#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"
-
-vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
-{
- switch (algn)
- {
- default: case 3: break; // right alignment
- case 4: vecs.y = -vecs.y;
- break; // left
- case 1: case 2: vecs.y = 0;
- vecs.z -= 2;
- break; // center
- }
-
- return vecs;
-}
-
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
-{
- string s;
-
- if (visual)
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
- else if (autocvar_g_shootfromeye)
- {
- vecs.y = vecs.z = 0;
- }
- else if (autocvar_g_shootfromcenter)
- {
- vecs.y = 0;
- vecs.z -= 2;
- }
- else if ((s = autocvar_g_shootfromfixedorigin) != "")
- {
- vector v = stov(s);
- if (y_is_right) v.y = -v.y;
- if (v.x != 0) vecs.x = v.x;
- vecs.y = v.y;
- vecs.z = v.z;
- }
- else // just do the same as top
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
-
- return vecs;
-}
-
-vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
-{
- return shotorg_adjust_values(vecs, y_is_right, visual, algn);
-}
+#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, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func);
-
bool CL_Weaponentity_CustomizeEntityForClient()
{
SELFPARAM();
return true;
}
-/*
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- * v_tuba.md3 - third person model
- * g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * v_tuba.md3 - third person model
- * tags:
- * shot = muzzle end (for muzzle flashes)
- * g_tuba.md3 - pickup model
- */
-
-// writes:
-// this.origin, this.angles
-// this.weaponentity
-// this.movedir, this.view_ofs
-// attachment stuff
-// anim stuff
-// to free:
-// call again with ""
-// remove the ent
-void CL_WeaponEntity_SetModel(entity this, int slot, string name)
-{
- if (name != "")
- {
- // if there is a child entity, hide it until we're sure we use it
- if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
- _setmodel(this, W_Model(strcat("v_", name, ".md3")));
- int v_shot_idx = gettagindex(this, "shot"); // used later
- if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
-
- _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
- this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
- this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
- this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
-
- // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
- // if we don't, this is a "real" animated model
- if (gettagindex(this, "weapon"))
- {
- if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
- _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
- setattachment(this.weaponentity[slot], this, "weapon");
- }
- else if (gettagindex(this, "tag_weapon"))
- {
- if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
- _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
- setattachment(this.weaponentity[slot], this, "tag_weapon");
- }
- else
- {
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
- this.weaponentity[slot] = NULL;
- }
-
- setorigin(this, '0 0 0');
- this.angles = '0 0 0';
- this.frame = 0;
- this.viewmodelforclient = NULL;
-
- float idx;
-
- if (v_shot_idx) // v_ model attached to invisible h_ model
- {
- this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx);
- }
- else
- {
- idx = gettagindex(this, "shot");
- if (!idx) idx = gettagindex(this, "tag_shot");
- if (idx)
- {
- this.movedir = gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
- this.movedir = '0 0 0';
- }
- }
-
- if (this.weaponentity[slot]) // v_ model attached to invisible h_ model
- {
- idx = gettagindex(this.weaponentity[slot], "shell");
- if (!idx) idx = gettagindex(this.weaponentity[slot], "tag_shell");
- if (idx) this.spawnorigin = gettaginfo(this.weaponentity[slot], idx);
- }
- else
- {
- idx = 0;
- }
- if (!idx)
- {
- idx = gettagindex(this, "shell");
- if (!idx) idx = gettagindex(this, "tag_shell");
- if (idx)
- {
- this.spawnorigin = gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'shell' tag, will display casings wrong\n");
- this.spawnorigin = this.movedir;
- }
- }
-
- if (v_shot_idx)
- {
- this.oldorigin = '0 0 0'; // use regular attachment
- }
- else
- {
- if (this.weaponentity[slot])
- {
- idx = gettagindex(this, "weapon");
- if (!idx) idx = gettagindex(this, "tag_weapon");
- }
- else
- {
- idx = gettagindex(this, "handle");
- if (!idx) idx = gettagindex(this, "tag_handle");
- }
- if (idx)
- {
- this.oldorigin = this.movedir - gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
- this.oldorigin = '0 0 0'; // there is no way to recover from this
- }
- }
-
