this.view_ofs = '0 0 0';
}
- RemoveGrapplingHook(this);
+ RemoveGrapplingHooks(this);
Portal_ClearAll(this);
Unfreeze(this);
SetSpectatee(this, NULL);
this.istypefrag = 0;
setthink(this, func_null);
this.nextthink = 0;
- this.hook_time = 0;
this.deadflag = DEAD_NO;
this.crouch = false;
this.revival_time = 0;
this.weaponmodel = "";
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
+ this.weaponentities[slot].hook_time = 0;
this.weaponentities[slot].weaponname = "";
this.weaponentities[slot] = NULL;
}
it.wr_resetplayer(it, this);
// reload all reloadable weapons
if (it.spawnflags & WEP_FLAG_RELOADABLE) {
- this.weapon_load[it.m_id] = it.reloading_ammo;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
+ }
}
));
{
.entity weaponentity = weaponentities[slot];
if(slot == 0)
- this.(weaponentity).m_switchweapon = w_getbestweapon(this);
+ this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
else
this.(weaponentity).m_switchweapon = WEP_Null;
this.(weaponentity).weaponname = "";
this.(weaponentity).m_switchingweapon = WEP_Null;
- this.cnt = -1;
+ this.(weaponentity).cnt = -1;
}
if (!warmup_stage && !this.alivetime)
Unfreeze(this);
- RemoveGrapplingHook(this);
+ RemoveGrapplingHooks(this);
// Here, everything has been done that requires this player to be a client.
{
.entity weaponentity = weaponentities[slot];
W_WeaponFrame(this, weaponentity);
+
+ if(slot == 0)
+ {
+ this.clip_load = this.(weaponentity).clip_load;
+ this.clip_size = this.(weaponentity).clip_size;
+ }
}
this.items_added = 0;
// WEAPONTODO: Add a weapon request for this
// rot vortex charge to the charge limit
- if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
- this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
if (frametime) player_anim(this);
}
// WEAPONTODO: Add weapon request for this
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (!zoomstate_set) {
- SetZoomState(this,
- PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
- || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_VORTEX)
- || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
- );
+ bool wep_zoomed = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ Weapon thiswep = this.(weaponentity).m_weapon;
+ if(thiswep != WEP_Null && thiswep.wr_zoom)
+ wep_zoomed += thiswep.wr_zoom(thiswep, this);
+ }
+ SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
}
if (this.teamkill_soundtime && time > this.teamkill_soundtime)
// WEAPONTODO: Move into weaponsystem somehow
// if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
- if (this.(weaponentity).m_weapon == WEP_Null)
- this.clip_load = this.clip_size = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).m_weapon == WEP_Null)
+ this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
+ }
}
void DrownPlayer(entity this)