Offset thrown weapon positions while dual wielding to ensure they don't land overlapping
authorMario <mario.mario@y7mail.com>
Mon, 27 Jul 2020 08:26:40 +0000 (18:26 +1000)
committerMario <mario.mario@y7mail.com>
Mon, 27 Jul 2020 08:26:40 +0000 (18:26 +1000)
qcsrc/server/impulse.qc

index 090b239..ee26d65 100644 (file)
@@ -322,13 +322,19 @@ IMPULSE(weapon_drop)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
+       bool is_dualwielding = W_DualWielding(this);
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
-
-               if(autocvar_g_weaponswitch_debug != 1)
-                       break;
+               vector md = this.(weaponentity).movedir;
+               vector vecs = ((md.x > 0) ? md : '0 0 0');
+               vector dv = v_right * -vecs.y;
+               if(!is_dualwielding)
+                       dv = '0 0 0'; // don't override!
+               W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), dv, true);
+
+               if(autocvar_g_weaponswitch_debug == 2)
+                       break; // in this mode, the off-hand weapon is selected based on the primary weapon, don't drop it twice!
        }
 }