X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=f530b54046e4653f100baa6c454352130078672a;hb=1039e3d347436a76f55c09d9cb65bc5ab79ac5a4;hp=afabe1820284522acf4d4dc0211d610d277de559;hpb=39bfc6b0e1d9775ccd116c7d803670af5166cce5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index afabe1820..f530b5404 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -27,11 +27,11 @@ void W_SwitchWeapon_Force(entity e, float w) .float antilag_debug; // VorteX: static frame globals -float WFRAME_DONTCHANGE = -1; -float WFRAME_FIRE1 = 0; -float WFRAME_FIRE2 = 1; -float WFRAME_IDLE = 2; -float WFRAME_RELOAD = 3; +const float WFRAME_DONTCHANGE = -1; +const float WFRAME_FIRE1 = 0; +const float WFRAME_FIRE2 = 1; +const float WFRAME_IDLE = 2; +const float WFRAME_RELOAD = 3; .float wframe; void(float fr, float t, void() func) weapon_thinkf; @@ -93,12 +93,12 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, lag = ANTILAG_LATENCY(player); if(lag < 0.001) lag = 0; - if(clienttype(player) != CLIENTTYPE_REAL) + if not(IS_REAL_CLIENT(player)) lag = 0; // only antilag for clients org = player.origin + player.view_ofs; traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag); - if(trace_ent.flags & FL_CLIENT) + if(IS_CLIENT(trace_ent)) { antilag_takeback(trace_ent, time - lag); hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos); @@ -117,12 +117,11 @@ vector w_shotend; .float prevstrengthsoundattempt; void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound { - if((!g_minstagib) - && (player.items & IT_STRENGTH) - && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam - || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold))) + if((player.items & IT_STRENGTH) + && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam + || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold))) { - sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); + sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM); player.prevstrengthsound = time; } player.prevstrengthsoundattempt = time; @@ -198,7 +197,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (!trace_ent.takedamage) { traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); - if (trace_ent.takedamage && trace_ent.classname == "player") + if (trace_ent.takedamage && IS_PLAYER(trace_ent)) { entity e; e = trace_ent; @@ -214,7 +213,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (ent.cursor_trace_ent) // client was aiming at someone if (ent.cursor_trace_ent != ent) // just to make sure if (ent.cursor_trace_ent.takedamage) // and that person is killable - if (ent.cursor_trace_ent.classname == "player") // and actually a player + if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) @@ -234,12 +233,12 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) - if (!g_norecoil) + if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; if (snd != "") { - sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + sound (ent, chan, snd, VOL_BASE, ATTEN_NORM); W_PlayStrengthSound(ent); } @@ -256,7 +255,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m float CL_Weaponentity_CustomizeEntityForClient() { self.viewmodelforclient = self.owner; - if(other.classname == "spectator") + if(IS_SPEC(other)) if(other.enemy == self.owner) self.viewmodelforclient = other; return TRUE; @@ -518,10 +517,10 @@ void CL_Weaponentity_Think() tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); self.effects = self.owner.effects & EFMASK_CHEAP; - self.effects &~= EF_LOWPRECISION; - self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it - self.effects &~= EF_TELEPORT_BIT; - self.effects &~= EF_RESTARTANIM_BIT; + self.effects &= ~EF_LOWPRECISION; + self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it + self.effects &= ~EF_TELEPORT_BIT; + self.effects &= ~EF_RESTARTANIM_BIT; self.effects |= tb; if(self.owner.alpha == default_player_alpha) @@ -542,15 +541,20 @@ void CL_Weaponentity_Think() } self.angles = '0 0 0'; - float f; + + float f = (self.owner.weapon_nextthink - time); if (self.state == WS_RAISE && !intermission_running) { - f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay; + entity newwep = get_weaponinfo(self.owner.switchweapon); + f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))); + //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time))); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { - f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay; + entity oldwep = get_weaponinfo(self.owner.weapon); + f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))); + //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time))); self.angles_x = -90 * f * f; } else if (self.state == WS_CLEAR) @@ -663,6 +667,9 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) complain = 0; if(complain) self.hasweapon_complain_spam = time + 0.2; + + if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + complain = 0; if (wpn < WEP_FIRST || wpn > WEP_LAST) { @@ -670,7 +677,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) sprint(self, "Invalid weapon\n"); return FALSE; } - if (WEPSET_CONTAINS_EW(cl, wpn)) + if (cl.weapons & WepSet_FromWeapon(wpn)) { if (andammo) { @@ -696,7 +703,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) if (!f) { if (complain) - if(clienttype(cl) == CLIENTTYPE_REAL) + if(IS_REAL_CLIENT(cl)) { play2(cl, "weapons/unavailable.wav"); Send_WeaponComplain (cl, wpn, W_Name(wpn), 0); @@ -710,7 +717,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { // DRESK - 3/16/07 // Report Proper Weapon Status / Modified Weapon Ownership Message - if (WEPSET_CONTAINS_AW(weaponsInMap, wpn)) + if (weaponsInMap & WepSet_FromWeapon(wpn)) { Send_WeaponComplain(cl, wpn, W_Name(wpn), 1); @@ -777,7 +784,7 @@ void weapon_setup(float windex) { entity e; e = get_weaponinfo(windex); - self.items &~= IT_AMMO; + self.items &= ~IT_AMMO; self.items = self.items | (e.items & IT_AMMO); // the two weapon entities will notice this has changed and update their models @@ -793,11 +800,11 @@ 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 = pl.weapon; - if(WEPSET_CONTAINS_EW(pl, w)) + if(pl.weapons & WepSet_FromWeapon(w)) { - WEPSET_ANDNOT_EW(pl, w); + pl.weapons &= ~WepSet_FromWeapon(w); ww = w_getbestweapon(pl); - WEPSET_OR_EW(pl, w); + pl.weapons |= WepSet_FromWeapon(w); } else ww = w_getbestweapon(pl); @@ -820,7 +827,7 @@ float weapon_prepareattack_checkammo(float secondary) 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, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM); self.prevdryfire = time; } @@ -1353,7 +1360,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri if(!self.(self.current_ammo) && self.reload_ammo_min) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { - if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time) + if(IS_REAL_CLIENT(self) && self.reload_complain < time) { play2(self, "weapons/unavailable.wav"); sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n")); @@ -1379,7 +1386,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_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,