self = oldself;
if(startitem_failed)
return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return "";
}
s = substring(s, 5, -1);
}
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return s;
w = self.weapon;
if (w == 0)
return; // just in case
- if(self.weapon_forbidchange)
- return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
{
if (self.weaponentity.state == WS_CLEAR)
{
- setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+ //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, "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, autocvar_g_balance_weaponswitchdelay, w_clear);
W_SwitchWeapon_Force(self, w_getbestweapon(self));
wb = 0;
}
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if(wb)
- {
- 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);
- }
+ else
+ weapon_action(self.weapon, WR_GONETHINK);
+
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
if(self.weapon_think)