]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index dbe97dbe38560fb6064346175d50cbeb2ad320b5..d3b11cf184e7a66fcdc2a97668d7db1fd7437d68 100644 (file)
 
 float W_WeaponRateFactor()
 {
-       float t;
-       t = 1.0 / g_weaponratefactor;
+       float t = 1.0 / g_weaponratefactor;
 
-       weapon_rate = t;
-       MUTATOR_CALLHOOK(WeaponRateFactor);
+       MUTATOR_CALLHOOK(WeaponRateFactor, t);
        t = weapon_rate;
 
        return t;
 }
 
+float W_WeaponSpeedFactor()
+{
+       float t = 1.0 * g_weaponspeedfactor;
+
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
+       t = ret_float;
+
+       return t;
+}
+
 
 void(float fr, float t, void() func) weapon_thinkf;
 
@@ -464,11 +472,11 @@ float weapon_prepareattack_checkammo(float secondary)
        {
                // always keep the Mine Layer if we placed mines, so that we can detonate them
                entity mine;
-               if(self.weapon == WEP_MINE_LAYER)
+               if(self.weapon == WEP_MINE_LAYER.m_id)
                for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
                        return false;
 
-               if(self.weapon == WEP_SHOTGUN)
+               if(self.weapon == WEP_SHOTGUN.m_id)
                if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
                        return false; // no clicking, just allow
 
@@ -629,7 +637,7 @@ void weapon_thinkf(float fr, float t, void() func)
 
        if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2)
+               if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && fr == WFRAME_FIRE2)
                        animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
                else
                        animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);