X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=d2c2546d2f3e091660282b3626e6b5521996011c;hb=cda282ab36a796aa36ef671f87ef7fe00ce82c5e;hp=ae275ac679b6786a094f380577d602ea1d37388a;hpb=177108e231103716364491bcf2eb8f295931fe7d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index ae275ac67..d2c2546d2 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -185,8 +185,6 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m vecs = ent.weaponentity.movedir; else vecs = '0 0 0'; - if(debug_shotorg != '0 0 0') - vecs = debug_shotorg; dv = v_right * -vecs_y + v_up * vecs_z; w_shotorg = ent.origin + ent.view_ofs + dv; @@ -609,10 +607,6 @@ void CL_ExteriorWeaponentity_Think() } else setattachment(self, self.owner, "bip01 r hand"); - - // if that didn't find a tag, hide the exterior weapon model - if (!self.tag_index) - self.model = ""; } self.effects = self.owner.effects; if(sv_pitch_min == sv_pitch_max) @@ -733,7 +727,7 @@ void Send_WeaponComplain (entity e, float wpn, string wpnname, float type) float client_hasweapon(entity cl, float wpn, float andammo, float complain) { - float weaponbit, f; + float f; entity oldself; if(time < self.hasweapon_complain_spam) @@ -747,8 +741,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) sprint(self, "Invalid weapon\n"); return FALSE; } - weaponbit = W_WeaponBit(wpn); - if (cl.weapons & weaponbit) + if (WEPSET_CONTAINS_EW(cl, wpn)) { if (andammo) { @@ -789,7 +782,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { // DRESK - 3/16/07 // Report Proper Weapon Status / Modified Weapon Ownership Message - if(weaponsInMap & weaponbit) + if (WEPSET_CONTAINS_AW(weaponsInMap, wpn)) { sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") ); Send_WeaponComplain (cl, wpn, W_Name(wpn), 1); @@ -802,7 +795,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) e = get_weaponinfo(wpn); s = e.model2; - for(e = world; (e = findfloat(e, weapons, weaponbit)); ) + for(e = world; (e = findfloat(e, weapon, wpn)); ) { if(e.classname == "droppedweapon") continue; @@ -859,7 +852,7 @@ void weapon_setup(float windex) entity e; e = get_weaponinfo(windex); self.items &~= IT_AMMO; - self.items = self.items | e.items; + self.items = self.items | (e.items & IT_AMMO); // the two weapon entities will notice this has changed and update their models self.weapon = windex; @@ -873,14 +866,29 @@ void W_SwitchToOtherWeapon(entity pl) { // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) float w, ww; - w = W_WeaponBit(pl.weapon); - pl.weapons &~= w; - ww = w_getbestweapon(pl); - pl.weapons |= w; + w = pl.weapon; + if(WEPSET_CONTAINS_EW(pl, w)) + { + WEPSET_ANDNOT_EW(pl, w); + ww = w_getbestweapon(pl); + WEPSET_OR_EW(pl, w); + } + else + ww = w_getbestweapon(pl); if(ww) W_SwitchWeapon_Force(pl, ww); } + +string PrimaryOrSecondary(float secondary) +{ + if(secondary) + return "secondary"; + else + return "primary"; +} + .float prevdryfire; +.float prevwarntime; float weapon_prepareattack_checkammo(float secondary) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) @@ -898,7 +906,19 @@ float weapon_prepareattack_checkammo(float secondary) self.prevdryfire = time; } - W_SwitchToOtherWeapon(self); + if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo + { + if(time - self.prevwarntime > 1) + { + sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n")); + } + self.prevwarntime = time; + } + else // this weapon is totally unable to fire, switch to another one + { + W_SwitchToOtherWeapon(self); + } + return FALSE; } return TRUE; @@ -915,7 +935,7 @@ float weapon_prepareattack_check(float secondary, float attacktime) return FALSE; } - if (timeoutStatus == 2) //don't allow the player to shoot while game is paused + if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused return FALSE; // do not even think about shooting if switching @@ -1496,7 +1516,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_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,