon fire rate very high
local float c;
c = 0;
- while (c < 5)
+ while (c < W_TICSPERFRAME)
{
c = c + 1;
if(wb && ((self.weapons & wb) == 0))
v_forward = fo;
v_right = ri;
v_up = up;
+ self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
+ self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{