}
else
setattachment(self, self.owner, "bip01 r hand");
-
- // if that didn't find a tag, hide the exterior weapon model
- if (!self.tag_index)
- self.model = "";
}
self.effects = self.owner.effects;
if(sv_pitch_min == sv_pitch_max)
float client_hasweapon(entity cl, float wpn, float andammo, float complain)
{
- float weaponbit, f;
+ float f;
entity oldself;
if(time < self.hasweapon_complain_spam)
sprint(self, "Invalid weapon\n");
return FALSE;
}
- weaponbit = W_WeaponBit(wpn);
- if (cl.weapons & weaponbit)
+ if (WEPSET_CONTAINS_EW(cl, wpn))
{
if (andammo)
{
{
// DRESK - 3/16/07
// Report Proper Weapon Status / Modified Weapon Ownership Message
- if(weaponsInMap & weaponbit)
+ if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
{
sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
e = get_weaponinfo(wpn);
s = e.model2;
- for(e = world; (e = findfloat(e, weapons, weaponbit)); )
+ for(e = world; (e = findfloat(e, weapon, wpn)); )
{
if(e.classname == "droppedweapon")
continue;
entity e;
e = get_weaponinfo(windex);
self.items &~= IT_AMMO;
- self.items = self.items | e.items;
+ self.items = self.items | (e.items & IT_AMMO);
// the two weapon entities will notice this has changed and update their models
self.weapon = windex;
{
// hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
float w, ww;
- w = W_WeaponBit(pl.weapon);
- pl.weapons &~= w;
- ww = w_getbestweapon(pl);
- pl.weapons |= w;
+ w = pl.weapon;
+ if(WEPSET_CONTAINS_EW(pl, w))
+ {
+ WEPSET_ANDNOT_EW(pl, w);
+ ww = w_getbestweapon(pl);
+ WEPSET_OR_EW(pl, w);
+ }
+ else
+ ww = w_getbestweapon(pl);
if(ww)
W_SwitchWeapon_Force(pl, ww);
}
+
+string PrimaryOrSecondary(float secondary)
+{
+ if(secondary)
+ return "secondary";
+ else
+ return "primary";
+}
+
.float prevdryfire;
+.float prevwarntime;
float weapon_prepareattack_checkammo(float secondary)
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.prevdryfire = time;
}
- W_SwitchToOtherWeapon(self);
+ if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ {
+ if(time - self.prevwarntime > 1)
+ {
+ sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n"));
+ }
+ self.prevwarntime = time;
+ }
+ else // this weapon is totally unable to fire, switch to another one
+ {
+ W_SwitchToOtherWeapon(self);
+ }
+
return FALSE;
}
return TRUE;
return FALSE;
}
- if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
return FALSE;
// do not even think about shooting if switching
// now begin the reloading process
- sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, 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,