]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Further cleanup of defs.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index e7ab90c39eb2441408dcb86027b8de34e7c377d1..81b25e845f81879b46a9fac4118e9fac5ae5e3b7 100644 (file)
@@ -3,14 +3,19 @@
 #include "selection.qh"
 
 #include "../command/common.qh"
+#include <server/client.qh>
+#include <server/g_damage.qh>
+#include <server/g_world.qh>
+#include <server/items/items.qh>
 #include <server/mutators/_mod.qh>
 #include "../round_handler.qh"
 #include <server/cheats.qh>
 #include <server/resources.qh>
-#include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
+#include <common/items/_mod.qh>
 #include <common/net_linked.qh>
+#include <common/mapobjects/platforms.qh>
 #include <common/monsters/_mod.qh>
 #include <common/notifications/all.qh>
 #include <common/util.qh>
@@ -55,7 +60,7 @@ bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 
 vector CL_Weapon_GetShotOrg(int wpn)
 {
-       entity wi = Weapons_from(wpn);
+       entity wi = REGISTRY_GET(Weapons, wpn);
        entity e = spawn();
        CL_WeaponEntity_SetModel(e, wi.mdl, false);
        vector ret = e.movedir;
@@ -163,6 +168,7 @@ void CL_ExteriorWeaponentity_Think(entity this)
     Weapon wep = this.owner.(weaponentity).m_weapon;
        if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
        this.colormap = this.owner.colormap;
+       this.skin = w_ent.skin;
 
        CSQCMODEL_AUTOUPDATE(this);
 }
@@ -223,7 +229,7 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 .float prevwarntime;
 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
 {
-       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
+       if ((actor.items & IT_UNLIMITED_AMMO)) return true;
        bool ammo = false;
        if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
        else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
@@ -365,6 +371,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
+               // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
+               if (this.wframe == WFRAME_DONTCHANGE)
+                       this.wframe = WFRAME_IDLE;
                fr = this.wframe;
                restartanim = false;
        }
@@ -373,22 +382,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                restartanim = fr != WFRAME_IDLE;
        }
 
-       vector of = v_forward;
-       vector or = v_right;
-       vector ou = v_up;
-
-       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 (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
@@ -415,7 +409,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        {
                FOREACH_CLIENT(true, {
                        if(it == actor || (IS_SPEC(it) && it.enemy == actor))
-                               wframe_send(it, this, a, restartanim);
+                               wframe_send(it, this, fr, g_weaponratefactor, restartanim);
                });
        }
 
@@ -435,16 +429,45 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        }
 }
 
-bool forbidWeaponUse(entity player)
+bool weaponUseForbidden(entity player)
+{
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
+       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       return false;
+}
+
+bool weaponLocked(entity player)
 {
        if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
        if (player.player_blocked) return true;
        if (game_stopped) return true;
        if (STAT(FROZEN, player)) return true;
-       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
        return false;
 }
 
+void W_ResetGunAlign(entity player, int preferred_alignment)
+{
+       if(W_DualWielding(player))
+               preferred_alignment = 3; // right align, the second gun will default to left
+
+       // clear current weapon slots' alignments so we can redo the calculations!
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if (player.(weaponentity))
+                       player.(weaponentity).m_gunalign = 0;
+       }
+
+       // now set the new values
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if (player.(weaponentity))
+                       player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
+       }
+}
+
 .bool hook_switchweapon;
 
 void W_WeaponFrame(Player actor, .entity weaponentity)
@@ -459,10 +482,10 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
        int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
 
-       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if (weaponUseForbidden(actor))
                button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
 
-       if (forbidWeaponUse(actor))
+       if (weaponLocked(actor))
        {
                if (this.state != WS_CLEAR)
                {
@@ -500,10 +523,8 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                return;
        }
 
-       makevectors(actor.v_angle);
-       vector fo = v_forward;  // save them in case the weapon think functions change it
-       vector ri = v_right;
-       vector up = v_up;
+       vector fo, ri, up;
+       MAKE_VECTORS(actor.v_angle, fo, ri, up);
 
        // Change weapon
        if (this.m_weapon != this.m_switchweapon)
@@ -591,7 +612,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                bool block_weapon = false;
                {
                        bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
-                       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+                       if (weaponUseForbidden(actor))
                                key_pressed = false;
 
                        Weapon off = actor.offhand;
@@ -680,7 +701,7 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
 {
        if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
-       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
+       if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
 
        ammo_use = M_ARGV(2, float);
 
@@ -727,7 +748,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
 
        // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
-       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
+       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
        {
                w_ent.clip_load = w_ent.reload_ammo_amount;
        }
@@ -783,8 +804,10 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        {
                if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
                {
-                       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                       if (!(actor.items & IT_UNLIMITED_AMMO))
                        {
+                               if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+                                       return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
                                if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
                                {
                                        play2(actor, SND(UNAVAILABLE));
@@ -801,7 +824,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                        }
                }
        }
-
        if (this)
        {
                if (this.wframe == WFRAME_RELOAD) return;
@@ -829,7 +851,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 
 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
 {
-       Weapon w = Weapons_from(weapon_type);
+       Weapon w = REGISTRY_GET(Weapons, weapon_type);
        weapon_dropevent_item = weapon_item;
        w.event(w, player, weaponentity);
 }