]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Remove colors from fireball_glow.tga to avoid applying wrong player's glow color...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index 6bf2d105f8d85c4c82299c9a216f3e20cd818062..effa087e65c57ce2efabc3d2a5d9ad54622d7c74 100644 (file)
@@ -107,21 +107,6 @@ string W_NameWeaponOrder_MapFunc(string s)
        return s;
 }
 
-string W_UndeprecateName(string s)
-{
-       switch (s)
-       {
-               case "nex": return "vortex";
-               case "rocketlauncher": return "devastator";
-               case "laser": return "blaster";
-               case "minstanex": return "vaporizer";
-               case "grenadelauncher": return "mortar";
-               case "uzi": return "machinegun";
-               case "hmg": return "okhmg";
-               case "rpc": return "okrpc";
-               default: return s;
-       }
-}
 string W_NameWeaponOrder(string order)
 {
        return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
@@ -129,8 +114,7 @@ string W_NameWeaponOrder(string order)
 string W_NumberWeaponOrder_MapFunc(string s)
 {
        if (s == "0" || stof(s)) return s;
-       s = W_UndeprecateName(s);
-       FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
+       FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
        return s;
 }
 string W_NumberWeaponOrder(string order)
@@ -249,20 +233,6 @@ entity GetAmmoItem(Resource ammotype)
 }
 
 #ifdef CSQC
-Resource GetAmmoTypeFromNum(int i)
-{
-       switch (i)
-       {
-               case 0: return RES_SHELLS;
-               case 1: return RES_BULLETS;
-               case 2: return RES_ROCKETS;
-               case 3: return RES_CELLS;
-               case 4: return RES_PLASMA;
-               case 5: return RES_FUEL;
-               default: return RES_NONE;
-       }
-}
-
 int GetAmmoStat(Resource ammotype)
 {
        switch (ammotype)
@@ -394,6 +364,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn
  *   this.origin, this.angles
  *   this.weaponchild
  *   this.movedir, this.view_ofs, this.movedir_aligned
+ *   this.spawnorigin (SVQC only)
  *   attachment stuff
  *   anim stuff
  * to free:
@@ -410,7 +381,9 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
                if (this.weaponchild) delete(this.weaponchild);
                this.weaponchild = NULL;
                this.movedir = '0 0 0';
+#ifdef SVQC
                this.spawnorigin = '0 0 0';
+#endif
                this.oldorigin = '0 0 0';
                this.anim_fire1  = '0 1 0.01';
                this.anim_fire2  = '0 1 0.01';
@@ -482,6 +455,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
                                this.movedir = '0 0 0';
                        }
                }
+#ifdef SVQC
                {
                        int idx = 0;
                        // v_ model attached to invisible h_ model
@@ -501,6 +475,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
                                this.spawnorigin = this.movedir;
                        }
                }
+#endif
                if (v_shot_idx)
                {
                        this.oldorigin = '0 0 0';  // use regular attachment
@@ -547,7 +522,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
                vector v = this.movedir;
                this.movedir = shotorg_adjust(v, false, false, algn);
                this.movedir_aligned = shotorg_adjust(v, false, true, algn);
-               this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
+               this.view_ofs = this.movedir_aligned - v;
        }
        int compressed_shotorg = compressShotOrigin(this.movedir);
        // make them match perfectly
@@ -557,7 +532,9 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
 #endif
        this.movedir = decompressShotOrigin(compressed_shotorg);
 
+#ifdef SVQC
        this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
+#endif
 
        // check if an instant weapon switch occurred
        setorigin(this, this.view_ofs);