]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Use PHYS_INPUT_BUTTON_*
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index d58e19148ca4872ca9df61eab68a64c6ef1e2b16..aea975ec7b322fc22be144284c6dfc905b177bac 100644 (file)
@@ -126,7 +126,11 @@ void CL_ExteriorWeaponentity_Think()
                this.weaponname = this.owner.weaponname;
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
-               if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+               if (this.owner.weaponname != "")
+               {
+                       _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+                       setsize(this, '0 0 0', '0 0 0');
+               }
                else this.model = "";
 
                int tag_found;
@@ -147,7 +151,7 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
+       this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -423,7 +427,7 @@ void W_WeaponFrame(entity actor)
                if (actor.(weaponentity).state != WS_CLEAR)
                {
                        Weapon wpn = PS(actor).m_weapon;
-                       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        return;
                }
        }
@@ -529,7 +533,7 @@ void W_WeaponFrame(entity actor)
 
                bool block_weapon = false;
                {
-                       bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
+                       bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
                        Weapon off = actor.offhand;
                        if (off && !(actor.weapons & WEPSET(HOOK)))
                        {
@@ -541,7 +545,7 @@ void W_WeaponFrame(entity actor)
                                        W_SwitchWeapon(WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
-                               block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed));
+                               block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
                                h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
@@ -555,7 +559,7 @@ void W_WeaponFrame(entity actor)
                        if (w)
                        {
                                Weapon e = PS(actor).m_weapon;
-                               e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
                        else
                        {
@@ -573,7 +577,7 @@ void W_WeaponFrame(entity actor)
                                v_up = up;
                                Weapon wpn = PS(actor).m_weapon;
                                this.weapon_think(wpn, actor, weaponentity,
-                                       (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                                       PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
                        else
                        {
@@ -677,7 +681,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
        Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
-       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)