X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=d2c2546d2f3e091660282b3626e6b5521996011c;hb=cda282ab36a796aa36ef671f87ef7fe00ce82c5e;hp=1208766e21a99fca98117786b7391e0cb312d6f4;hpb=d7b327f92ccc87d235ee8ba026e7054a8e2e83fe;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 1208766e2..d2c2546d2 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -727,7 +727,7 @@ void Send_WeaponComplain (entity e, float wpn, string wpnname, float type) float client_hasweapon(entity cl, float wpn, float andammo, float complain) { - float weaponbit, f; + float f; entity oldself; if(time < self.hasweapon_complain_spam) @@ -741,8 +741,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) sprint(self, "Invalid weapon\n"); return FALSE; } - weaponbit = W_WeaponBit(wpn); - if (cl.weapons & weaponbit) + if (WEPSET_CONTAINS_EW(cl, wpn)) { if (andammo) { @@ -783,7 +782,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { // 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); @@ -796,7 +795,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) 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; @@ -867,10 +866,15 @@ void W_SwitchToOtherWeapon(entity pl) { // 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); } @@ -1512,7 +1516,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // 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,