X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=6e74738c738eaf5a1bbabcf155bef94c74416ad2;hb=aec48d76571bf181f87137bc2390cbce321127fa;hp=19ba40aa0b6ce6bc6913f0abb2a7ee99a80f5cb0;hpb=99262bf5759010457a3331ec08e985c3924a2b3f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 19ba40aa0..6e74738c7 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -224,7 +224,7 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity) { - if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; + if ((actor.items & IT_UNLIMITED_AMMO)) return true; bool ammo = false; if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity); else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity); @@ -374,10 +374,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( restartanim = fr != WFRAME_IDLE; } - vector of = v_forward; - vector or = v_right; - vector ou = v_up; - vector a = '0 0 0'; this.wframe = fr; if (fr == WFRAME_IDLE) a = this.anim_idle; @@ -387,10 +383,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( a = this.anim_reload; a.z *= g_weaponratefactor; - v_forward = of; - v_right = or; - v_up = ou; - if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); @@ -508,10 +500,8 @@ void W_WeaponFrame(Player actor, .entity weaponentity) return; } - makevectors(actor.v_angle); - vector fo = v_forward; // save them in case the weapon think functions change it - vector ri = v_right; - vector up = v_up; + vector fo, ri, up; + MAKE_VECTORS(actor.v_angle, fo, ri, up); // Change weapon if (this.m_weapon != this.m_switchweapon) @@ -688,7 +678,7 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity) { if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return; - if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; + if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return; ammo_use = M_ARGV(2, float); @@ -735,7 +725,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load - if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE) + if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE) { w_ent.clip_load = w_ent.reload_ammo_amount; } @@ -791,7 +781,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen { if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min) { - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { @@ -809,7 +799,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen } } } - if (this) { if (this.wframe == WFRAME_RELOAD) return;