]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/w_grabber.qc
Remove player model leaning from the code. It's too buggy, problematic, and not done...
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
index 50beef714322dbc0d5c10fa66ac1cf3adb277636..b0b2c1378b87718ef9723e305af01bdcb20ed106 100644 (file)
@@ -45,11 +45,14 @@ void W_Grabber_Attack2()
        if(trace_fraction < 1) // should always be true, but just in case\r
        {\r
                Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
-               trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
-\r
                pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
+\r
                if(trace_ent.classname == "player")\r
+               {\r
+                       trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
+                       trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();\r
                        sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
+               }\r
                else\r
                {\r
                        sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
@@ -95,7 +98,7 @@ float w_grabber(float req)
                grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
                // forced reload\r
                if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
-               && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked\r
+               && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && (self.grabber || self.grabber_state & GRABBER_FIRING))) // not while hooked and still have ammo to stay hooked\r
                {\r
                        if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
                                weapon_action(self.weapon, WR_RELOAD);\r
@@ -216,7 +219,6 @@ float w_grabber(float req)
                weapon_setup(WEP_GRABBER);\r
                self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
                self.current_ammo = ammo_fuel;\r
-               W_Display(self, 2, 3);\r
        }\r
        else if (req == WR_CHECKAMMO1)\r
        {\r
@@ -246,7 +248,8 @@ float w_grabber(float req)
        }\r
        else if (req == WR_RELOAD)\r
        {\r
-               self.grabber_state |= GRABBER_REMOVING;\r
+               if(self.clip_load >= 0) // prevents a bug\r
+                       self.grabber_state |= GRABBER_REMOVING;\r
                W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");\r
        }\r
        else if (req == WR_SUICIDEMESSAGE)\r