]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weapons.qc
Improve the new display digit implementation, and get display digits properly working...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weapons.qc
index 255072f43e3854db8a9f94f516f4f3bc0d579fe1..dea7046d5634ed78a282a160f7a5c175bbcdf413 100644 (file)
@@ -1,5 +1,9 @@
 void W_TriggerReload()\r
 {\r
+       // don't trigger reload if holding the weapon attack button\r
+       if(self.BUTTON_ATCK2)\r
+               return;\r
+\r
     weapon_action(self.weapon, WR_RELOAD);\r
 }\r
 \r
@@ -202,6 +206,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                if(startitem_failed)\r
                        return string_null;\r
                wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+               wep.glowmod = own.weaponentity_glowmod;\r
                wep.think = thrown_wep_think;\r
                wep.nextthink = time + 0.5;\r
                return "";\r
@@ -231,13 +236,14 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                        if(self.weapon_load[self.weapon] > 0)\r
                                        {\r
                                                own.ammofield += self.weapon_load[self.weapon];\r
-                                               self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading\r
+                                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading\r
                                        }\r
                                }\r
                        }\r
                        s = substring(s, 5, -1);\r
                }\r
                wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+               wep.glowmod = own.weaponentity_glowmod;\r
                wep.think = thrown_wep_think;\r
                wep.nextthink = time + 0.5;\r
                return s;\r
@@ -306,9 +312,11 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 };\r
 \r
 // Bringed back weapon frame\r
+.float display_setup;\r
 void W_WeaponFrame()\r
 {\r
        vector fo, ri, up;\r
+       entity e;\r
 \r
        if (frametime)\r
                self.weapon_frametime = frametime;\r
@@ -333,6 +341,30 @@ void W_WeaponFrame()
        ri = v_right;\r
        up = v_up;\r
 \r
+       if(!self.display_setup)\r
+       {\r
+               if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)\r
+               {\r
+                       float i;\r
+                       e = get_weaponinfo(self.weapon);\r
+\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model\r
+                               W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model\r
+                       }\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model\r
+                               W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model\r
+                       }\r
+\r
+                       self.display_setup = TRUE;\r
+               }\r
+       }\r
+       else if(self.weapon != self.switchweapon || self.classname != "player" || self.deadflag != DEAD_NO)\r
+               self.display_setup = FALSE;\r
+\r
        // Change weapon\r
        if (self.weapon != self.switchweapon)\r
        {\r
@@ -343,7 +375,6 @@ void W_WeaponFrame()
                        weapon_action(self.switchweapon, WR_SETUP);\r
 \r
                        // set our clip load to the load of the weapon we switched to, if it's reloadable\r
-                       entity e;\r
                        e = get_weaponinfo(self.switchweapon);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
                        {\r