X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fweapons%2Fselection.qc;h=5dd3073e9f0fe57b800b0ba19376e3a159942e81;hb=3cbcea63497633f206816900e4f7e32b833751f0;hp=f059dfba9bccd79a97da944a5c9eaea77a98e0be;hpb=109c961b4eacb3f617d9c66f9fdec40e1264f97e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index f059dfba9..5dd3073e9 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -1,16 +1,18 @@ #include "selection.qh" -#include "weaponsystem.qh" -#include -#include #include +#include +#include +#include #include +#include +#include #include -#include #include -#include -#include #include +#include +#include +#include // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type) @@ -52,7 +54,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam // ignore hook button when using other offhand equipment if (this.offhand != OFFHAND_HOOK) - if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + if (wpn == WEP_HOOK && !((STAT(WEAPONS, this) | weaponsInMap) & WepSet_FromWeapon(wpn))) complain = 0; if (complain) @@ -66,11 +68,11 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam } if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset)) return false; // no complaints needed - if (this.weapons & WepSet_FromWeapon(wpn)) + if (STAT(WEAPONS, this) & WepSet_FromWeapon(wpn)) { if (andammo) { - if(this.items & IT_UNLIMITED_WEAPON_AMMO) + if(this.items & IT_UNLIMITED_AMMO) { f = 1; } @@ -151,7 +153,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); - wep = Weapons_from(weaponwant); + wep = REGISTRY_GET(Weapons, weaponwant); wepset = wep.m_wepset; if(imp >= 0) if(wep.impulse != imp) @@ -161,12 +163,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(this.weapons & wepset)) + if(!(STAT(WEAPONS, this) & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; @@ -207,7 +209,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); - wep = Weapons_from(weaponwant); + wep = REGISTRY_GET(Weapons, weaponwant); wepset = wep.m_wepset; if(imp >= 0) if(wep.impulse != imp) @@ -217,12 +219,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(this.weapons & wepset)) + if(!(STAT(WEAPONS, this) & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; @@ -240,7 +242,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity) { - TC(Weapon, wep); + TC(Weapon, wep); this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id; this.(weaponentity).m_switchweapon = wep; this.(weaponentity).selectweapon = wep.m_id; @@ -252,11 +254,11 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity) // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) Weapon ww; WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon); - if (this.weapons & set) + if (STAT(WEAPONS, this) & set) { - this.weapons &= ~set; + STAT(WEAPONS, this) &= ~set; ww = w_getbestweapon(this, weaponentity); - this.weapons |= set; + STAT(WEAPONS, this) |= set; } else { @@ -266,20 +268,34 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity) W_SwitchWeapon_Force(this, ww, weaponentity); } -void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity) +bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity) { if(this.(weaponentity).m_switchweapon != w) { if(client_hasweapon(this, w, weaponentity, true, true)) + { W_SwitchWeapon_Force(this, w, weaponentity); + return true; + } else + { this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway + return false; + } } - else if(!forbidWeaponUse(this)) + else if(!weaponLocked(this) && CS(this).cvar_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 +} + +void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity) +{ + if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse) + W_NextWeaponOnImpulse(this, w.impulse, weaponentity); } void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity) @@ -287,7 +303,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent float w; w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity); if(w > 0) - W_SwitchWeapon(this, Weapons_from(w), weaponentity); + W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity); } void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity) @@ -295,7 +311,7 @@ void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity) float w; w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity); if(w > 0) - W_SwitchWeapon(this, Weapons_from(w), weaponentity); + W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity); } // next weapon @@ -323,7 +339,7 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity) // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(entity this, .entity weaponentity) { - Weapon wep = Weapons_from(this.(weaponentity).cnt); + Weapon wep = REGISTRY_GET(Weapons, this.(weaponentity).cnt); if (client_hasweapon(this, wep, weaponentity, true, false)) W_SwitchWeapon(this, wep, weaponentity); else