X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=f697d3689c6247ab40a060198244fb147ade1673;hb=6c3104a65005223002dfb708d4dec7481722c355;hp=690d9b5511d6d8291e80f44269f17be4efa6561e;hpb=24f341e88c43d52141da8bc22459d3d67b2c45a1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 690d9b551..f697d3689 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -578,7 +578,6 @@ void CL_Weaponentity_Think() void CL_ExteriorWeaponentity_Think() { float tag_found; - vector ang; self.nextthink = time; if (self.owner.exteriorweaponentity != self) { @@ -609,10 +608,7 @@ void CL_ExteriorWeaponentity_Think() setattachment(self, self.owner, "bip01 r hand"); } self.effects = self.owner.effects; - if(sv_pitch_min == sv_pitch_max) - self.effects |= EF_LOWPRECISION; - else - self.effects &~= EF_LOWPRECISION; + self.effects |= EF_LOWPRECISION; self.effects = self.effects & EFMASK_CHEAP; // eat performance if(self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha; @@ -621,58 +617,6 @@ void CL_ExteriorWeaponentity_Think() else self.alpha = 1; - if (!intermission_running) - { - ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); - ang_y = 0; - ang_z = 0; - - if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward - { - ang_y = self.owner.v_angle_y; - makevectors(ang); - var vector v = v_forward; - var float t = self.tag_entity.frame1time; - var float f = self.tag_entity.frame; - self.tag_entity.frame1time = time; - self.tag_entity.frame = self.tag_entity.anim_idle_x; - gettaginfo(self.tag_entity, self.tag_index); - self.tag_entity.frame1time = t; - self.tag_entity.frame = f; - // untransform v according to this coordinate space - vector w; - w_x = v_forward * v; - w_y = -v_right * v; - w_z = v_up * v; - self.angles = vectoangles(w); - } - else - { - ang_x = -/* don't ask */ang_x; - self.angles = ang; - } - - if(autocvar_g_loituma) - { - vector modangles; - float t; - - t = time * autocvar_g_loituma; - - modangles_x = t * 360; - modangles_y = 90; - modangles_z = 0; - - self.angles = - AnglesTransform_ToAngles( - AnglesTransform_Multiply( - AnglesTransform_FromAngles(self.angles), - AnglesTransform_FromAngles(modangles) - ) - ); - } - } - self.glowmod = self.owner.weaponentity_glowmod; self.colormap = self.owner.colormap; @@ -1008,13 +952,14 @@ void weapon_thinkf(float fr, float t, void() func) if (self.weaponentity) { self.weaponentity.wframe = fr; + a = '0 0 0'; if (fr == WFRAME_IDLE) a = self.weaponentity.anim_idle; else if (fr == WFRAME_FIRE1) a = self.weaponentity.anim_fire1; else if (fr == WFRAME_FIRE2) a = self.weaponentity.anim_fire2; - else if (fr == WFRAME_RELOAD) + else // if (fr == WFRAME_RELOAD) a = self.weaponentity.anim_reload; a_z *= g_weaponratefactor; setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim); @@ -1048,7 +993,7 @@ void weapon_thinkf(float fr, float t, void() func) if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) + if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2) animdecide_setaction(self, ANIMACTION_MELEE, restartanim); else animdecide_setaction(self, ANIMACTION_SHOOT, restartanim); @@ -1188,7 +1133,7 @@ vector findperpendicular(vector v) vector W_CalculateProjectileSpread(vector forward, float spread) { float sigma; - vector v1, v2; + vector v1 = '0 0 0', v2; float dx, dy, r; float sstyle; spread *= g_weaponspreadfactor;