W_SwitchWeapon_Force(this, ww, weaponentity);
}
+AUTOCVAR_SAVE(cl_weapon_switch_reload, bool, true, "When trying to switch to the currently held weapon, reload it");
bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
{
if(this.(weaponentity).m_switchweapon != w)
return false;
}
}
- else if(!forbidWeaponUse(this))
+ else if(!forbidWeaponUse(this) && autocvar_cl_weapon_switch_reload)
{
entity actor = this;
w.wr_reload(w, actor, weaponentity);
return true; // player already has the weapon out or needs to reload
}
+AUTOCVAR_SAVE(cl_weapon_switch_fallback_to_impulse, bool, true, "When trying to switch to a weapon that is not available, switch to an alternative from the same impulse");
void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
{
- if(!W_SwitchWeapon(this, w, weaponentity))
+ if(!W_SwitchWeapon(this, w, weaponentity) && autocvar_cl_weapon_switch_fallback_to_impulse)
W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
}
seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon"
seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon"
+seta cl_weapon_switch_reload 1 "When trying to switch to the currently held weapon, reload it"
+seta cl_weapon_switch_fallback_to_impulse 1 "When trying to switch to a weapon that is not available, switch to an alternative from the same impulse"
+
seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns"
seta cl_spawn_event_sound 1 "sound effect whenever a player spawns"
//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model