]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weaponsystem.qc
Re-fix players showing as stomach models after being spectated, then the spectator...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weaponsystem.qc
index 6c086a0652cb9c7d8cf386633472ae8fe6dedfb6..30f74cf5e907ec06eb3ed9abdb1224135ebf4fb3 100644 (file)
@@ -255,19 +255,23 @@ float CL_ExteriorWeaponentity_CustomizeEntityForClient()
        // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
        if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
                return TRUE;\r
-       if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
-       {\r
-               setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
-               return TRUE;\r
-       }\r
-       if(other.spectatee_status)\r
+\r
+       if(other.spectatee_status == num_for_edict(other.enemy))\r
                other = other.enemy; // also do this for the player we are spectating\r
+\r
+       if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
        if(other.predator == self.owner || other.fakepredator == self.owner)\r
        {\r
                setmodel(self, "");\r
                return TRUE;\r
        }\r
-       setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+\r
+       if not(self.owner.stat_eaten)\r
+               setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+       else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+               setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
+       else\r
+               setmodel(self, ""); // hide prey's weapon model\r
        return TRUE;\r
 }\r
 \r
@@ -567,18 +571,21 @@ void CL_Weaponentity_Think()
 \r
        if(self.owner.alpha == default_player_alpha)\r
                self.alpha = default_weapon_alpha;\r
-       else if(self.owner.alpha != 0 && self.owner.predator.classname != "player")\r
+       else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
                self.alpha = self.owner.alpha;\r
        else\r
                self.alpha = 1;\r
 \r
        self.colormap = self.owner.colormap;\r
+       self.colormod = self.owner.colormod;\r
+       self.glowmod = self.owner.weaponentity_glowmod;\r
        if (self.weaponentity)\r
        {\r
                self.weaponentity.effects = self.effects;\r
                self.weaponentity.alpha = self.alpha;\r
                self.weaponentity.colormap = self.colormap;\r
                self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
+               self.weaponentity.glowmod = self.glowmod;\r
        }\r
 \r
        self.angles = '0 0 0';\r
@@ -738,6 +745,14 @@ void CL_Weaponentity_Think()
        }\r
 \r
        // create or update the lasertarget entity\r
+\r
+       // if we are a micro or macro, size the weapon model accordingly\r
+       if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
+       if(self.model != "")\r
+       {\r
+               self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
+               self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+       }\r
 };\r
 \r
 void CL_ExteriorWeaponentity_Think()\r
@@ -820,7 +835,16 @@ void CL_ExteriorWeaponentity_Think()
                self.angles = ang;\r
        }\r
 \r
+       // if we are a micro or macro, size the weapon model accordingly\r
+       if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
+       if(self.model != "")\r
+       {\r
+               self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
+               self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
+       }\r
+\r
        self.colormap = self.owner.colormap;\r
+       self.glowmod = self.owner.weaponentity_glowmod;\r
        self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
 };\r
 \r
@@ -1569,6 +1593,14 @@ void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
 \r
 void W_ReloadedAndReady()\r
 {\r
+       // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
+       if(self.stat_eaten)\r
+       {\r
+               self.clip_load = self.weapon_load[self.weapon] = -1;\r
+               w_ready(); // don't keep executing each frame\r
+               return;\r
+       }\r
+\r
        // finish the reloading process, and do the ammo transfer\r
 \r
        self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
@@ -1597,6 +1629,10 @@ void W_ReloadedAndReady()
 \r
 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
 {\r
+       // if we are inside the stomach, don't allow reloading\r
+       if(self.stat_eaten)\r
+               return;\r
+\r
        // set global values to work with\r
        self.reload_ammo_min = sent_ammo_min;\r
        self.reload_ammo_amount = sent_ammo_amount;\r
@@ -1617,9 +1653,6 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
        // return if reloading is disabled for this weapon\r
        if(!self.reload_ammo_amount)\r
                return;\r
-       // we can't reload weapons inside someone's stomach\r
-       if(self.predator.classname == "player")\r
-               return;\r
        // our weapon is fully loaded, no need to reload\r
        if (self.clip_load >= self.reload_ammo_amount)\r
                return;\r