#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 <common/t_items.qh>
+#include <common/animdecide.qh>
+#include <common/constants.qh>
+#include <common/monsters/all.qh>
+#include <common/notifications/all.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
+#include <lib/csqcmodel/sv_model.qh>
.int state;
}
-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()
{
SELFPARAM();
return ret;
}
+..entity weaponentity_fld;
+.float m_alpha;
+
void CL_Weaponentity_Think()
{
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
remove(this);
return;
}
- if (this.owner.deadflag != DEAD_NO)
+ if (IS_DEAD(self.owner))
{
// owner died; disappear
this.model = "";
CL_WeaponEntity_SetModel(this, this.owner.weaponname);
}
- 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;
}
}
remove(this);
return;
}
- if (this.owner.deadflag != DEAD_NO)
+ if (IS_DEAD(self.owner))
{
this.model = "";
return;
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;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- this.glowmod = this.owner.weaponentity_glowmod;
+ this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
this.colormap = this.owner.colormap;
CSQCMODEL_AUTOUPDATE(this);
view.owner = actor;
setmodel(view, MDL_Null); // precision set when changed
setorigin(view, '0 0 0');
+ view.weaponentity_fld = weaponentity;
view.think = CL_Weaponentity_Think;
view.nextthink = time;
view.viewmodelforclient = actor;
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (actor.weapon != -1)
+ PS(actor).m_weapon = WEP_Null;
+ PS(actor).m_switchingweapon = WEP_Null;
+ entity this = actor.(weaponentity);
+ if (this)
{
- actor.weapon = 0;
- actor.switchingweapon = 0;
- }
- if (actor.(weaponentity))
- {
- 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);
}
if (mine.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;
.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
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
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();
// 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;
}
}
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;
}
void W_WeaponFrame(entity actor)
{
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ .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;
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:
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;
+ 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
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;
// 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;
+ int w = PS(actor).m_weapon.m_id;
// 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 && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
{
- if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w = 0;
}
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)))
{
}
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(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);
}
}
{
if (w)
{
- Weapon e = Weapons_from(actor.weapon);
- e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon e = PS(actor).m_weapon;
+ e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
else
{
- Weapon w = Weapons_from(actor.weapon);
+ Weapon w = PS(actor).m_weapon;
w.wr_gonethink(w);
}
}
- 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
{
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;
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)
{
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,
// 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)
{
.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;
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);
+ Weapon w = PS(actor).m_weapon;
if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
{
actor.clip_load = -1; // reload later
}
}
- 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
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)