]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weaponsystem.qc
Don't regurgitate fully digested prey silently by default
[voretournament/voretournament.git] / data / qcsrc / server / cl_weaponsystem.qc
index 54670679781cef5acf5f69784c9f53112fb66304..48058cca9e23864607b36b7c0aef2052aa229df1 100644 (file)
@@ -1595,137 +1595,6 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
 \r
-void W_DisplayDigitThink()\r
-{\r
-       // dprint(strcat(ftos(gun.scale), " --------\n"));\r
-\r
-       self.nextthink = time;\r
-       float w_load, w_ammo;\r
-       w_load = self.owner.weapon_load[self.owner.weapon];\r
-       w_ammo = self.owner.(self.owner.current_ammo);\r
-\r
-       // the owner has switched to another weapon, remove the digits\r
-       if(self.weapon != self.owner.weapon || self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)\r
-       {\r
-               self.nextthink = 0;\r
-               remove(self);\r
-               self = world;\r
-               return;\r
-       }\r
-\r
-       // copy all properties of the weapon to the digit\r
-       self.origin = self.weaponentity.origin;\r
-       self.angles = self.weaponentity.angles;\r
-       self.scale = self.weaponentity.scale;\r
-       self.effects = self.weaponentity.effects;\r
-       self.alpha = self.weaponentity.alpha;\r
-       self.colormap = self.weaponentity.colormap;\r
-       self.colormod = self.weaponentity.colormod; // used by the regurgitating colors\r
-       self.glowmod = self.weaponentity.glowmod;\r
-\r
-       string txt;\r
-       if(self.team) // weapon load display\r
-       {\r
-               if(w_load <= 0)\r
-               {\r
-                       self.skin = 11; // unavailable digit\r
-                       return;\r
-               }\r
-               else\r
-               {\r
-                       txt = ftos(floor(w_load));\r
-                       txt = substring(txt, self.cnt - 1, 1);\r
-               }\r
-\r
-               if(self.owner.weapon_load[self.owner.weapon] <= ceil(cvar("g_gundisplay_warn_load")))\r
-               {\r
-                       // in warning mode, only keep red color\r
-                       if(!self.colormod)\r
-                               self.colormod = '1 1 1';\r
-                       self.colormod_y = 0;\r
-                       self.colormod_z = 0;\r
-               }\r
-       }\r
-       else // ammo display\r
-       {\r
-               txt = ftos(floor(w_ammo));\r
-               txt = substring(txt, self.cnt - 1, 1);\r
-\r
-               if(w_ammo <= ceil(cvar("g_gundisplay_warn_ammo")))\r
-               {\r
-                       // in warning mode, only keep red color\r
-                       if(!self.colormod)\r
-                               self.colormod = '1 1 1';\r
-                       self.colormod_y = 0;\r
-                       self.colormod_z = 0;\r
-               }\r
-       }\r
-\r
-       if((!txt || txt == ""))\r
-               self.skin = 10; // empty digit\r
-       else\r
-               self.skin = stof(txt);\r
-}\r
-\r
-void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
-{\r
-       entity digit, e;\r
-       digit = spawn();\r
-       digit.owner = own;\r
-       digit.weapon = own.weapon;\r
-       digit.team = load;\r
-       digit.cnt = num;\r
-       e = get_weaponinfo(digit.weapon);\r
-\r
-       if(exterior) // exterior weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               setattachment(digit, digit.owner, "bip01 r hand");\r
-               digit.weaponentity = digit.owner.exteriorweaponentity;\r
-       }\r
-       else // view weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               // TODO: Does this work with self-animated weapons too?\r
-               if(gettagindex(digit.owner.weaponentity, "weapon"))\r
-                       setattachment(digit, digit.owner.weaponentity, "weapon");\r
-               else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))\r
-                       setattachment(digit, digit.owner.weaponentity, "tag_weapon");\r
-               digit.weaponentity = digit.owner.weaponentity;\r
-       }\r
-\r
-       if(load)\r
-       {\r
-               // weapon load digit\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
-       }\r
-       else\r
-       {\r
-               // ammo count digit\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
-       }\r
-       digit.think = W_DisplayDigitThink;\r
-       digit.nextthink = time;\r
-}\r
-\r
-void W_Display(entity own)\r
-{\r
-       float i;\r
-       entity e;\r
-       e = get_weaponinfo(own.weapon);\r
-\r
-       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
-       {\r
-               W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
-               W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
-       }\r
-       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
-       {\r
-               W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
-               W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
-       }\r
-}\r
-\r
 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
 {\r
        if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r