]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index cf55aa65214b7a84673da155f3ffb0eece56eb36..c236bb47c4d3ef361bc5ac9705e88a78483d1933 100644 (file)
@@ -204,7 +204,7 @@ void W_RandomWeapons(entity e, float n)
                RandomSelection_Init();
                FOREACH(Weapons, it != WEP_Null, {
                        if (remaining & (it.m_wepset))
-                               RandomSelection_Add(it, 0, string_null, 1, 1);
+                               RandomSelection_AddEnt(it, 1, 1);
                });
                Weapon w = RandomSelection_chosen_ent;
                result |= WepSet_FromWeapon(w);
@@ -391,7 +391,9 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
 {
        if (name == "")
        {
-               this.model = "";
+               vector oldmin = this.mins, oldmax = this.maxs;
+               setmodel(this, MDL_Null);
+               setsize(this, oldmin, oldmax);
                if (this.weaponchild) delete(this.weaponchild);
                this.weaponchild = NULL;
                this.movedir = '0 0 0';
@@ -523,7 +525,11 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
 
        if (this.movedir.x >= 0)
        {
-               int algn = STAT(GUNALIGN, this.owner);
+               //int algn = STAT(GUNALIGN, this.owner);
+               int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
+       #ifdef SVQC
+               this.m_gunalign = algn;
+       #endif
                vector v = this.movedir;
                this.movedir = shotorg_adjust(v, false, false, algn);
                this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
@@ -557,21 +563,22 @@ NET_HANDLE(wframe, bool isNew)
        a.x = ReadCoord();
     a.y = ReadCoord();
     a.z = ReadCoord();
+    int slot = ReadByte();
        bool restartanim = ReadByte();
-       anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
-       viewmodel.state = ReadByte();
-       viewmodel.weapon_nextthink = ReadFloat();
-       viewmodel.alpha = ReadByte() / 255;
-       switch (viewmodel.state)
+       entity wepent = viewmodels[slot];
+       anim_set(wepent, a, !restartanim, restartanim, restartanim);
+       wepent.state = ReadByte();
+       wepent.weapon_nextthink = ReadFloat();
+       switch (wepent.state)
        {
                case WS_RAISE:
-                       viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+                       wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
                        break;
                case WS_DROP:
-                       viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
+                       wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
                        break;
         default:
-            viewmodel.weapon_switchdelay = 0;
+            wepent.weapon_switchdelay = 0;
             break;
        }
        return true;
@@ -588,10 +595,10 @@ void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
        WriteCoord(channel, a.x);
        WriteCoord(channel, a.y);
        WriteCoord(channel, a.z);
+       WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
        WriteByte(channel, restartanim);
        WriteByte(channel, weaponentity.state);
        WriteFloat(channel, weaponentity.weapon_nextthink);
-       WriteByte(channel, weaponentity.m_alpha * 255);
 }
 #endif