]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Merge remote-tracking branch 'origin/fruitiex/disable-shootanim'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 6de63b9377fd76893498adebe0507247737e3fe1..cab6ec6e75c5adcb56a8d7b07b417875a2a251c6 100644 (file)
@@ -1,8 +1,6 @@
-void W_Reload()
+void W_TriggerReload()
 {
-       if(self.switchweapon == self.weapon)
-       if(self.weaponentity.state == WS_READY)
-               weapon_action(self.weapon, WR_RELOAD);
+    weapon_action(self.weapon, WR_RELOAD);
 }
 
 // switch between weapons
@@ -17,7 +15,7 @@ void W_SwitchWeapon(float imp)
        }
        else
        {
-               W_Reload();
+               W_TriggerReload();
        }
 };
 
@@ -199,6 +197,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                self = oldself;
                if(startitem_failed)
                        return string_null;
+               wep.glowmod = own.weaponentity_glowmod;
                wep.think = thrown_wep_think;
                wep.nextthink = time + 0.5;
                return "";
@@ -223,10 +222,18 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                        wep.ammofield = thisammo;
                                        own.ammofield -= thisammo;
                                        s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
+
+                                       // if our weapon is loaded, give its load back to the player
+                                       if(self.weapon_load[self.weapon] > 0)
+                                       {
+                                               own.ammofield += self.weapon_load[self.weapon];
+                                               self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading
+                                       }
                                }
                        }
                        s = substring(s, 5, -1);
                }
+               wep.glowmod = own.weaponentity_glowmod;
                wep.think = thrown_wep_think;
                wep.nextthink = time + 0.5;
                return s;
@@ -236,6 +243,20 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
 float W_IsWeaponThrowable(float w)
 {
        float wb, wa;
+
+       if (!autocvar_g_pickup_items)
+               return 0;
+       if (g_weaponarena)
+               return 0;
+       if (g_lms)
+               return 0;
+       if (g_ca)
+               return 0;
+       if (g_cts)
+               return 0;
+       if (g_nexball && w == WEP_GRENADE_LAUNCHER)
+               return 0;
+
        wb = W_WeaponBit(w);
        if(!wb)
                return 0;
@@ -263,27 +284,17 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        w = self.weapon;
        if (w == 0)
                return; // just in case
-       if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
-               return;
-       if (g_weaponarena)
-               return;
-       if (g_lms)
-               return;
-       if (g_nexball && w == WEP_GRENADE_LAUNCHER)
-               return;
-       if (!autocvar_g_pickup_items)
+       if(self.weapon_forbidchange)
                return;
-       if (g_ca)
+       if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
                return;
-    if (g_cts)
-        return;
        if(!autocvar_g_weapon_throwable)
                return;
        if(autocvar_g_weapon_stay == 1)
                return;
-       if(!W_IsWeaponThrowable(w))
+       if(self.weaponentity.state != WS_READY)
                return;
-       if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY)
+       if(!W_IsWeaponThrowable(w))
                return;
 
        wb = W_WeaponBit(w);
@@ -295,13 +306,10 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
        if not(a)
                return;
-       if(self.health >= 1)
-       {
-               if(a == "")
-                       sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
-               else
-                       sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
-       }
+       if(a == "")
+               sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
+       else
+               sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
 };
 
 // Bringed back weapon frame
@@ -315,7 +323,7 @@ void W_WeaponFrame()
        if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
                return;
 
-       if(g_freezetag && self.freezetag_frozen == 1)
+       if(self.freezetag_frozen == 1)
                return;
 
        if (!self.weaponentity || self.health < 1)
@@ -340,9 +348,21 @@ void W_WeaponFrame()
        {
                if (self.weaponentity.state == WS_CLEAR)
                {
-                       setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+                       //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
                        self.weaponentity.state = WS_RAISE;
                        weapon_action(self.switchweapon, WR_SETUP);
+
+                       // set our clip load to the load of the weapon we switched to, if it's reloadable
+                       entity e;
+                       e = get_weaponinfo(self.switchweapon);
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+                       {
+                               self.clip_load = self.weapon_load[self.switchweapon];
+                               self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+                       }
+                       else
+                               self.clip_load = self.clip_size = 0;
+
                        // VorteX: add player model weapon select frame here
                        // setcustomframe(PlayerWeaponRaise);
                        weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
@@ -391,7 +411,6 @@ void W_WeaponFrame()
                        v_forward = fo;
                        v_right = ri;
                        v_up = up;
-                       self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
                        weapon_action(self.weapon, WR_THINK);
                }
                if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)