X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=f6fc12a68e3b4b7409aa4cd9a45a4d40a81882b0;hp=15894f6df0bc009f2c727f49b15bd2c252580806;hb=8ba8bed747f6303d3724c1aedb4be994b1e87455;hpb=b9b4ab11d49bb80c9bfe495e563276061aa024a5 diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 15894f6df0..f6fc12a68e 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -255,7 +255,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold) ) // prevent insane sound spam { - sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); + sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); ent.prevstrengthsound = time; } ent.prevstrengthsoundattempt = time; @@ -986,7 +986,8 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) world, e.origin, self, 0, world, enemy, - 0 + 0, + RADARICON_NONE, '0 0 0' ); } } @@ -1062,7 +1063,7 @@ float weapon_prepareattack_checkammo(float secondary) if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons { - sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); self.prevdryfire = time; } @@ -1273,6 +1274,12 @@ void weapon_thinkf(float fr, float t, void() func) anim_z = anim_y / (t + sys_frametime); setanim(self, anim, FALSE, TRUE, TRUE); } + else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending + { + anim = self.anim_shoot; + anim_z = anim_y / (t + sys_frametime); + setanim(self, anim, FALSE, TRUE, TRUE); + } } }; @@ -1732,7 +1739,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,