X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=fded1d7b478345df64353e196968e8a208646462;hb=5972fcfdf1ffe5bef1df9edc2de2944abbeba280;hp=395834ef0617f74f844c3ea53d41b61985b92aed;hpb=eb81cc1498c2142011ea97308ad40aa48bcb64f2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 395834ef0..fded1d7b4 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -5,48 +5,45 @@ #include "../command/common.qh" #include "../mutators/all.qh" #include "../round_handler.qh" -#include "../t_items.qh" -#include "../../common/animdecide.qh" -#include "../../common/constants.qh" -#include "../../common/monsters/all.qh" -#include "../../common/notifications.qh" -#include "../../common/util.qh" -#include "../../common/weapons/all.qh" -#include "../../lib/csqcmodel/sv_model.qh" +#include +#include +#include +#include +#include +#include +#include +#include +#include .int state; .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; } -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, - .entity weaponentity, int fire) func); - -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; } @@ -54,27 +51,29 @@ vector CL_Weapon_GetShotOrg(int wpn) { entity wi = Weapons_from(wpn); entity e = spawn(); - CL_WeaponEntity_SetModel(e, wi.mdl); + CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; - CL_WeaponEntity_SetModel(e, ""); + CL_WeaponEntity_SetModel(e, "", false); remove(e); return ret; } -void CL_Weaponentity_Think() +..entity weaponentity_fld; +.float m_alpha; + +void CL_Weaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + .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 (this.owner.deadflag != DEAD_NO) + if (IS_DEAD(this.owner)) { // owner died; disappear this.model = ""; @@ -90,47 +89,31 @@ void CL_Weaponentity_Think() this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - CL_WeaponEntity_SetModel(this, this.owner.weaponname); + CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); } - int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); - this.effects = this.owner.effects - & EFMASK_CHEAP - & ~( - EF_LOWPRECISION - | EF_FULLBRIGHT // can mask team color, so get rid of it - | EF_TELEPORT_BIT - | EF_RESTARTANIM_BIT - ) - | tb - // TODO: don't render this entity at all - | EF_NODRAW; + this.alpha = -1; // TODO: don't render this entity at all - if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha; - else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; - else this.alpha = 1; + if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha; + else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha; + else this.m_alpha = 1; - this.glowmod = this.owner.weaponentity_glowmod; - this.colormap = this.owner.colormap; if (this.weaponchild) { - this.weaponchild.effects = this.effects; this.weaponchild.alpha = this.alpha; - this.weaponchild.colormap = this.colormap; - this.weaponchild.glowmod = this.glowmod; + this.weaponchild.effects = this.effects; } } -void CL_ExteriorWeaponentity_Think() +void CL_ExteriorWeaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (this.owner.exteriorweaponentity != this) { remove(this); return; } - if (this.owner.deadflag != DEAD_NO) + if (IS_DEAD(this.owner)) { this.model = ""; return; @@ -141,7 +124,11 @@ void CL_ExteriorWeaponentity_Think() this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); + if (this.owner.weaponname != "") + { + _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); + setsize(this, '0 0 0', '0 0 0'); + } else this.model = ""; int tag_found; @@ -162,7 +149,8 @@ void CL_ExteriorWeaponentity_Think() else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; else this.alpha = 1; - this.glowmod = this.owner.weaponentity_glowmod; + Weapon wep = PS(this.owner).m_weapon; + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); @@ -176,10 +164,11 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) view.owner = actor; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); - view.think = CL_Weaponentity_Think; + view.weaponentity_fld = weaponentity; + 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]) { @@ -187,7 +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); @@ -197,21 +186,20 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) // Weapon subs void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.weapon != -1) - { - actor.weapon = 0; - actor.switchingweapon = 0; - } - if (actor.(weaponentity)) + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + entity this = actor.(weaponentity); + if (this) { - actor.(weaponentity).state = WS_CLEAR; - actor.(weaponentity).effects = 0; + this.state = WS_CLEAR; + this.effects = 0; } } void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY; + entity this = actor.(weaponentity); + if (this) this.state = WS_READY; weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready); } @@ -221,18 +209,23 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary { 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 + if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow - if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons + if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; @@ -240,8 +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) @@ -269,6 +262,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary .float race_penalty; bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { + if (actor.weaponentity == NULL) return true; if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; // if sv_ready_restart_after_countdown is set, don't allow the player to shoot @@ -279,22 +273,25 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti return false; // do not even think about shooting if switching - if (actor.switchweapon != actor.weapon) return false; + if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false; if (attacktime >= 0) { int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false; + entity this = actor.(weaponentity); // don't fire while changing weapon - if (actor.(weaponentity).state != WS_READY) return false; + if (this.state != WS_READY) return false; } return true; } void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime) { - actor.