void W_SwitchWeapon_Force(entity e, float w)
{
+ // don't switch to another weapon if we're not allowed to
+ if(e.weapon_forbidchange)
+ return;
+
e.cnt = e.switchweapon;
e.switchweapon = w;
e.selectweapon = w;
self.weapon_think = func;
//dprint("next ", ftos(self.weapon_nextthink), "\n");
+ // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
+ /*
if (restartanim)
if (t)
if (!self.crouch) // shoot anim stands up, this looks bad
{
local vector anim;
- anim = self.anim_shoot;
+ if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
+ anim = self.anim_melee;
+ else
+ anim = self.anim_shoot;
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
+ */
};
void weapon_boblayer1(float spd, vector org)
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
{
- if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
return;
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if(!self.reload_ammo_min)
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
self.clip_load = self.reload_ammo_amount;
else
{
// no ammo, so nothing to load
if(!self.(self.current_ammo) && self.reload_ammo_min)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
{
self.clip_load = 0;
self.old_clip_load = self.clip_load;
self.clip_load = self.weapon_load[self.weapon] = -1;
-}
\ No newline at end of file
+}