ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
\r
if (!g_norecoil)\r
- ent.punchangle_x = recoil * -1;\r
+ {\r
+ ent.punchangle_x += crandom() * recoil;\r
+ ent.punchangle_y += crandom() * recoil;\r
+ }\r
\r
if (snd != "")\r
{\r
return TRUE;\r
}\r
\r
- self.effects &~= EF_NODEPTHTEST;\r
+ if(cvar("g_nodepthtestplayers"))\r
+ self.effects |= EF_NODEPTHTEST;\r
+ else\r
+ self.effects &~= EF_NODEPTHTEST;\r
+ if(cvar("g_fullbrightplayers"))\r
+ self.effects |= EF_FULLBRIGHT;\r
+\r
if not(self.owner.stat_eaten)\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
\r
}\r
\r
- // create or update the lasertarget entity\r
-\r
// if we are a micro or macro, size the weapon model accordingly\r
- if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
- if(self.model != "")\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
+ if(self.owner.scale) // prevents some exceptions\r
{\r
- self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
- self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+ self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
+ if(self.scale < 0.1)\r
+ self.scale = 0.1; // stuff breaks if scale is smaller than this\r
+ self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+\r
+ // copy properties to the static weapon entity as well\r
+ if(self.weaponentity != world) // prevents assignment to world\r
+ {\r
+ self.weaponentity.scale = self.scale;\r
+ self.weaponentity.origin = self.origin;\r
+ }\r
}\r
};\r
\r
if(ammo_reload)\r
{\r
self.clip_load -= ammo_use;\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
}\r
else\r
self.(self.current_ammo) -= ammo_use;\r
// if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
if(self.stat_eaten)\r
{\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
w_ready(); // don't keep executing each frame\r
return;\r
}\r
self.(self.current_ammo) -= 1;\r
}\r
}\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
if(self.clip_load < 0)\r
self.clip_load = 0;\r
self.old_clip_load = self.clip_load;\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
}
\ No newline at end of file