#include "weaponsystem.qh"
-#include "selection.qh"
-
-#include "../command/common.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/net_linked.qh>
+#include <common/items/_mod.qh>
+#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/net_linked.qh>
#include <common/notifications/all.qh>
+#include <common/state.qh>
#include <common/util.qh>
+#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <common/state.qh>
-#include <lib/csqcmodel/sv_model.qh>
#include <common/wepent.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/hook.qh>
+#include <server/mutators/_mod.qh>
+#include <server/resources.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/selection.qh>
+#include <server/world.qh>
.int state;
float W_WeaponRateFactor(entity this)
{
float t = 1;
- if(g_weaponratefactor > 0)
- t = 1.0 / g_weaponratefactor;
+ if(autocvar_g_weaponratefactor > 0)
+ t = 1.0 / autocvar_g_weaponratefactor;
MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
t = M_ARGV(0, float);
float W_WeaponSpeedFactor(entity this)
{
- float t = 1.0 * g_weaponspeedfactor;
+ float t = 1.0 * autocvar_g_weaponspeedfactor;
MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
t = M_ARGV(0, float);
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;
if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.w_weaponname != this.weaponname
- || this.w_dmg != this.modelindex
- || this.w_deadflag != this.deadflag)
+ if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
{
// owner changed weapons; update appearance
this.w_weaponname = this.weaponname;
this.model = "";
return;
}
- if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
- || this.deadflag != w_ent.deadflag)
+ if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
{
this.weaponname = w_ent.weaponname;
this.dmg = w_ent.modelindex;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- Weapon wep = this.owner.(weaponentity).m_weapon;
+ 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);
}
// spawning weaponentity for client
void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
- entity view = actor.(weaponentity) = new(weaponentity);
- view.solid = SOLID_NOT;
- view.owner = actor;
- setmodel(view, MDL_Null); // precision set when changed
- setorigin(view, '0 0 0');
- view.weaponentity_fld = weaponentity;
- setthink(view, CL_Weaponentity_Think);
- view.nextthink = time;
- view.viewmodelforclient = actor;
- view.draggable = drag_undraggable;
- setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
-
- wepent_link(view);
+ entity w_ent = actor.(weaponentity) = new(weaponentity);
+ w_ent.solid = SOLID_NOT;
+ w_ent.owner = actor;
+ setmodel(w_ent, MDL_Null); // precision set when changed
+ setorigin(w_ent, '0 0 0');
+ w_ent.weaponentity_fld = weaponentity;
+ setthink(w_ent, CL_Weaponentity_Think);
+ w_ent.nextthink = time;
+ w_ent.viewmodelforclient = actor;
+ w_ent.draggable = drag_undraggable;
+ setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
+
+ wepent_link(w_ent);
if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
{
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- actor.(weaponentity).m_weapon = WEP_Null;
- actor.(weaponentity).m_switchingweapon = WEP_Null;
- entity this = actor.(weaponentity);
- if (this)
+ entity w_ent = actor.(weaponentity);
+ if (w_ent)
{
- this.state = WS_CLEAR;
- this.effects = 0;
+ w_ent.m_weapon = WEP_Null;
+ w_ent.m_switchingweapon = WEP_Null;
+ w_ent.state = WS_CLEAR;
+ w_ent.effects = 0;
}
}
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- entity this = actor.(weaponentity);
- if (this) this.state = WS_READY;
+ entity w_ent = actor.(weaponentity);
+ if (w_ent) w_ent.state = WS_READY;
weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
}
.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);
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
- {
- Send_Notification(
- NOTIF_ONE,
- actor,
- MSG_MULTI,
- ITEM_WEAPON_PRIMORSEC,
- thiswep.m_id,
- secondary,
- (1 - secondary)
- );
- }
+ Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
actor.prevwarntime = time;
}
else // this weapon is totally unable to fire, switch to another one
if (this == NULL) return;
this.state = WS_INUSE;
- actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
+ if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
+ StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
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;
}
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;
+ this.wframe = fr;
- 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?");
+ 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(actor);
this.weapon_nextthink = time;
// dprint("started firing at ", ftos(time), "\n");
}
- if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
- || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
+ float w_frametime_limit = this.weapon_frametime * 1.5;
+ if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
{
this.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\n");
{
FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
- wframe_send(it, this, a, restartanim);
+ wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
});
}
{
bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
- int act = (primary_melee || secondary_melee)
- ? ANIMACTION_MELEE
- : ANIMACTION_SHOOT
- ;
+ int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
animdecide_setaction(actor, act, restartanim);
}
else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
}
}
-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)
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)
{
this.m_switchweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
}
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
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)
{
if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
{
- if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ if (this.m_weapon == this.m_switchweapon)
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w = WEP_Null;
}
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;
v_right = ri;
v_up = up;
Weapon wpn = this.m_weapon;
- this.weapon_think(wpn, actor, weaponentity,
- button_atck | (button_atck2 << 1));
+ this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else
{
flash.owner = actor;
flash.angles_z = random() * 360;
- entity view = actor.(weaponentity);
+ entity w_ent = actor.(weaponentity);
entity exterior = actor.exteriorweaponentity;
- if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
- else setattachment(flash, view, "tag_shot");
+ if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
+ else setattachment(flash, w_ent, "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
flash.viewmodelforclient = actor;
- if (view.oldorigin.x > 0)
+ if (w_ent.oldorigin.x > 0)
{
setattachment(xflash, exterior, "");
- setorigin(xflash, view.oldorigin + offset);
+ setorigin(xflash, w_ent.oldorigin + offset);
}
else
{
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);
backtrace(sprintf(
"W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
"Please notify the developers immediately with a copy of this backtrace!\n",
- ammo_use,
- wep.netname,
- GetAmmoPicture(wep.ammo_type),
- actor.netname,
- ammo
- ));
+ ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), actor.netname, ammo));
}
SetResource(actor, wep.ammo_type, ammo - ammo_use);
}
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;
}
{
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));
}
}
}
-
if (this)
{
if (this.wframe == WFRAME_RELOAD) return;
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);
}