- this.viewmodelforclient = this.owner;
- }
- else
- {
- this.model = "";
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
- this.weaponentity[slot] = NULL;
- this.movedir = '0 0 0';
- this.spawnorigin = '0 0 0';
- this.oldorigin = '0 0 0';
- this.anim_fire1 = '0 1 0.01';
- this.anim_fire2 = '0 1 0.01';
- this.anim_idle = '0 1 0.01';
- this.anim_reload = '0 1 0.01';
- }
-
- this.view_ofs = '0 0 0';
-
- if (this.movedir.x >= 0)
- {
- vector v0 = this.movedir;
- this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
- this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
- }
- this.owner.stat_shotorg = compressShotOrigin(this.movedir);
- this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
-
- this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
-
- // check if an instant weapon switch occurred
- setorigin(this, this.view_ofs);
- // reset animstate now
- this.wframe = WFRAME_IDLE;
- setanim(this, this.anim_idle, true, false, true);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
+vector CL_Weapon_GetShotOrg(int wpn)
{
- entity wi = get_weaponinfo(wpn);
+ entity wi = Weapons_from(wpn);
entity e = spawn();
- CL_WeaponEntity_SetModel(e, 0, wi.mdl);
+ CL_WeaponEntity_SetModel(e, wi.mdl);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, 0, "");
+ CL_WeaponEntity_SetModel(e, "");
remove(e);
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;
- int slot = 0; // TODO: unhardcode
- if (this.owner.weaponentity[slot] != this)
+ .entity weaponentity = this.weaponentity_fld;
+ if (this.owner.(weaponentity) != this)
{
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
+ // owner has new gun; remove self
+ if (this.weaponchild) remove(this.weaponchild);
remove(this);
return;
}
- if (this.owner.deadflag != DEAD_NO)
+ if (IS_DEAD(self.owner))
{
+ // owner died; disappear
this.model = "";
- if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
+ if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
+ if (this.weaponname != this.owner.weaponname
+ || this.dmg != this.owner.modelindex
|| this.deadflag != this.owner.deadflag)
{
+ // owner changed weapons; update appearance
this.weaponname = this.owner.weaponname;
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname);
}
- int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
- this.effects = this.owner.effects & EFMASK_CHEAP;
- this.effects &= ~EF_LOWPRECISION;
- this.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
- this.effects &= ~EF_TELEPORT_BIT;
- this.effects &= ~EF_RESTARTANIM_BIT;
- this.effects |= tb;
-
- 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;
-
- this.glowmod = this.owner.weaponentity_glowmod;
- this.colormap = this.owner.colormap;
- if (this.weaponentity[slot])
- {
- this.weaponentity[slot].effects = this.effects;
- this.weaponentity[slot].alpha = this.alpha;
- this.weaponentity[slot].colormap = this.colormap;
- this.weaponentity[slot].glowmod = this.glowmod;
- }
+ this.alpha = -1; // TODO: don't render this entity at all
- this.angles = '0 0 0';
+ 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;
- float f = (this.owner.weapon_nextthink - time);
- if (this.state == WS_RAISE && !intermission_running)
+ if (this.weaponchild)
{
- entity newwep = get_weaponinfo(this.owner.switchweapon);
- f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_DROP && !intermission_running)
- {
- entity oldwep = get_weaponinfo(this.owner.weapon);
- f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_CLEAR)
- {
- f = 1;
- this.angles_x = -90 * f * f;
+ this.weaponchild.alpha = this.alpha;
+ 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);
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e, int slot)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
- entity view = e.weaponentity[slot] = new(weaponentity);
+ entity view = actor.(weaponentity) = new(weaponentity);
view.solid = SOLID_NOT;
- view.owner = e;
+ view.owner = actor;
setmodel(view, MDL_Null); // precision set when changed
setorigin(view, '0 0 0');
- view.angles = '0 0 0';
- view.viewmodelforclient = e;
- view.flags = 0;
+ view.weaponentity_fld = weaponentity;
view.think = CL_Weaponentity_Think;
- view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
view.nextthink = time;
+ view.viewmodelforclient = actor;
+ view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
- if (slot == 0)
+ if (weaponentity == weaponentities[0])
{
- entity exterior = e.exteriorweaponentity = spawn();
- exterior.classname = "exteriorweaponentity";
+ entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
