]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/weaponentities
authorMario <mario@smbclan.net>
Mon, 8 Aug 2016 11:17:16 +0000 (21:17 +1000)
committerMario <mario@smbclan.net>
Mon, 8 Aug 2016 11:17:16 +0000 (21:17 +1000)
qcsrc/common/physics/player.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/server/cl_client.qc

index 9341f1b2b03b7fcbeba6529819153b7223e91d66..6823c29631a18146a561cd4ecbbc25baa513d641 100644 (file)
@@ -134,10 +134,6 @@ void PM_ClientMovement_UpdateStatus(entity this)
                do_crouch = false;
        if(STAT(FROZEN, this))
                do_crouch = false;
-       if((activeweapon.spawnflags & WEP_TYPE_MELEE_PRI) && viewmodel.animstate_startframe == viewmodel.anim_fire1_x && time < viewmodel.weapon_nextthink)
-               do_crouch = false;
-       if((activeweapon.spawnflags & WEP_TYPE_MELEE_SEC) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
-               do_crouch = false;
 
        if (do_crouch)
        {
index ef5432c9b020d136fc5589493084abeaf71478b6..af8fe79bb8bc88ac560562ed9e7b29d8c7d3f8b2 100644 (file)
@@ -718,7 +718,6 @@ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponent
     else if(fire & 2)
     {
         //if(actor.clip_load >= 0) // we are not currently reloading
-        if(!actor.crouch) // no crouchmelee please
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
         {
             // attempt forcing playback of the anim by switching to another anim (that we never play) here...
index ee1b0138ed191bb8f78f1d1a97114fcffbf4281e..f3677877ab3be0ca317517021487ae22c6517e29 100644 (file)
@@ -272,7 +272,6 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         }
     }
     if(actor.clip_load >= 0) // we are not currently reloading
-    if(!actor.crouch) // no crouchmelee please
     if(WEP_CVAR(shotgun, secondary) == 1)
     if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
index d50b89857808e5a963e021aff3bd9bb7902d46aa..9f66a4771ef080d6cd2ecf066d1874ba1fbb3670 100644 (file)
@@ -2345,7 +2345,6 @@ void PlayerPreThink (entity this)
                this.prevorigin = this.origin;
 
                bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if (this.hook.state) {
                        do_crouch = false;
                } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
@@ -2354,10 +2353,6 @@ void PlayerPreThink (entity this)
                        do_crouch = false;
                } else if (STAT(FROZEN, this)) {
                        do_crouch = false;
-        } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI) && this.(weaponentity).wframe == WFRAME_FIRE1 && time < this.(weaponentity).weapon_nextthink) {
-                       do_crouch = false;
-        } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
-                       do_crouch = false;
         }
 
                if (do_crouch) {