X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=500132f0bdf26af7e5ddaa8246a17cedcce20d38;hb=36f4b513fd7eac9b2dc37d393cebf3b7d98ac9af;hp=f9543785ba484588bb4e6d235cd1067d8537360d;hpb=12a8e2b2fc09cbb1f43aa2185cd367c6415db240;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index f9543785b..500132f0b 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -34,6 +34,10 @@ float W_WeaponRateFactor() void W_SwitchWeapon_Force(entity e, float w) { + // don't switch to another weapon if we're not allowed to + if(e.weapon_forbidchange) + return; + e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; @@ -138,7 +142,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m local float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_SNIPERRIFLE) + if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -824,33 +828,36 @@ void CL_ExteriorWeaponentity_Think() else self.alpha = 1; - ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); - ang_y = 0; - ang_z = 0; - - if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward - { - ang_y = self.owner.v_angle_y; - makevectors(ang); - var vector v = v_forward; - var float t = self.tag_entity.frame1time; - var float f = self.tag_entity.frame; - self.tag_entity.frame1time = time; - self.tag_entity.frame = self.tag_entity.anim_idle_x; - gettaginfo(self.tag_entity, self.tag_index); - self.tag_entity.frame1time = t; - self.tag_entity.frame = f; - // untransform v according to this coordinate space - vector w; - w_x = v_forward * v; - w_y = -v_right * v; - w_z = v_up * v; - self.angles = vectoangles(w); - } - else + if (!intermission_running) { - ang_x = -/* don't ask */ang_x; - self.angles = ang; + ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); + ang_y = 0; + ang_z = 0; + + if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward + { + ang_y = self.owner.v_angle_y; + makevectors(ang); + var vector v = v_forward; + var float t = self.tag_entity.frame1time; + var float f = self.tag_entity.frame; + self.tag_entity.frame1time = time; + self.tag_entity.frame = self.tag_entity.anim_idle_x; + gettaginfo(self.tag_entity, self.tag_index); + self.tag_entity.frame1time = t; + self.tag_entity.frame = f; + // untransform v according to this coordinate space + vector w; + w_x = v_forward * v; + w_y = -v_right * v; + w_z = v_up * v; + self.angles = vectoangles(w); + } + else + { + ang_x = -/* don't ask */ang_x; + self.angles = ang; + } } self.glowmod = self.owner.weaponentity_glowmod; @@ -979,7 +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' ); } } @@ -1253,14 +1261,19 @@ void weapon_thinkf(float fr, float t, void() func) self.weapon_think = func; //dprint("next ", ftos(self.weapon_nextthink), "\n"); + // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! + //anim = self.anim_shoot; if (restartanim) if (t) if (!self.crouch) // shoot anim stands up, this looks bad { - local vector anim; - anim = self.anim_shoot; - anim_z = anim_y / (t + sys_frametime); - setanim(self, anim, FALSE, TRUE, TRUE); + vector anim; + if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) + { + anim = self.anim_melee; + anim_z = anim_y / (t + sys_frametime); + setanim(self, anim, FALSE, TRUE, TRUE); + } } }; @@ -1734,4 +1747,4 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri self.clip_load = 0; self.old_clip_load = self.clip_load; self.clip_load = self.weapon_load[self.weapon] = -1; -} \ No newline at end of file +}