]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/miscfunctions.qc
Fix weaponarena available including hidden weapons, also fix available weapons not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qc
index aa5146419a0be981ff96246e70112d3dc47f83fc..273b854ce966e96807a01414fc2596fcbf0a90ce 100644 (file)
@@ -499,7 +499,7 @@ float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still ne
        allow_mutatorblocked = M_ARGV(3, bool);
 
        if(allguns)
-               d = boolean(weaponinfo.spawnflags & WEP_FLAG_NORMAL);
+               d = boolean((weaponinfo.spawnflags & WEP_FLAG_NORMAL) && !(weaponinfo.spawnflags & WEP_FLAG_HIDDEN));
        else if(!mutator_returnvalue)
                d = !(!weaponinfo.weaponstart);
 
@@ -524,18 +524,15 @@ float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still ne
 
 void weaponarena_available_update(entity this)
 {
-       if(!weaponsInMap)
-       {
-               // if no weapons are available, just fall back to most weapons arena
-               FOREACH(Weapons, it != WEP_Null, {
-                       if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && (it.spawnflags & WEP_FLAG_NORMAL) && !(it.spawnflags & WEP_FLAG_HIDDEN))
-                               g_weaponarena_weapons |= (it.m_wepset);
-               });
-               start_weapons = g_weaponarena_weapons;
-               return;
-       }
-       g_weaponarena_weapons |= weaponsInMap;
+       FOREACH(Weapons, it != WEP_Null, {
+               // if no weapons are available, just fall back to normal weapons (most weapons arena)
+               bool wep_available = ((weaponsInMapAll) ? !!(weaponsInMapAll & WepSet_FromWeapon(it)) : (it.spawnflags & WEP_FLAG_NORMAL));
+               if(wep_available && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_HIDDEN))
+                       g_weaponarena_weapons |= WepSet_FromWeapon(it);
+       });
        start_weapons = g_weaponarena_weapons;
+       if(warmup_stage)
+               warmup_start_weapons = start_weapons;
 }
 
 void readplayerstartcvars()