if(!self.switchweapon)
{
self.weapon = 0;
+ self.switchingweapon = 0;
self.weaponentity.state = WS_CLEAR;
self.weaponname = "";
self.items &~= IT_AMMO;
{
if (self.weaponentity.state == WS_CLEAR)
{
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+
//setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
else if (self.weaponentity.state == WS_READY)
{
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
#ifndef INDEPENDENT_ATTACK_FINISHED
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{