for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- entity oldwep = this.(weaponentity);
CL_SpawnWeaponentity(this, weaponentity);
- if(oldwep && oldwep.owner == this)
- this.(weaponentity).m_gunalign = oldwep.m_gunalign;
}
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
if (CS(this).impulse) ImpulseCommands(this);
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
ERASEABLE
void DebugPrintToChat(entity client, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChat(client, text);
}
ERASEABLE
void DebugPrintToChatAll(string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatAll(text);
}
ERASEABLE
void DebugPrintToChatTeam(int team_num, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatTeam(team_num, text);
}
this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(this.items & IT_UNLIMITED_AMMO))
{
float minf, maxf, limitf;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
.int items_added;
.string shootfromfixedorigin;
+.bool dualwielding_prev;
bool PlayerThink(entity this)
{
if (game_stopped || intermission_running) {
stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
}
+ // reset gun alignment when dual wielding status changes
+ // to ensure guns are always aligned right and left
+ bool dualwielding = W_DualWielding(this);
+ if(this.dualwielding_prev != dualwielding)
+ {
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
+ this.dualwielding_prev = dualwielding;
+ }
+
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}