X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=edf5b1f5e5c697d07087509075ef53edc2af5bd0;hb=30fe1884fc41a8522280ed2585be84a915fac88c;hp=f0981f5e29cac8bc88e73893d7cf3579b3c2de63;hpb=6d06373cca2e946f5a4af692ca9b85ca8965064c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index f0981f5e2..edf5b1f5e 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -17,7 +17,7 @@ void W_SwitchWeapon(float imp) { W_TriggerReload(); } -}; +} .float weaponcomplainindex; float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) @@ -149,14 +149,14 @@ void W_LastWeapon() float w_getbestweapon(entity e) { return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE); -}; +} // generic weapons table // TODO should they be macros instead? float weapon_action(float wpn, float wrequest) { return (get_weaponinfo(wpn)).weapon_func(wrequest); -}; +} string W_Name(float weaponid) { @@ -233,10 +233,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); // if our weapon is loaded, give its load back to the player - if(self.weapon_load[self.weapon] > 0) + if(self.(weapon_load[self.weapon]) > 0) { - own.ammofield += self.weapon_load[self.weapon]; - self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading + own.ammofield += self.(weapon_load[self.weapon]); + self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading } } } @@ -287,7 +287,7 @@ float W_IsWeaponThrowable(float w) // toss current weapon void W_ThrowWeapon(vector velo, vector delta, float doreduce) { - local float w, wb; + float w, wb; string a; w = self.weapon; @@ -317,7 +317,7 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) sprint(self, strcat("You dropped the ^2", W_Name(w), "\n")); else sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n")); -}; +} // Bringed back weapon frame void W_WeaponFrame() @@ -368,7 +368,7 @@ void W_WeaponFrame() e = get_weaponinfo(self.switchweapon); if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars { - self.clip_load = self.weapon_load[self.switchweapon]; + self.clip_load = self.(weapon_load[self.switchweapon]); self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); } else @@ -414,7 +414,7 @@ void W_WeaponFrame() // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high - local float c; + float c; c = 0; while (c < W_TICSPERFRAME) { @@ -469,4 +469,4 @@ void W_WeaponFrame() else self.currentammo = 1; #endif -}; +}