void W_Reload()
{
- if(self.switchweapon == self.weapon)
- if(self.weaponentity.state == WS_READY)
- weapon_action(self.weapon, WR_RELOAD);
+ self.wish_reload = 1;
}
// switch between weapons
if(list == 0)
W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, -1);
+ W_CycleWeapon(self.weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
if(list == 0)
W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, +1);
+ W_CycleWeapon(self.weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
-{
- return W_FixWeaponOrder(order, 0);
-}
-
-string W_FixWeaponOrder_ForceComplete(string order)
-{
- if(order == "")
- order = W_NumberWeaponOrder(cvar_string("cl_weaponpriority"));
- return W_FixWeaponOrder(order, 1);
-}
-
float w_getbestweapon(entity e)
{
return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
return;
if (g_nexball && w == WEP_GRENADE_LAUNCHER)
return;
- if (!cvar("g_pickup_items"))
+ if (!autocvar_g_pickup_items)
return;
if (g_ca)
return;
- if(!cvar("g_weapon_throwable"))
+ if (g_cts)
+ return;
+ if(!autocvar_g_weapon_throwable)
return;
- if(cvar("g_weapon_stay") == 1)
+ if(autocvar_g_weapon_stay == 1)
return;
if(!W_IsWeaponThrowable(w))
return;
- if(self.weaponentity.state != WS_READY)
+ if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY)
return;
wb = W_WeaponBit(w);
if (frametime)
self.weapon_frametime = frametime;
- if(((arena_roundbased || g_ca) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
+ if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
+ return;
+
+ if(g_freezetag && self.freezetag_frozen == 1)
return;
if (!self.weaponentity || self.health < 1)
weapon_action(self.switchweapon, WR_SETUP);
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
else if (self.weaponentity.state == WS_READY)
sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
#ifndef INDEPENDENT_ATTACK_FINISHED
}
// server framerate is very low and the weapon fire rate very high
local float c;
c = 0;
- while (c < 5)
+ while (c < W_TICSPERFRAME)
{
c = c + 1;
if(wb && ((self.weapons & wb) == 0))
v_forward = fo;
v_right = ri;
v_up = up;
+ self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)