]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Fix compile issues with latest fteqcc
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 1ff6d43bf93f0d1f926f16c4932c60620b15d1fa..29f39be31fe7813c3d08754451ecbaf12547fb45 100644 (file)
@@ -1020,7 +1020,7 @@ void PutClientInServer (void)
                        entity e;\r
                        e = get_weaponinfo(j);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
-                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                               self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
                }\r
 \r
                oldself = self;\r
@@ -2591,15 +2591,9 @@ void PlayerPreThink (void)
 \r
                        LA = AnglesTransform_Multiply(LA, LF);\r
 \r
-                       // fade the player back to normal rotation each frame, based on how much damage they have taken\r
-                       // this is used to simulate damage, so a wounded player will get back up slower\r
-                       if(self.leanangle_damage) // prevent division by zero\r
-                       if(self.leanangle_damage_force) // extra safety\r
-                       {\r
-                               float leanangle_damage_fade;\r
-                               leanangle_damage_fade = 1 / (1 + (self.leanangle_damage * cvar("g_leanplayer_damage_fade")));\r
-                               self.leanangle_damage_force = self.leanangle_damage_force * leanangle_damage_fade;\r
-                       }\r
+                       // fade the player back to normal rotation each frame\r
+                       if(self.leanangle_damage_force) // safety\r
+                               self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
                        // end of damage leaning\r
 \r
                        self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r