]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'sev/hud_ctf_update' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 21057e4a0b525a02a14c995b9294f78b64bee52d..7c8061e94e02d24cfd2e08510983296e89ea0ee1 100644 (file)
@@ -40,10 +40,10 @@ float W_WeaponSpeedFactor(entity this)
 }
 
 
-bool CL_Weaponentity_CustomizeEntityForClient(entity this)
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
        this.viewmodelforclient = this.owner;
-       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+       if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
        return true;
 }
 
@@ -214,8 +214,13 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
-               for (entity mine; (mine = find(mine, classname, "mine")); )
-                       if (mine.owner == actor) return false;
+       {
+               FOREACH_ENTITY_ENT(owner, actor,
+               {
+                       if(it.classname != "mine") continue;
+                       if(it.owner == actor) return false;
+               });
+       }
 
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
@@ -386,7 +391,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+               bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+               bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+               int act = (primary_melee || secondary_melee)
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
                        ;
@@ -403,6 +410,7 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
+       if (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;