]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Broken attempt to bring back switching weapons while dead, uncovers some bug somewher...
authorMario <mario@smbclan.net>
Sat, 12 Mar 2016 03:22:47 +0000 (13:22 +1000)
committerMario <mario@smbclan.net>
Sat, 12 Mar 2016 03:22:47 +0000 (13:22 +1000)
qcsrc/common/mutators/mutator/overkill/overkill.qc
qcsrc/server/cl_impulse.qc

index 972220e7516d21e650870afe7e533f969dc0b5a9..2dc6e841446f54ddaa9939ddc153eda930bf6142 100644 (file)
@@ -182,7 +182,13 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
 
        if(self.ok_lastwep)
        {
-               PS(self).m_switchweapon = Weapons_from(self.ok_lastwep);
+               Weapon newwep = Weapons_from(self.ok_lastwep);
+               if(self.ok_lastwep == WEP_HMG.m_id)
+                       newwep = WEP_MACHINEGUN;
+               if(self.ok_lastwep == WEP_RPC.m_id)
+                       newwep = WEP_VORTEX;
+               PS(self).m_switchweapon = newwep;
+               LOG_INFO("Overkill PlayerPreThink weapon setting at time ", ftos(time), "\n");
                self.ok_lastwep = 0;
        }
 
index 917a95f178ef8ed23bbb653f427c287ce01db4d3..47c5354c6942c39b409a14b91b1bb643d89bbfea 100644 (file)
 #define X(slot) \
        IMPULSE(weapon_group_##slot) \
        { \
-               if (IS_DEAD(this)) return; \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       return; \
+               } \
+               LOG_INFO("PlayerPostThink impulse setting at time ", ftos(time), "\n"); \
                W_NextWeaponOnImpulse(slot); \
        }
 X(1)
@@ -74,10 +79,15 @@ X(0)
        IMPULSE(weapon_priority_##slot##_##dir) \
        { \
                if (this.vehicle) return; \
-               if (IS_DEAD(this)) return; \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+                       return; \
+               } \
                noref int prev = -1; \
                noref int best =  0; \
                noref int next = +1; \
+               LOG_INFO("Setting weapon by cycle\n"); \
                W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \
        }
 X(0, prev)
@@ -120,7 +130,12 @@ X(9, next)
        IMPULSE(weapon_byid_##i) \
        { \
                if (this.vehicle) return; \
-               if (IS_DEAD(this)) return; \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_byid_##i.impulse; \
+                       return; \
+               } \
+               LOG_INFO("Setting weapon by ID\n"); \
                W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
        }
 X(0)
@@ -152,42 +167,72 @@ X(23)
 IMPULSE(weapon_next_byid)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_byid.impulse;
+               return;
+       }
+       LOG_INFO("Setting next by ID\n");
        W_NextWeapon(0);
 }
 
 IMPULSE(weapon_prev_byid)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_byid.impulse;
+               return;
+       }
+       LOG_INFO("Setting prev by ID\n");
        W_PreviousWeapon(0);
 }
 
 IMPULSE(weapon_next_bygroup)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bygroup.impulse;
+               return;
+       }
+       LOG_INFO("Setting next by group\n");
        W_NextWeapon(1);
 }
 
 IMPULSE(weapon_prev_bygroup)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bygroup.impulse;
+               return;
+       }
+       LOG_INFO("Setting prev by group\n");
        W_PreviousWeapon(1);
 }
 
 IMPULSE(weapon_next_bypriority)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bypriority.impulse;
+               return;
+       }
+       LOG_INFO("Setting next by priority\n");
        W_NextWeapon(2);
 }
 
 IMPULSE(weapon_prev_bypriority)
 {
        if (this.vehicle) return;
-       if (IS_DEAD(this)) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bypriority.impulse;
+               return;
+       }
+       LOG_INFO("Setting prev by priority\n");
        W_PreviousWeapon(2);
 }