X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=864dd77fce788cc1696e7bbdee82ac3309748a89;hp=477b641ba7e61d21ba7d28989827ccbe20a5ef8a;hb=c45067564a27d2d3148775446992db29d8e41e32;hpb=eaa1f1ae886372197b34ae4a333c7ab2072edf55 diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 477b641ba..864dd77fc 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -1,8 +1,6 @@ void W_Reload() { - if(self.switchweapon == self.weapon) - if(self.weaponentity.state == WS_READY) - weapon_action(self.weapon, WR_RELOAD); + self.wish_reload = 1; } // switch between weapons @@ -236,6 +234,20 @@ 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; @@ -265,24 +277,14 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) return; // just in case if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; - if (g_weaponarena) + if(!autocvar_g_weapon_throwable) return; - if (g_lms) + if(autocvar_g_weapon_stay == 1) return; - if (g_nexball && w == WEP_GRENADE_LAUNCHER) - return; - if (!cvar("g_pickup_items")) - return; - if (g_ca) - return; - if(!cvar("g_weapon_throwable")) - return; - if(cvar("g_weapon_stay") == 1) + if(self.weaponentity.state != WS_READY) return; if(!W_IsWeaponThrowable(w)) return; - if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY) - return; wb = W_WeaponBit(w); if(self.weapons & wb != wb) @@ -293,13 +295,10 @@ 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 @@ -310,7 +309,10 @@ void W_WeaponFrame() if (frametime) self.weapon_frametime = frametime; - if(((arena_roundbased || g_ca) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown"))) + 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) return; if (!self.weaponentity || self.health < 1) @@ -340,7 +342,7 @@ void W_WeaponFrame() weapon_action(self.switchweapon, WR_SETUP); // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); - weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready); + weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_READY) @@ -353,7 +355,7 @@ void W_WeaponFrame() sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim - weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear); + weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } @@ -386,6 +388,7 @@ 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)