void(float fr, float t, void() func) weapon_thinkf;
float CL_Weaponentity_CustomizeEntityForClient()
-{
+{SELFPARAM();
self.viewmodelforclient = self.owner;
if(IS_SPEC(other))
if(other.enemy == self.owner)
// call again with ""
// remove the ent
void CL_WeaponEntity_SetModel(string name)
-{
+{SELFPARAM();
float v_shot_idx;
if (name != "")
{
// if there is a child entity, hide it until we're sure we use it
if (self.weaponentity)
self.weaponentity.model = "";
- setmodel(self, W_Model(strcat("v_", name, ".md3")));
+ _setmodel(self, W_Model(strcat("v_", name, ".md3")));
v_shot_idx = gettagindex(self, "shot"); // used later
if(!v_shot_idx)
v_shot_idx = gettagindex(self, "tag_shot");
- setmodel(self, W_Model(strcat("h_", name, ".iqm")));
+ _setmodel(self, W_Model(strcat("h_", name, ".iqm")));
// preset some defaults that work great for renamed zym files (which don't need an animinfo)
self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
{
if (!self.weaponentity)
self.weaponentity = spawn();
- setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
+ _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
setattachment(self.weaponentity, self, "weapon");
}
else if(gettagindex(self, "tag_weapon"))
{
if (!self.weaponentity)
self.weaponentity = spawn();
- setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
+ _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
setattachment(self.weaponentity, self, "tag_weapon");
}
else
self.movedir = gettaginfo(self, idx);
else
{
- print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+ LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
self.movedir = '0 0 0';
}
}
self.spawnorigin = gettaginfo(self, idx);
else
{
- print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+ LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
self.spawnorigin = self.movedir;
}
}
}
else
{
- print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+ LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
self.oldorigin = '0 0 0'; // there is no way to recover from this
}
}
}
vector CL_Weapon_GetShotOrg(float wpn)
-{
- entity wi, oldself;
- vector ret;
- wi = get_weaponinfo(wpn);
- oldself = self;
- self = spawn();
+{SELFPARAM();
+ entity wi = get_weaponinfo(wpn);
+ setself(spawn());
CL_WeaponEntity_SetModel(wi.mdl);
- ret = self.movedir;
+ vector ret = self.movedir;
CL_WeaponEntity_SetModel("");
remove(self);
- self = oldself;
+ setself(this);
return ret;
}
void CL_Weaponentity_Think()
-{
+{SELFPARAM();
int tb;
self.nextthink = time;
if (intermission_running)
}
void CL_ExteriorWeaponentity_Think()
-{
+{SELFPARAM();
float tag_found;
self.nextthink = time;
if (self.owner.exteriorweaponentity != self)
self.dmg = self.owner.modelindex;
self.deadflag = self.owner.deadflag;
if (self.owner.weaponname != "")
- setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
+ _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
else
self.model = "";
self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity()
+void CL_SpawnWeaponentity(entity e)
{
- self.weaponentity = spawn();
- self.weaponentity.classname = "weaponentity";
- self.weaponentity.solid = SOLID_NOT;
- self.weaponentity.owner = self;
- setmodel(self.weaponentity, ""); // precision set when changed
- setorigin(self.weaponentity, '0 0 0');
- self.weaponentity.angles = '0 0 0';
- self.weaponentity.viewmodelforclient = self;
- self.weaponentity.flags = 0;
- self.weaponentity.think = CL_Weaponentity_Think;
- self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
- self.weaponentity.nextthink = time;
-
- self.exteriorweaponentity = spawn();
- self.exteriorweaponentity.classname = "exteriorweaponentity";
- self.exteriorweaponentity.solid = SOLID_NOT;
- self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
- self.exteriorweaponentity.owner = self;
- setorigin(self.exteriorweaponentity, '0 0 0');
- self.exteriorweaponentity.angles = '0 0 0';
- self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
- self.exteriorweaponentity.nextthink = time;
-
- {
- entity oldself = self;
- self = self.exteriorweaponentity;
- CSQCMODEL_AUTOINIT();
- self = oldself;
- }
+ entity view = e.weaponentity = spawn();
+ view.classname = "weaponentity";
+ view.solid = SOLID_NOT;
+ view.owner = e;
+ setmodel(view, MDL_Null); // precision set when changed
+ setorigin(view, '0 0 0');
+ view.angles = '0 0 0';
+ view.viewmodelforclient = e;
+ view.flags = 0;
+ view.think = CL_Weaponentity_Think;
+ view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ view.nextthink = time;
+
+ entity exterior = e.exteriorweaponentity = spawn();
