X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=fded1d7b478345df64353e196968e8a208646462;hb=5972fcfdf1ffe5bef1df9edc2de2944abbeba280;hp=21279dae93b6589f9b801f892f7f5f6694272ab9;hpb=109c5785a22fb4336ac5e91d5f1fa91678582164;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 21279dae9..fded1d7b4 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -19,32 +19,31 @@ .float weapon_frametime; -float W_WeaponRateFactor() +float W_WeaponRateFactor(entity this) { float t = 1.0 / g_weaponratefactor; - MUTATOR_CALLHOOK(WeaponRateFactor, t); - t = weapon_rate; + MUTATOR_CALLHOOK(WeaponRateFactor, t, this); + t = M_ARGV(0, float); return t; } -float W_WeaponSpeedFactor() +float W_WeaponSpeedFactor(entity this) { float t = 1.0 * g_weaponspeedfactor; - MUTATOR_CALLHOOK(WeaponSpeedFactor, t); - t = ret_float; + MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this); + t = M_ARGV(0, float); return t; } -bool CL_Weaponentity_CustomizeEntityForClient() +bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client) { - SELFPARAM(); this.viewmodelforclient = this.owner; - if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other; + if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client; return true; } @@ -62,20 +61,19 @@ vector CL_Weapon_GetShotOrg(int wpn) ..entity weaponentity_fld; .float m_alpha; -void CL_Weaponentity_Think() +void CL_Weaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; .entity weaponentity = this.weaponentity_fld; if (this.owner.(weaponentity) != this) { - // owner has new gun; remove self + // owner has new gun; remove old one if (this.weaponchild) remove(this.weaponchild); remove(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { // owner died; disappear this.model = ""; @@ -107,16 +105,15 @@ void CL_Weaponentity_Think() } } -void CL_ExteriorWeaponentity_Think() +void CL_ExteriorWeaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (this.owner.exteriorweaponentity != this) { remove(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { this.model = ""; return; @@ -168,10 +165,10 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); view.weaponentity_fld = weaponentity; - view.think = CL_Weaponentity_Think; + setthink(view, CL_Weaponentity_Think); view.nextthink = time; view.viewmodelforclient = actor; - view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; + setcefc(view, CL_Weaponentity_CustomizeEntityForClient); if (weaponentity == weaponentities[0]) { @@ -179,7 +176,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) exterior.solid = SOLID_NOT; exterior.owner = actor; setorigin(exterior, '0 0 0'); - exterior.think = CL_ExteriorWeaponentity_Think; + setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); @@ -210,16 +207,20 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary) { - SELFPARAM(); if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; - if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep)); - else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep)); + if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); + else ammo = thiswep.wr_checkammo1(thiswep, actor); if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) - for (entity mine; (mine = find(mine, classname, "mine")); ) - if (mine.owner == actor) return false; + { + FOREACH_ENTITY_ENT(owner, actor, + { + if(it.classname != "mine") continue; + if(it.owner == actor) return false; + }); + } if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow @@ -232,8 +233,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary // check if the other firing mode has enough ammo bool ammo_other = false; - if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep)); - else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep)); + if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor); + else ammo_other = thiswep.wr_checkammo2(thiswep, actor); if (ammo_other) { if (time - actor.prevwarntime > 1) @@ -303,7 +304,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, ATTACK_FINISHED(actor, slot) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } - ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); } actor.bulletcounter += 1; // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); @@ -361,7 +362,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); - t *= W_WeaponRateFactor(); + t *= W_WeaponRateFactor(actor); // VorteX: haste can be added here if (this.weapon_think == w_ready) @@ -472,7 +473,7 @@ void W_WeaponFrame(Player actor) actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; - newwep.wr_setup(newwep); + newwep.wr_setup(newwep, actor); this.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable @@ -545,7 +546,7 @@ void W_WeaponFrame(Player actor) else { if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK); + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); @@ -567,7 +568,7 @@ void W_WeaponFrame(Player actor) } else if (e) { - e.wr_gonethink(e); + e.wr_gonethink(e, actor); } } @@ -731,7 +732,7 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) } // switch away if the amount of ammo is not enough to keep using this weapon Weapon w = PS(actor).m_weapon; - if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) + if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); @@ -767,10 +768,9 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1; } -void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item) +void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item) { - SELFPARAM(); Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - WITH(entity, self, player, w.event(w)); + w.event(w, player); }