]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/impulse.qc
Some more cleanup of defs.qh, use a flag to indicate crouch state instead of a separa...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / impulse.qc
index 49685d49d7ec088c9a3a5a83c993dadbb7f89bbf..f066615f326b270e81b4e98b8161aeb4312c689a 100644 (file)
@@ -4,11 +4,14 @@
 #include "weapons/throwing.qh"
 #include "command/common.qh"
 #include "cheats.qh"
+#include "client.qh"
 #include "clientkill.qh"
 #include "weapons/selection.qh"
 #include "weapons/tracing.qh"
 #include "weapons/weaponsystem.qh"
 
+#include <common/gamemodes/_mod.qh>
+
 #include <common/state.qh>
 
 #include "../common/minigames/sv_minigames.qh"
@@ -149,7 +152,7 @@ X(9, next)
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
                        .entity weaponentity = weaponentities[slot]; \
-                       W_SwitchWeapon_TryOthers(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+                       W_SwitchWeapon_TryOthers(this, REGISTRY_GET(Weapons, WEP_FIRST + i), weaponentity); \
                        if(autocvar_g_weaponswitch_debug != 1) \
                                break; \
                } \
@@ -320,13 +323,19 @@ IMPULSE(weapon_drop)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
+       bool is_dualwielding = W_DualWielding(this);
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
-
-               if(autocvar_g_weaponswitch_debug != 1)
-                       break;
+               vector md = this.(weaponentity).movedir;
+               vector vecs = ((md.x > 0) ? md : '0 0 0');
+               vector dv = v_right * -vecs.y;
+               if(!is_dualwielding)
+                       dv = '0 0 0'; // don't override!
+               W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), dv, true);
+
+               if(autocvar_g_weaponswitch_debug == 2)
+                       break; // in this mode, the off-hand weapon is selected based on the primary weapon, don't drop it twice!
        }
 }