+ exterior.classname = "exteriorweaponentity";
+ exterior.solid = SOLID_NOT;
+ exterior.exteriorweaponentity = exterior;
+ exterior.owner = e;
+ setorigin(exterior, '0 0 0');
+ exterior.angles = '0 0 0';
+ exterior.think = CL_ExteriorWeaponentity_Think;
+ exterior.nextthink = time;
+
+ CSQCMODEL_AUTOINIT(exterior);
}
// Weapon subs
void w_clear()
-{
+{SELFPARAM();
if (self.weapon != -1)
{
self.weapon = 0;
}
void w_ready()
-{
+{SELFPARAM();
if (self.weaponentity)
self.weaponentity.state = WS_READY;
weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
.float prevdryfire;
.float prevwarntime;
float weapon_prepareattack_checkammo(float secondary)
-{
+{SELFPARAM();
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+ if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
{
// always keep the Mine Layer if we placed mines, so that we can detonate them
entity mine;
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CH_WEAPON_A, W_Sound("dryfire"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
self.prevdryfire = time;
}
- if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ if(_WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
{
if(time - self.prevwarntime > 1)
{
}
.float race_penalty;
float weapon_prepareattack_check(float secondary, float attacktime)
-{
+{SELFPARAM();
if(!weapon_prepareattack_checkammo(secondary))
return false;
return true;
}
float weapon_prepareattack_do(float secondary, float attacktime)
-{
+{SELFPARAM();
self.weaponentity.state = WS_INUSE;
self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
}
void weapon_thinkf(float fr, float t, void() func)
-{
+{SELFPARAM();
vector a;
vector of, or, ou;
float restartanim;
}
void W_WeaponFrame()
-{
+{SELFPARAM();
vector fo, ri, up;
if (frametime)
self.weaponname = newwep.mdl;
self.bulletcounter = 0;
self.ammo_field = newwep.ammo_field;
- WEP_ACTION(self.switchweapon, WR_SETUP);
+ _WEP_ACTION(self.switchweapon, WR_SETUP);
self.weaponentity.state = WS_RAISE;
// set our clip load to the load of the weapon we switched to, if it's reloadable
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- sound(self, CH_WEAPON_SINGLE, W_Sound("weapon_switch"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
#ifndef INDEPENDENT_ATTACK_FINISHED
v_right = ri;
v_up = up;
- if(w)
- WEP_ACTION(self.weapon, WR_THINK);
- else
- WEP_ACTION(self.weapon, WR_GONETHINK);
+ {
+ bool key_pressed;
+ if (g_grappling_hook || client_hasweapon(self, WEP_HOOK.m_id, false, false) || (weaponsInMap & WEPSET_HOOK))
+ key_pressed = self.button16; // if hook is enabled, use an alternate key
+ else
+ key_pressed = self.BUTTON_HOOK;
+
+ entity e = self.offhand;
+ if (e.offhand_think) e.offhand_think(e, self, key_pressed);
+ }
+
+ if (w) {
+ entity e = get_weaponinfo(self.weapon);
+ if (e.wr_think) e.wr_think(e, self.BUTTON_ATCK, self.BUTTON_ATCK2);
+ } else {
+ _WEP_ACTION(self.weapon, WR_GONETHINK);
+ }
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
}
void W_AttachToShotorg(entity flash, vector offset)
-{
+{SELFPARAM();
entity xflash;
flash.owner = self;
flash.angles_z = random() * 360;
}
void W_DecreaseAmmo(float ammo_use)
-{
+{SELFPARAM();
entity wep = get_weaponinfo(self.weapon);
if(cvar("g_overkill"))
.string reload_sound;
void W_ReloadedAndReady()
-{
+{SELFPARAM();
// finish the reloading process, and do the ammo transfer
self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
}
void W_Reload(float sent_ammo_min, string sent_sound)
-{
+{SELFPARAM();
// set global values to work with
entity e;
e = get_weaponinfo(self.weapon);
// don't reload weapons that don't have the RELOADABLE flag
if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
{
- dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ LOG_TRACE("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
return;
}
{
if(IS_REAL_CLIENT(self) && self.reload_complain < time)
{
- play2(self, W_Sound("unavailable"));
+ play2(self, SND(UNAVAILABLE));
sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n"));
self.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ if (!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
// now begin the reloading process
- sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
+ _sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
}
void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
-{
- entity oldself = self;
- self = player;
+{SELFPARAM();
+ setself(player);
weapon_dropevent_item = weapon_item;
- WEP_ACTION(weapon_type, event);
- self = oldself;
+ _WEP_ACTION(weapon_type, event);
+ setself(this);
}