]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/user_movetypes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index a3082d2b7e9f8252189a147383d4f3f75d035ea5..0a608e979bff5da3e4b535fed7019bc0a9fb2301 100644 (file)
@@ -247,7 +247,7 @@ void PutObserverInServer(entity this)
                // needed for player sounds
                this.model = "";
                FixPlayermodel(this);
-        } 
+        }
         setmodel(this, MDL_Null);
         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
         this.view_ofs = '0 0 0';
@@ -351,6 +351,10 @@ void PutObserverInServer(entity this)
        this.oldvelocity = this.velocity;
        this.fire_endtime = -1;
        this.event_damage = func_null;
+
+       STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
+       STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
+       STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
 }
 
 int player_getspecies(entity this)
@@ -496,7 +500,7 @@ void PutClientInServer(entity this)
                PutObserverInServer(this);
        } else if (IS_PLAYER(this)) {
                if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
-               
+
                PlayerState_attach(this);
                accuracy_resend(this);
 
@@ -1729,8 +1733,24 @@ void SetSpectatee(entity this, entity spectatee)
 
        // WEAPONTODO
        // these are required to fix the spectator bug with arc
-       if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
-       if(this.enemy && this.enemy.arc_beam) { this.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
+       if(old_spectatee)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(old_spectatee.(weaponentity).arc_beam)
+                               old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+               }
+       }
+       if(this.enemy)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(this.enemy.(weaponentity).arc_beam)
+                               this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+               }
+       }
 
        // needed to update spectator list
        if(old_spectatee) { ClientData_Touch(old_spectatee); }
@@ -2325,7 +2345,6 @@ void PlayerPreThink (entity this)
                this.prevorigin = this.origin;
 
                bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if (this.hook.state) {
                        do_crouch = false;
                } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
@@ -2334,10 +2353,6 @@ void PlayerPreThink (entity this)
                        do_crouch = false;
                } else if (STAT(FROZEN, this)) {
                        do_crouch = false;
-        } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI) && this.(weaponentity).wframe == WFRAME_FIRE1 && time < this.(weaponentity).weapon_nextthink) {
-                       do_crouch = false;
-        } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
-                       do_crouch = false;
         }
 
                if (do_crouch) {
@@ -2363,7 +2378,13 @@ void PlayerPreThink (entity this)
                {
                        this.items &= ~this.items_added;
 
-                       W_WeaponFrame(this);
+                       //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       //{
+                               //.entity weaponentity = weaponentities[slot];
+                               //W_WeaponFrame(this, weaponentity);
+                       //}
+                       .entity weaponentity = weaponentities[0]; // TODO
+                       W_WeaponFrame(this, weaponentity);
 
                        this.items_added = 0;
                        if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))