Merge remote-tracking branch 'origin/master' into fruitiex/animations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index 78c81c8..b18e1c8 100644 (file)
@@ -828,33 +828,36 @@ void CL_ExteriorWeaponentity_Think()
        else
                self.alpha = 1;
 
-       ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
-       ang_y = 0;
-       ang_z = 0;
-
-       if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
-       {
-               ang_y = self.owner.v_angle_y;
-               makevectors(ang);
-               var vector v = v_forward;
-               var float t = self.tag_entity.frame1time;
-               var float f = self.tag_entity.frame;
-               self.tag_entity.frame1time = time;
-               self.tag_entity.frame = self.tag_entity.anim_idle_x;
-               gettaginfo(self.tag_entity, self.tag_index);
-               self.tag_entity.frame1time = t;
-               self.tag_entity.frame = f;
-               // untransform v according to this coordinate space
-               vector w;
-               w_x = v_forward * v;
-               w_y = -v_right * v;
-               w_z = v_up * v;
-               self.angles = vectoangles(w);
-       }
-       else
+       if (!intermission_running)
        {
-               ang_x = -/* don't ask */ang_x;
-               self.angles = ang;
+               ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
+               ang_y = 0;
+               ang_z = 0;
+
+               if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
+               {
+                       ang_y = self.owner.v_angle_y;
+                       makevectors(ang);
+                       var vector v = v_forward;
+                       var float t = self.tag_entity.frame1time;
+                       var float f = self.tag_entity.frame;
+                       self.tag_entity.frame1time = time;
+                       self.tag_entity.frame = self.tag_entity.anim_idle_x;
+                       gettaginfo(self.tag_entity, self.tag_index);
+                       self.tag_entity.frame1time = t;
+                       self.tag_entity.frame = f;
+                       // untransform v according to this coordinate space
+                       vector w;
+                       w_x = v_forward * v;
+                       w_y = -v_right * v;
+                       w_z = v_up * v;
+                       self.angles = vectoangles(w);
+               }
+               else
+               {
+                       ang_x = -/* don't ask */ang_x;
+                       self.angles = ang;
+               }
        }
 
        self.glowmod = self.owner.weaponentity_glowmod;
@@ -1257,11 +1260,13 @@ void weapon_thinkf(float fr, float t, void() func)
        self.weapon_think = func;
        //dprint("next ", ftos(self.weapon_nextthink), "\n");
 
+       // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
+       //anim = self.anim_shoot;
        if (restartanim)
        if (t)
        if (!self.crouch) // shoot anim stands up, this looks bad
        {
-               local vector anim;
+               vector anim;
                if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
                {
                        anim = self.anim_melee;