X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclient.qc;h=0276fbf63eacec7e78e4068e650390d7bceaed1f;hp=98616a76341f76ac901e838fdd7b81cb39478911;hb=f7b39f30ba70e25be35459c7d2c1f6f99efe135d;hpb=6c319c2baf6bcac5d7f57d097b7773d1f6f23294 diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 98616a763..0276fbf63 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -713,10 +713,7 @@ void PutPlayerInServer(entity this) 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; @@ -778,6 +775,7 @@ void PutPlayerInServer(entity this) 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]; @@ -1339,7 +1337,7 @@ void PrintToChat(entity client, string text) ERASEABLE void DebugPrintToChat(entity client, string text) { - if (autocvar_developer) + if (autocvar_developer > 0) { PrintToChat(client, text); } @@ -1355,7 +1353,7 @@ void PrintToChatAll(string text) ERASEABLE void DebugPrintToChatAll(string text) { - if (autocvar_developer) + if (autocvar_developer > 0) { PrintToChatAll(text); } @@ -1377,7 +1375,7 @@ void PrintToChatTeam(int team_num, string text) ERASEABLE void DebugPrintToChatTeam(int team_num, string text) { - if (autocvar_developer) + if (autocvar_developer > 0) { PrintToChatTeam(team_num, text); } @@ -2085,6 +2083,7 @@ bool joinAllowed(entity this) .int items_added; .string shootfromfixedorigin; +.bool dualwielding_prev; bool PlayerThink(entity this) { if (game_stopped || intermission_running) { @@ -2187,6 +2186,15 @@ bool PlayerThink(entity this) 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) {