]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
reset the weapon glowmod each frame before the WR_THINK function, let WR_THINK functi...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index b5e245db6376b87373db2299c7ac259755961aa4..6daf741fbbff47f03ecce8945d30649df61a4b0f 100644 (file)
@@ -121,9 +121,9 @@ void W_NextWeaponOnImpulse(float imp)
 void W_NextWeapon(float list)
 {
        if(list == 0)
-               W_CycleWeapon(weaponpriority_hudselector_0, -1);
+               W_CycleWeapon(weaponorder_byid, -1);
        else if(list == 1)
-               W_CycleWeapon(weaponpriority_hudselector_1, -1);
+               W_CycleWeapon(self.weaponorder_byimpulse, -1);
        else if(list == 2)
                W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
 }
@@ -132,25 +132,13 @@ void W_NextWeapon(float list)
 void W_PreviousWeapon(float list)
 {
        if(list == 0)
-               W_CycleWeapon(weaponpriority_hudselector_0, +1);
+               W_CycleWeapon(weaponorder_byid, +1);
        else if(list == 1)
-               W_CycleWeapon(weaponpriority_hudselector_1, +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);
@@ -293,6 +281,8 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
                return;
        if(!W_IsWeaponThrowable(w))
                return;
+       if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY)
+               return;
 
        wb = W_WeaponBit(w);
        if(self.weapons & wb != wb)
@@ -320,7 +310,10 @@ void W_WeaponFrame()
        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)
@@ -383,7 +376,7 @@ void W_WeaponFrame()
        // 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))
@@ -396,7 +389,9 @@ void W_WeaponFrame()
                        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)
                {