X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=356c3882a920d84537261cbc8b9acb9ba7b26be2;hb=HEAD;hp=6824680436fe3c5f320649053c2e697aa84d8ff6;hpb=4f4c471a6ba861785a118487ac2ddadaead70d52;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 682468043..50c6e3cb5 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -308,10 +308,7 @@ WepSet WEPSET_SUPERWEAPONS; #include "all.inc" -// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg -#define WEP_HARDCODED_IMPULSES 20 - -// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses +// TODO: invert after changes have been made to the hardcoded weapon impulses. Will require moving 'best weapon' impulses #define WEP_IMPULSE_BEGIN 230 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253) @@ -332,7 +329,7 @@ STATIC_INIT(register_weapons_done) else inaccessible = strcat(inaccessible, "\n", it.netname); }); - if (inaccessible && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); + if (inaccessible != "" && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); #ifdef CSQC FOREACH(Weapons, true, it.wr_init(it)); #endif @@ -347,10 +344,10 @@ STATIC_INIT(register_weapons_done) .entity weaponchild; .entity exteriorweaponentity; -vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) +vector weaponentity_glowmod(Weapon wep, int c, entity wepent) { vector g; - if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2; + if (!(g = wep.wr_glow(wep, c, wepent))) g = colormapPaletteColor(c & 0x0F, true); return g; } @@ -359,7 +356,9 @@ vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) //.int weapon; // current weapon .string weaponname; // name of .weapon +#ifdef SVQC .vector spawnorigin; // for casings +#endif .vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye) @@ -391,7 +390,7 @@ ENUMCLASS_END(WFRAME) #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin #endif -vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); +vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn); void CL_WeaponEntity_SetModel(entity this, string name, bool _anim); REPLICATE_INIT(int, cvar_cl_gunalign);