(weaponentity).state = WS_INUSE; + entity this = actor.(weaponentity); + if (this == NULL) return; + this.state = WS_INUSE; actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire @@ -307,7 +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"); @@ -323,78 +320,86 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo return false; } -void wframe_send(entity actor, .entity weaponentity, vector a, bool restartanim); +void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, +/** + * @param t defer thinking until time + t + * @param func next think function + */ +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func) { + entity this = actor.(weaponentity); + if (this == NULL) return; bool restartanim; if (fr == WFRAME_DONTCHANGE) { - fr = actor.(weaponentity).wframe; - restartanim = false; - } - else if (fr == WFRAME_IDLE) - { + fr = this.wframe; restartanim = false; } else { - restartanim = true; + restartanim = fr != WFRAME_IDLE; } vector of = v_forward; vector or = v_right; vector ou = v_up; - if (actor.(weaponentity)) - { - actor.(weaponentity).wframe = fr; - vector a = '0 0 0'; - if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle; - else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1; - else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2; - else // if (fr == WFRAME_RELOAD) - a = actor.(weaponentity).anim_reload; - a.z *= g_weaponratefactor; - wframe_send(actor, weaponentity, a, restartanim); - } + vector a = '0 0 0'; + this.wframe = fr; + if (fr == WFRAME_IDLE) a = this.anim_idle; + else if (fr == WFRAME_FIRE1) a = this.anim_fire1; + else if (fr == WFRAME_FIRE2) a = this.anim_fire2; + else // if (fr == WFRAME_RELOAD) + a = this.anim_reload; + a.z *= g_weaponratefactor; v_forward = of; v_right = or; v_up = ou; - if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace( + 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 (actor.weapon_think == w_ready) + if (this.weapon_think == w_ready) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("started firing at ", ftos(time), "\n"); } - if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5 - || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5) + if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5 + || this.weapon_nextthink > time + actor.weapon_frametime * 1.5) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("reset weapon animation timer at ", ftos(time), "\n"); } - actor.weapon_nextthink += t; - actor.weapon_think = func; - // dprint("next ", ftos(actor.weapon_nextthink), "\n"); + this.weapon_nextthink += t; + if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink; + this.weapon_think = func; + // dprint("next ", ftos(this.weapon_nextthink), "\n"); + + if (this) + { + FOREACH_CLIENT(true, LAMBDA( + if(it == actor || (IS_SPEC(it) && it.enemy == actor)) + wframe_send(it, this, a, restartanim); + )); + } if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id) - && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim); - else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim); + int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN)) + ? ANIMACTION_MELEE + : ANIMACTION_SHOOT + ; + animdecide_setaction(actor, act, restartanim); } - else + else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE) { - if (actor.anim_upper_action == ANIMACTION_SHOOT - || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0; + actor.anim_upper_action = 0; } } @@ -403,35 +408,39 @@ bool forbidWeaponUse(entity player) if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true; if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true; if (player.player_blocked) return true; - if (player.frozen) return true; + if (STAT(FROZEN, player)) return true; if (player.weapon_blocked) return true; return false; } .bool hook_switchweapon; -void W_WeaponFrame(entity actor) +void W_WeaponFrame(Player actor) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + TC(Player, actor); + TC(PlayerState, PS(actor)); + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; - if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (forbidWeaponUse(actor)) { if (actor.(weaponentity).state != WS_CLEAR) { - Weapon wpn = Weapons_from(actor.weapon); - w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = PS(actor).m_weapon; + w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); return; } } - if (actor.switchweapon == 0) + if (PS(actor).m_switchweapon == WEP_Null) { - actor.weapon = 0; - actor.switchingweapon = 0; - actor.(weaponentity).state = WS_CLEAR; + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + this.state = WS_CLEAR; actor.weaponname = ""; // actor.items &= ~IT_AMMO; return; @@ -443,12 +452,12 @@ void W_WeaponFrame(entity actor) vector up = v_up; // Change weapon - if (actor.weapon != actor.switchweapon) + if (PS(actor).m_weapon != PS(actor).m_switchweapon) { - switch (actor.(weaponentity).state) + switch (this.state) { default: - LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state); + LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); break; case WS_INUSE: case WS_RAISE: @@ -456,21 +465,21 @@ void W_WeaponFrame(entity actor) case WS_CLEAR: { // end switching! - actor.switchingweapon = actor.switchweapon; - entity newwep = Weapons_from(actor.switchweapon); + Weapon newwep = PS(actor).m_switchweapon; + PS(actor).m_switchingweapon = newwep; // the two weapon entities will notice this has changed and update their models - actor.weapon = actor.switchweapon; + PS(actor).m_weapon = newwep; actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; - newwep.wr_setup(newwep); - actor.(weaponentity).state = WS_RAISE; + 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 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars { - actor.clip_load = actor.