X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qc;h=17fd9e0e0ab59ff19d53fbd642b9e954cb44ff87;hb=258867c634125e1d048869b4a5d8ef279e8b8228;hp=4af13e10228d101f414d61feae9ad9b4adb9b132;hpb=5453f53da1df88742c11c71e4dc5b9c3e3d24c62;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index 4af13e102..17fd9e0e0 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -1,14 +1,15 @@ #include "selection.qh" #include "weaponsystem.qh" -#include -#include +#include +#include #include #include #include #include #include #include +#include #include #include @@ -70,7 +71,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam { if (andammo) { - if(this.items & IT_UNLIMITED_WEAPON_AMMO) + if(this.items & IT_UNLIMITED_AMMO) { f = 1; } @@ -151,7 +152,7 @@ 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) @@ -207,7 +208,7 @@ 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) @@ -266,20 +267,34 @@ 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 +302,7 @@ 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 +310,7 @@ 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 +338,7 @@ 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