wep = self.switchweapon;
if (!wep)
wep = self.cnt;
- replacement = W_Name(wep);
+ replacement = WEP_NAME(wep);
} else if (escape == "W") {
if (self.items & IT_SHELLS) replacement = "shells";
else if (self.items & IT_NAILS) replacement = "bullets";
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-float w_getbestweapon(entity e);
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
{
string o;
float warmup_start_armorvalue;
float g_weapon_stay;
-entity get_weaponinfo(float w);
-
-float want_weapon(string cvarprefix, entity weaponinfo, float allguns)
+float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
{
var float i = weaponinfo.weapon;
var float d = 0;
else if (g_nexball)
d = 0; // weapon is set a few lines later
else
- d = (i == WEP_LASER || i == WEP_SHOTGUN);
+ d = !(!weaponinfo.weaponstart);
if(g_grappling_hook) // if possible, redirect off-hand hook to on-hand hook
d |= (i == WEP_HOOK);
- if(weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED) // never default mutator blocked guns
+ if(!g_cts && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
d = 0;
- var float t = cvar(strcat(cvarprefix, weaponinfo.netname));
+ var float t = weaponinfo.weaponstartoverride;
//print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, FALSE);
+ float w = want_weapon(e, FALSE);
if(w & 1)
start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, g_warmup_allguns);
+ float w = want_weapon(e, g_warmup_allguns);
if(w & 1)
warmup_start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
{
e = get_weaponinfo(i);
if(precache_weapons & WepSet_FromWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
start_ammo_shells = max(0, start_ammo_shells);
precache_sound ("weapons/hook_impact.wav"); // hook
}
- if(autocvar_sv_precacheweapons)
- {
- //precache weapon models/sounds
- float wep;
- wep = WEP_FIRST;
- while (wep <= WEP_LAST)
- {
- weapon_action(wep, WR_PRECACHE);
- wep = wep + 1;
- }
- }
-
precache_model("models/elaser.mdl");
precache_model("models/laser.mdl");
precache_model("models/ebomb.mdl");