From: terencehill Date: Wed, 4 Jan 2017 17:43:35 +0000 (+0100) Subject: If a round hasn't started yet forbid primary and secondary fire, allow switching... X-Git-Tag: xonotic-v0.8.2~324 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a6d6b869565f0f7a9889cbe0133a7c6b4b50f479;p=xonotic%2Fxonotic-data.pk3dir.git If a round hasn't started yet forbid primary and secondary fire, allow switching to another weapon --- diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index 98233d2e9..db030b94c 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -119,7 +119,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) return; if(PHYS_INPUT_BUTTON_ATCK2(player)) - if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked + if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is reloading || (round_handler_IsActive() && !round_handler_IsRoundStarted()) ) if(time >= player.jump_interval) { diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index eff656a6e..897ad437f 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -315,7 +315,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) { // loadable hagar secondary attack, must always run each frame - + if(round_handler_IsActive() && !round_handler_IsRoundStarted()) + return; if(time < game_starttime) return; diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 2e0ee09bf..a91f7916a 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -418,7 +418,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( bool forbidWeaponUse(entity player) { if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true; - if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true; if (player.player_blocked) return true; if (gameover) return true; if (STAT(FROZEN, player)) return true; @@ -438,13 +437,18 @@ void W_WeaponFrame(Player actor, .entity weaponentity) if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + int button_atck = PHYS_INPUT_BUTTON_ATCK(actor); + int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor); + + if (round_handler_IsActive() && !round_handler_IsRoundStarted()) + button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed if (forbidWeaponUse(actor)) { if (this.state != WS_CLEAR) { Weapon wpn = this.m_weapon; - w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); + w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1)); return; } } @@ -549,6 +553,9 @@ void W_WeaponFrame(Player actor, .entity weaponentity) bool block_weapon = false; { bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle; + if (round_handler_IsActive() && !round_handler_IsRoundStarted()) + key_pressed = false; + Weapon off = actor.offhand; if (off && !(actor.weapons & WEPSET(HOOK))) { @@ -560,7 +567,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) W_SwitchWeapon(actor, WEP_HOOK, weaponentity); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); + block_weapon = (this.m_weapon == h && (button_atck || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } @@ -575,7 +582,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) TC(Weapon, e); if (w != WEP_Null) { - e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); + e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1)); } else if (e) { @@ -592,7 +599,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) v_up = up; Weapon wpn = this.m_weapon; this.weapon_think(wpn, actor, weaponentity, - PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); + button_atck | (button_atck2 << 1)); } else {