From: Mario Date: Thu, 27 Nov 2014 05:13:44 +0000 (+1100) Subject: Fix some cases of "nex" X-Git-Tag: xonotic-v0.8.0~122^2~31 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=294265fcac7fb0a3e4ddd3b855adb958716ec00d;p=xonotic%2Fxonotic-data.pk3dir.git Fix some cases of "nex" --- diff --git a/crosshairs.cfg b/crosshairs.cfg index 6a9d8822c..c94d3a5fb 100644 --- a/crosshairs.cfg +++ b/crosshairs.cfg @@ -49,7 +49,7 @@ seta crosshair_per_weapon 1 "when 1, each gun will display a different crosshair // Crosshair ring settings // ========================= -// ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge) +// ring around crosshair, used for various purposes (such as indicating bullets left in clip, vortex charge) seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings" seta crosshair_ring_inner 0 "allow inner rings to be drawn too" seta crosshair_ring_size 2 "ring size" diff --git a/qcsrc/client/scoreboard.qc b/qcsrc/client/scoreboard.qc index a39544b8c..98b0bab46 100644 --- a/qcsrc/client/scoreboard.qc +++ b/qcsrc/client/scoreboard.qc @@ -955,7 +955,7 @@ float average_accuracy; vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size) { float i; - float weapon_cnt = WEP_COUNT - 3; // either vaporizer/nex are hidden, no port-o-launch, no tuba + float weapon_cnt = WEP_COUNT - 3; // either vaporizer/vortex are hidden, no port-o-launch, no tuba float rows; if(autocvar_scoreboard_accuracy_doublerows) rows = 2; diff --git a/qcsrc/common/csqcmodel_settings.qh b/qcsrc/common/csqcmodel_settings.qh index cfe012275..f521d7de9 100644 --- a/qcsrc/common/csqcmodel_settings.qh +++ b/qcsrc/common/csqcmodel_settings.qh @@ -50,7 +50,7 @@ CSQCMODEL_ENDIF \ CSQCMODEL_PROPERTY(1024, float, ReadAngle, WriteAngle, v_angle_x) \ CSQCMODEL_PROPERTY_SCALED(4096, float, ReadByte, WriteByte, scale, 16, 0, 255) -// TODO get rid of colormod/glowmod here, find good solution for nex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody +// TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody // add hook function calls here #define CSQCMODEL_HOOK_PREUPDATE \ diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index de9d3d5b9..161e7c230 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -2440,7 +2440,7 @@ void PlayerPreThink (void) player_regen(); // WEAPONTODO: Add a weapon request for this - // rot nex charge to the charge limit + // rot vortex charge to the charge limit if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time) self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); diff --git a/qcsrc/server/mutators/mutator_nix.qc b/qcsrc/server/mutators/mutator_nix.qc index 5ea5f1ad6..26209daa1 100644 --- a/qcsrc/server/mutators/mutator_nix.qc +++ b/qcsrc/server/mutators/mutator_nix.qc @@ -103,7 +103,7 @@ void NIX_GiveCurrentWeapon() if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars self.(weapon_load[nix_weapon]) = e.reloading_ammo; - // nex too + // vortex too if(WEP_CVAR(vortex, charge)) { if(WEP_CVAR_SEC(vortex, chargepool))