]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote-tracking branch 'origin/terencehill/keep_color_in_wrapped_lines'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index b7709fdc55ef6cba70c64f888a8baf35f871af3f..b21a5f50a745581435c0012bd2fcb9605678a021 100644 (file)
@@ -54,7 +54,11 @@ void shotgun_meleethink (void)
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        vector targpos;
 
-       if(!self.cnt) { self.cnt = time; } // set start time of melee
+       if(!self.cnt) // set start time of melee
+       {
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
+       }
 
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
@@ -191,6 +195,7 @@ float w_shotgun(float req)
                        }
                }
                if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -217,7 +222,7 @@ float w_shotgun(float req)
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-               ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)