]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Merge branch 'martin-t/gunalign' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index 06d5f30851711c5a952ce3935513d870da97d12a..776d8d8d0f43800999a3b10829cb3c9c20cc2d93 100644 (file)
@@ -44,7 +44,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
 {
        float f = 0;
 
-       if (time < this.hasweapon_complain_spam)
+       if (time < CS(this).hasweapon_complain_spam)
                complain = 0;
 
        // ignore hook button when using other offhand equipment
@@ -53,7 +53,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
            complain = 0;
 
        if (complain)
-               this.hasweapon_complain_spam = time + 0.2;
+               CS(this).hasweapon_complain_spam = time + 0.2;
 
        if (wpn == WEP_Null)
        {
@@ -61,6 +61,8 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
                        sprint(this, "Invalid weapon\n");
                return false;
        }
+       if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
+               return false; // no complaints needed
        if (this.weapons & WepSet_FromWeapon(wpn))
        {
                if (andammo)
@@ -288,7 +290,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent
 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity);
+       w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
        if(w > 0)
                W_SwitchWeapon(this, Weapons_from(w), weaponentity);
 }
@@ -301,7 +303,7 @@ void W_NextWeapon(entity this, int list, .entity weaponentity)
        else if(list == 1)
                W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
 }
 
 // prev weapon
@@ -312,7 +314,7 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity)
        else if(list == 1)
                W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
 }
 
 // previously used if exists and has ammo, (second) best otherwise