X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=3e28b47455cd0413d1529ab0f779df2f7cfb7f91;hb=75e86e2696af2742dd3399b95c42fea9741db044;hp=eea33ddb7b98e71c762a7fc09f9d7f41856c7558;hpb=ee5353529c2fee304ac944aa19af53cc85eca7b0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index eea33ddb7..3e28b4745 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -1,7 +1,15 @@ #pragma once -#include -#include +#include +#include + +int autocvar_g_showweaponspawns; +bool autocvar_g_weaponswitch_debug; +bool autocvar_g_weaponswitch_debug_alternate; + +.int selectweapon; // last selected weapon of the player + +.WepSet dual_weapons; // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); @@ -12,13 +20,14 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam .int weaponcomplainindex; float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity); -#define w_getbestweapon(ent,wepent) Weapons_from(W_GetCycleWeapon(ent, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent)) +#define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS_CVAR(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent)) void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); // perform weapon to attack (weaponstate and attack_finished check is here) void W_SwitchToOtherWeapon(entity this, .entity weaponentity); -void W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); +bool W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); // returns false if the player does not have the weapon +void W_SwitchWeapon_TryOthers(entity this, Weapon imp, .entity weaponentity); void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); @@ -32,3 +41,13 @@ 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); + +// fix switchweapon (needed when spectating is disabled, as PutClientInServer comes too early) +REPLICATE_APPLYCHANGE("cl_weaponpriority", + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0)) + this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity); + } +);