]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Add a function to control weapon sound paths with hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 588c68acfffb5b6357b2a02fe0617046a6b1b555..fede825675d69c7a78d1f273e91c58d17f6adb4c 100644 (file)
 
 float W_WeaponRateFactor()
 {
-       float t;
-       t = 1.0 / g_weaponratefactor;
+       float t = 1.0 / g_weaponratefactor;
 
-       weapon_rate = t;
-       MUTATOR_CALLHOOK(WeaponRateFactor);
+       MUTATOR_CALLHOOK(WeaponRateFactor, t);
        t = weapon_rate;
 
        return t;
 }
 
+float W_WeaponSpeedFactor()
+{
+       float t = 1.0 * g_weaponspeedfactor;
+
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
+       t = ret_float;
+
+       return t;
+}
+
 
 void(float fr, float t, void() func) weapon_thinkf;
 
@@ -464,17 +472,17 @@ float weapon_prepareattack_checkammo(float secondary)
        {
                // always keep the Mine Layer if we placed mines, so that we can detonate them
                entity mine;
-               if(self.weapon == WEP_MINE_LAYER)
+               if(self.weapon == WEP_MINE_LAYER.m_id)
                for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
                        return false;
 
-               if(self.weapon == WEP_SHOTGUN)
+               if(self.weapon == WEP_SHOTGUN.m_id)
                if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
                        return false; // no clicking, just allow
 
                if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
                {
-                       sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_WEAPON_A, W_Sound("dryfire"), VOL_BASE, ATTEN_NORM);
                        self.prevdryfire = time;
                }
 
@@ -629,7 +637,7 @@ void weapon_thinkf(float fr, float t, void() func)
 
        if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2)
+               if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && fr == WFRAME_FIRE2)
                        animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
                else
                        animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
@@ -641,17 +649,17 @@ void weapon_thinkf(float fr, float t, void() func)
        }
 }
 
-float forbidWeaponUse()
+float forbidWeaponUse(entity player)
 {
        if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
                return 1;
        if(round_handler_IsActive() && !round_handler_IsRoundStarted())
                return 1;
-       if(self.player_blocked)
+       if(player.player_blocked)
                return 1;
-       if(self.frozen)
+       if(player.frozen)
                return 1;
-       if(self.weapon_blocked)
+       if(player.weapon_blocked)
                return 1;
        return 0;
 }
@@ -666,7 +674,7 @@ void W_WeaponFrame()
        if (!self.weaponentity || self.health < 1)
                return; // Dead player can't use weapons and injure impulse commands
 
-       if(forbidWeaponUse())
+       if(forbidWeaponUse(self))
        if(self.weaponentity.state != WS_CLEAR)
        {
                w_ready();
@@ -732,7 +740,7 @@ void W_WeaponFrame()
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
                        #endif
-                               sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_SINGLE, W_Sound("weapon_switch"), VOL_BASE, ATTN_NORM);
                                self.weaponentity.state = WS_DROP;
                                weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
                        #ifndef INDEPENDENT_ATTACK_FINISHED
@@ -927,7 +935,7 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        {
                if(IS_REAL_CLIENT(self) && self.reload_complain < time)
                {
-                       play2(self, "weapons/unavailable.wav");
+                       play2(self, W_Sound("unavailable"));
                        sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n"));
                        self.reload_complain = time + 1;
                }