(weapon_load[actor.switchweapon]); + actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]); actor.clip_size = newwep.reloading_ammo; } else @@ -484,26 +493,20 @@ void W_WeaponFrame(entity actor) case WS_DROP: { // in dropping phase we can switch at any time - actor.switchingweapon = actor.switchweapon; + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; break; } case WS_READY: { // start switching! - actor.switchingweapon = actor.switchweapon; - entity oldwep = Weapons_from(actor.weapon); + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; + entity oldwep = PS(actor).m_weapon; // set up weapon switch think in the future, and start drop anim - if ( -#if INDEPENDENT_ATTACK_FINISHED - true -#else - ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5 -#endif - ) + if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5) { sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); - actor.(weaponentity).state = WS_DROP; + this.state = WS_DROP; weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); } break; @@ -513,21 +516,19 @@ void W_WeaponFrame(entity actor) // LordHavoc: network timing test code // if (actor.button0) - // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n"); + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); - int w = actor.weapon; + Weapon w = PS(actor).m_weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high - int c = 0; - while (c < W_TICSPERFRAME) + for (int c = 0; c < W_TICSPERFRAME; ++c) { - c += 1; - if (w && !(actor.weapons & WepSet_FromWeapon(w))) + if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w))) { - if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w = 0; + if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w = WEP_Null; } v_forward = fo; @@ -536,7 +537,7 @@ void W_WeaponFrame(entity actor) bool block_weapon = false; { - bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle; + bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle; Weapon off = actor.offhand; if (off && !(actor.weapons & WEPSET(HOOK))) { @@ -544,11 +545,11 @@ void W_WeaponFrame(entity actor) } else { - if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon( - WEP_HOOK.m_id); + if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed)); + block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } @@ -559,28 +560,28 @@ void W_WeaponFrame(entity actor) if (!block_weapon) { - if (w) + Weapon e = PS(actor).m_weapon; + TC(Weapon, e); + if (w != WEP_Null) { - Weapon e = Weapons_from(actor.weapon); - e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } - else + else if (e) { - Weapon w = Weapons_from(actor.weapon); - w.wr_gonethink(w); + e.wr_gonethink(e, actor); } } - if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink) + if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink) { - if (actor.weapon_think) + if (this.weapon_think) { v_forward = fo; v_right = ri; v_up = up; - Weapon wpn = Weapons_from(actor.weapon); - actor.weapon_think(wpn, actor, weaponentity, - (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = PS(actor).m_weapon; + this.weapon_think(wpn, actor, weaponentity, + PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } else { @@ -623,14 +624,7 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset) void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) { - if (cvar("g_overkill")) - { - if (actor.ok_use_ammocharge) - { - ok_DecreaseCharge(actor, actor.weapon); - return; // TODO - } - } + if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return; if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; @@ -638,7 +632,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) if (wep.reloading_ammo) { actor.clip_load -= ammo_use; - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; } else if (wep.ammo_field != ammo_none) { @@ -682,7 +676,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int actor.clip_load += load; actor.(actor.ammo_field) -= load; } - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; // 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, @@ -690,24 +684,24 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; - Weapon wpn = Weapons_from(actor.weapon); - w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id); + w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } -void W_Reload(entity actor, float sent_ammo_min, string sent_sound) +void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) { + TC(Sound, sent_sound); .entity weaponentity = weaponentities[0]; // set global values to work with - entity e = Weapons_from(actor.weapon); + Weapon e = PS(actor).m_weapon; - if (cvar("g_overkill")) - if (actor.ok_use_ammocharge) return; - // TODO + if (MUTATOR_CALLHOOK(W_Reload, actor)) return; actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; actor.reload_time = e.reloading_time; - actor.reload_sound = sent_sound; + if (actor.reload_sound) strunzone(actor.reload_sound); + actor.reload_sound = strzone(Sound_fixpath(sent_sound)); // don't reload weapons that don't have the RELOADABLE flag if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) @@ -733,12 +727,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { play2(actor, SND(UNAVAILABLE)); - sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n")); + sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n")); actor.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon - Weapon w = Weapons_from(actor.weapon); - if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) + Weapon w = PS(actor).m_weapon; + if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); @@ -748,12 +742,13 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) } } - if (actor.(weaponentity)) + entity this = actor.(weaponentity); + if (this) { - if (actor.(weaponentity).wframe == WFRAME_RELOAD) return; + if (this.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! - actor.(weaponentity).state = WS_READY; + this.state = WS_READY; } // now begin the reloading process @@ -770,12 +765,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) if (actor.clip_load < 0) actor.clip_load = 0; actor.old_clip_load = actor.clip_load; - actor.clip_load = actor.(weapon_load[actor.weapon]) = -1; + 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) { Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - WITH(entity, self, player, w.event(w)); + w.event(w, player); }