#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
+#include <common/wepent.qh>
.int state;
return ret;
}
-..entity weaponentity_fld;
.float m_alpha;
+.string w_weaponname;
+.int w_dmg;
+.int w_deadflag;
void CL_Weaponentity_Think(entity this)
{
{
// owner has new gun; remove old one
if (this.weaponchild) delete(this.weaponchild);
+ if (this.hook) delete(this.hook);
delete(this);
return;
}
if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname
- || this.dmg != this.owner.modelindex
- || this.deadflag != this.owner.deadflag)
+ if (this.w_weaponname != this.weaponname
+ || this.w_dmg != this.modelindex
+ || this.w_deadflag != this.deadflag)
{
// owner changed weapons; update appearance
- this.weaponname = this.owner.weaponname;
- this.dmg = this.owner.modelindex;
- this.deadflag = this.owner.deadflag;
+ this.w_weaponname = this.weaponname;
+ this.w_dmg = this.modelindex;
+ this.w_deadflag = this.deadflag;
- CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
+ CL_WeaponEntity_SetModel(this, this.weaponname, true);
}
this.alpha = -1; // TODO: don't render this entity at all
void CL_ExteriorWeaponentity_Think(entity this)
{
this.nextthink = time;
+ .entity weaponentity = this.weaponentity_fld;
+ entity w_ent = this.owner.(weaponentity);
if (this.owner.exteriorweaponentity != this)
{
delete(this);
this.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
- || this.deadflag != this.owner.deadflag)
+ if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
+ || this.deadflag != w_ent.deadflag)
{
- this.weaponname = this.owner.weaponname;
- this.dmg = this.owner.modelindex;
- this.deadflag = this.owner.deadflag;
- if (this.owner.weaponname != "")
+ this.weaponname = w_ent.weaponname;
+ this.dmg = w_ent.modelindex;
+ this.deadflag = w_ent.deadflag;
+ if (w_ent.weaponname != "")
{
- _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
setsize(this, '0 0 0', '0 0 0');
}
else this.model = "";
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- Weapon wep = PS(this.owner).m_weapon;
- if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
+ 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;
CSQCMODEL_AUTOUPDATE(this);
view.viewmodelforclient = actor;
setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
- if (weaponentity == weaponentities[0])
+ wepent_link(view);
+
+ if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
exterior.owner = actor;
+ exterior.weaponentity_fld = weaponentity;
setorigin(exterior, '0 0 0');
setthink(exterior, CL_ExteriorWeaponentity_Think);
exterior.nextthink = time;
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- PS(actor).m_weapon = WEP_Null;
- PS(actor).m_switchingweapon = WEP_Null;
+ actor.(weaponentity).m_weapon = WEP_Null;
+ actor.(weaponentity).m_switchingweapon = WEP_Null;
entity this = actor.(weaponentity);
if (this)
{
.float prevdryfire;
.float prevwarntime;
-bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
+bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
{
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
- if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
- else ammo = thiswep.wr_checkammo1(thiswep, actor);
+ if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
+ else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
{
- IL_EACH(g_mines, it.owner == actor,
+ IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
{
return false;
});
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == actor.(weaponentity).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;
// check if the other firing mode has enough ammo
bool ammo_other = false;
- if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
- else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
+ if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
+ else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
}
else // this weapon is totally unable to fire, switch to another one
{
- W_SwitchToOtherWeapon(actor);
+ W_SwitchToOtherWeapon(actor, weaponentity);
}
return false;
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 (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
// if sv_ready_restart_after_countdown is set, don't allow the player to shoot
// if all players readied up and the countdown is running
return false;
// do not even think about shooting if switching
- if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
+ if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).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;
+ if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
entity this = actor.(weaponentity);
// don't fire while changing weapon
if (this.state != WS_READY) return false;
if (attacktime >= 0)
{
int slot = weaponslot(weaponentity);
- if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
+ if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
{
ATTACK_FINISHED(actor, slot) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
}
- actor.bulletcounter += 1;
+ this.bulletcounter += 1;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
}
this.weapon_nextthink = time;
// dprint("started firing at ", ftos(time), "\n");
}
- if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
- || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
+ if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
+ || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
{
this.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\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 ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
- bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ 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
TC(Player, actor);
TC(PlayerState, PS(actor));
entity this = actor.(weaponentity);
- if (frametime) actor.weapon_frametime = frametime;
+ if (frametime) this.weapon_frametime = frametime;
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)
+ if (this.state != WS_CLEAR)
{
- Weapon wpn = PS(actor).m_weapon;
+ Weapon wpn = this.m_weapon;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
return;
}
}
- if (PS(actor).m_switchweapon == WEP_Null)
+ if (this.m_switchweapon == WEP_Null)
{
- PS(actor).m_weapon = WEP_Null;
- PS(actor).m_switchingweapon = WEP_Null;
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
- actor.weaponname = "";
+ this.weaponname = "";
return;
}
vector up = v_up;
// Change weapon
- if (PS(actor).m_weapon != PS(actor).m_switchweapon)
+ if (this.m_weapon != this.m_switchweapon)
{
switch (this.state)
{
case WS_CLEAR:
{
// end switching!
