From f2584dd7962fa7c9e37402c9b29d02e94ee9975a Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Tue, 14 May 2013 03:31:14 -0400 Subject: [PATCH] Yay code part basically works now --- qcsrc/common/items.qc | 8 +------- qcsrc/common/items.qh | 16 +++++++--------- qcsrc/server/autocvars.qh | 4 ++-- qcsrc/server/cl_weapons.qc | 15 ++++++++------- qcsrc/server/cl_weaponsystem.qc | 7 +++++-- qcsrc/server/w_nex.qc | 2 -- 6 files changed, 23 insertions(+), 29 deletions(-) diff --git a/qcsrc/common/items.qc b/qcsrc/common/items.qc index 913d16bc89..c961895d95 100644 --- a/qcsrc/common/items.qc +++ b/qcsrc/common/items.qc @@ -2,7 +2,7 @@ entity weapon_info[WEP_MAXCOUNT]; entity dummy_weapon_info; -void register_weapon(float id, float(float) func, float droptime, float raisetime, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname) +void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname) { entity e; weapon_info[id - 1] = e = spawn(); @@ -19,7 +19,6 @@ void register_weapon(float id, float(float) func, float droptime, float raisetim e.model2 = strzone(strcat("wpn-", e.mdl)); e.impulse = i; e.bot_pickupbasevalue = pickupbasevalue; - if(ammotype & IT_SHELLS) e.ammo_field = ammo_shells; else if(ammotype & IT_NAILS) @@ -32,9 +31,6 @@ void register_weapon(float id, float(float) func, float droptime, float raisetim e.ammo_field = ammo_fuel; else e.ammo_field = ammo_batteries; - - e.switchdelay_drop = droptime; - e.switchdelay_raise = raisetime; } float w_null(float dummy) { @@ -56,8 +52,6 @@ void register_weapons_done() dummy_weapon_info.model2 = ""; dummy_weapon_info.impulse = -1; dummy_weapon_info.bot_pickupbasevalue = 0; - dummy_weapon_info.switchdelay_drop = 0; - dummy_weapon_info.switchdelay_raise = 0; float i; weaponorder_byid = ""; diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index c0aab581bf..ba42d55ac6 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -83,13 +83,11 @@ string W_NumberWeaponOrder(string order); .float bot_pickupbasevalue; // bot weapon priority .string model2; // wpn- sprite name ..float ammo_field; // main ammo field -.float switchdelay_drop; // amount of time to complete drop frame for weapon -.float switchdelay_raise; // amount of time to complete raise frame for weapon // also, weaponinfo ents can act as a WEPSET // dynamic weapon adding float w_null(float dummy); -void register_weapon(float id, float(float) func, float droptime, float raisetime, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname); +void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname); void register_weapons_done(); #define WEP_FIRST 1 @@ -209,7 +207,7 @@ float WEP_LAST; WEPSET_DECLARE_A(WEPBIT_ALL); WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS); // note: the fabs call is just there to hide "if result is constant" warning -#define REGISTER_WEAPON_2(id,func,droptime,raisetime,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ +#define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ float func(float); \ void RegisterWeapons_##id() \ @@ -219,15 +217,15 @@ WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS); if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \ WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \ ++WEP_COUNT; \ - register_weapon(id,func,droptime,raisetime,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ + register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ } \ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id) #ifdef MENUQC -#define REGISTER_WEAPON(id,func,droptime,raisetime,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,w_null,0,0,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) +#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ + REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #else -#define REGISTER_WEAPON(id,func,droptime,raisetime,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,func,droptime,raisetime,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) +#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ + REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #endif #include "../server/w_all.qc" diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 5a4be41996..fe96bc0357 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -509,8 +509,8 @@ float autocvar_g_balance_nex_secondary_damagefalloff_maxdist; float autocvar_g_balance_nex_secondary_damagefalloff_mindist; float autocvar_g_balance_nex_secondary_force; float autocvar_g_balance_nex_secondary_refire; -float autocvar_g_balance_nex_switchdelay_drop; -float autocvar_g_balance_nex_switchdelay_raise; +noref float autocvar_g_balance_nex_switchdelay_drop; +noref float autocvar_g_balance_nex_switchdelay_raise; float autocvar_g_balance_nex_reload_ammo; float autocvar_g_balance_nex_reload_time; float autocvar_g_balance_nexball_primary_animtime; diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index a34e5fad35..44227fda6b 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -398,30 +398,29 @@ void W_WeaponFrame() // Change weapon if (self.weapon != self.switchweapon) { - entity e; - e = get_weaponinfo(self.switchweapon); - if (self.weaponentity.state == WS_CLEAR) { // end switching! self.switchingweapon = self.switchweapon; + entity newwep = get_weaponinfo(self.switchweapon); + //setanim(self, self.anim_draw, FALSE, TRUE, TRUE); self.weaponentity.state = WS_RAISE; weapon_action(self.switchweapon, WR_SETUP); // set our clip load to the load of the weapon we switched to, if it's reloadable - if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars + if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars { self.clip_load = self.(weapon_load[self.switchweapon]); - self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); + self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo")); } else self.clip_load = self.clip_size = 0; // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); - weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", e.netname)), w_ready); + weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_DROP) @@ -434,6 +433,8 @@ void W_WeaponFrame() // start switching! self.switchingweapon = self.switchweapon; + entity oldwep = get_weaponinfo(self.weapon); + #ifndef INDEPENDENT_ATTACK_FINISHED if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) { @@ -441,7 +442,7 @@ void W_WeaponFrame() sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim - weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", e.netname)), w_clear); + weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index ff31a5e26c..cda4dc72c4 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -541,15 +541,18 @@ void CL_Weaponentity_Think() } self.angles = '0 0 0'; + float f; if (self.state == WS_RAISE && !intermission_running) { - f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / ((self.switchdelay_raise < 0) ? autocvar_g_balance_weaponswitchdelay : self.switchdelay_raise); + entity newwep = get_weaponinfo(self.owner.switchweapon); + f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { - f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / ((self.switchdelay_drop < 0) ? autocvar_g_balance_weaponswitchdelay : self.switchdelay_drop); + entity oldwep = get_weaponinfo(self.owner.weapon); + f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)); self.angles_x = -90 * f * f; } else if (self.state == WS_CLEAR) diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index ad5e203428..dc3c30ff61 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -218,8 +218,6 @@ float w_nex(float req) { weapon_setup(WEP_NEX); self.current_ammo = ammo_cells; - self.weaponentity.switchdelay_drop = autocvar_g_balance_nex_switchdelay_drop; - self.weaponentity.switchdelay_raise = autocvar_g_balance_nex_switchdelay_raise; } else if (req == WR_CHECKAMMO1) { -- 2.39.2