- Weapon newwep = PS(actor).m_switchweapon;
- PS(actor).m_switchingweapon = newwep;
+ Weapon newwep = this.m_switchweapon;
+ this.m_switchingweapon = newwep;
// the two weapon entities will notice this has changed and update their models
- PS(actor).m_weapon = newwep;
- actor.weaponname = newwep.mdl;
- actor.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- newwep.wr_setup(newwep, actor);
+ this.m_weapon = newwep;
+ this.weaponname = newwep.mdl;
+ this.bulletcounter = 0;
+ newwep.wr_setup(newwep, actor, weaponentity);
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[PS(actor).m_switchweapon.m_id]);
- actor.clip_size = newwep.reloading_ammo;
+ this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
+ this.clip_size = newwep.reloading_ammo;
}
else
{
- actor.clip_load = actor.clip_size = 0;
+ this.clip_load = this.clip_size = 0;
}
weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
case WS_DROP:
{
// in dropping phase we can switch at any time
- PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+ this.m_switchingweapon = this.m_switchweapon;
break;
}
case WS_READY:
{
// start switching!
- PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
- entity oldwep = PS(actor).m_weapon;
+ this.m_switchingweapon = this.m_switchweapon;
+ entity oldwep = this.m_weapon;
// set up weapon switch think in the future, and start drop anim
- if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
+ if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
{
sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
this.state = WS_DROP;
// if (actor.button0)
// print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
- Weapon w = PS(actor).m_weapon;
+ Weapon w = this.m_weapon;
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
{
if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
{
- if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w = WEP_Null;
}
}
else
{
- if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
- W_SwitchWeapon(actor, WEP_HOOK);
+ if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+ W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+ block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
if (!block_weapon)
{
- Weapon e = PS(actor).m_weapon;
+ Weapon e = this.m_weapon;
TC(Weapon, e);
if (w != WEP_Null)
{
}
}
- if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
+ if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
{
if (this.weapon_think)
{
v_forward = fo;
v_right = ri;
v_up = up;
- Weapon wpn = PS(actor).m_weapon;
+ Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity,
PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
}
}
-void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
- if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
-
+ if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
+ entity w_ent = actor.(weaponentity);
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if (wep.reloading_ammo)
{
- actor.clip_load -= ammo_use;
- actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
+ w_ent.clip_load -= ammo_use;
+ w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
else if (wep.ammo_field != ammo_none)
{
{
// finish the reloading process, and do the ammo transfer
- actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ entity w_ent = actor.(weaponentity);
+ Weapon wpn = w_ent.m_weapon;
+
+ 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 (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
{
- actor.clip_load = actor.reload_ammo_amount;
+ w_ent.clip_load = w_ent.reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
- actor.clip_load += load;
- actor.(actor.ammo_field) -= load;
+ float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
+ w_ent.clip_load += load;
+ actor.(wpn.ammo_field) -= load;
}
- actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
+ w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.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,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
+ // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
- 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));
}
{
TC(Sound, sent_sound);
// set global values to work with
- Weapon e = PS(actor).m_weapon;
+ entity this = actor.(weaponentity);
+ Weapon e = this.m_weapon;
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;
+ this.reload_ammo_min = sent_ammo_min;
+ this.reload_ammo_amount = e.reloading_ammo;
+ this.reload_time = e.reloading_time;
if (actor.reload_sound) strunzone(actor.reload_sound);
actor.reload_sound = strzone(Sound_fixpath(sent_sound));
}
// return if reloading is disabled for this weapon
- if (!actor.reload_ammo_amount) return;
+ if (!this.reload_ammo_amount) return;
// our weapon is fully loaded, no need to reload
- if (actor.clip_load >= actor.reload_ammo_amount) return;
+ if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
- if (actor.ammo_field != ammo_none)
+ if (e.ammo_field != ammo_none)
{
- if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
+ if (!actor.(e.ammo_field) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
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", PS(actor).m_weapon.m_name, "\n"));
+ sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.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 = PS(actor).m_weapon;
- if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
+ if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
{
- actor.clip_load = -1; // reload later
- W_SwitchToOtherWeapon(actor);
+ this.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(actor, weaponentity);
}
return;
}
}
}
- entity this = actor.(weaponentity);
if (this)
{
if (this.wframe == WFRAME_RELOAD) return;
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
+ // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
- weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
- if (actor.clip_load < 0) actor.clip_load = 0;
- actor.old_clip_load = actor.clip_load;
- actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
+ if (this.clip_load < 0) this.clip_load = 0;
+ this.old_clip_load = this.clip_load;
+ this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
}
-void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
+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_dropevent_item = weapon_item;
- w.event(w, player);
+ w.event(w, player, weaponentity);
}