- exterior.exteriorweaponentity = exterior;
- exterior.owner = e;
+ exterior.owner = actor;
setorigin(exterior, '0 0 0');
- exterior.angles = '0 0 0';
exterior.think = CL_ExteriorWeaponentity_Think;
exterior.nextthink = time;
}
// Weapon subs
-void w_clear(Weapon thiswep, entity actor, int slot, int fire)
+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[slot])
- {
- actor.weaponentity[slot].state = WS_CLEAR;
- actor.weaponentity[slot].effects = 0;
+ this.state = WS_CLEAR;
+ this.effects = 0;
}
}
-void w_ready(Weapon thiswep, entity actor, int slot, int fire)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
- weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
+ entity this = actor.(weaponentity);
+ if (this) this.state = WS_READY;
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
}
.float prevdryfire;
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 == get_weaponinfo(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;
actor,
MSG_MULTI,
ITEM_WEAPON_PRIMORSEC,
- thiswep,
+ thiswep.m_id,
secondary,
(1 - secondary)
);
}
.float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+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[slot].state != WS_READY) return false;
+ if (this.state != WS_READY) return false;
}
return true;
}
-void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- actor.weaponentity[slot].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
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
{
+ int slot = weaponslot(weaponentity);
if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
{
ATTACK_FINISHED(actor, slot) = time;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
}
-bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
+ if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
{
- weapon_prepareattack_do(actor, slot, secondary, attacktime);
+ weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
return true;
}
return false;
}
-void weapon_thinkf(entity actor, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func)
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+/**
+ * @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[slot].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[slot])
- {
- actor.weaponentity[slot].wframe = fr;
- vector a = '0 0 0';
- if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
- else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
- else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
- else // if (fr == WFRAME_RELOAD)
- a = actor.weaponentity[slot].anim_reload;
- a.z *= g_weaponratefactor;
- setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, 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[slot].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 = 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)
{
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ entity this = actor.(weaponentity);
if (frametime) actor.weapon_frametime = frametime;
- if (!actor.weaponentity[slot] || 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[slot].state != WS_CLEAR)
+ if (actor.(weaponentity).state != WS_CLEAR)
{
- Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, 0, (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)
+ if (PS(actor).m_switchweapon == WEP_Null)
{
- actor.weapon = 0;
- actor.switchingweapon = 0;
- actor.weaponentity[slot].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)
{
- if (actor.weaponentity[slot].state == WS_CLEAR)
+ switch (this.state)
{
- // end switching!
- actor.switchingweapon = actor.switchweapon;
- entity newwep = get_weaponinfo(actor.switchweapon);
-
- // the two weapon entities will notice this has changed and update their models
- actor.weapon = actor.switchweapon;
- actor.weaponname = newwep.mdl;
- actor.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- Weapon w = get_weaponinfo(actor.switchweapon);
- w.wr_setup(w);
- actor.weaponentity[slot].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
+ default:
+ LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
+ break;
+ case WS_INUSE:
+ case WS_RAISE:
+ break;
+ case WS_CLEAR:
{
- actor.clip_load = actor.(weapon_load[actor.switchweapon]);
- actor.clip_size = newwep.reloading_ammo;
+ // end switching!
+ Weapon newwep = PS(actor).m_switchweapon;
+ PS(actor).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);
+ 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;
+ }
+ else
+ {
+ actor.clip_load = actor.clip_size = 0;
+ }
+
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ break;
}
- else
+ case WS_DROP:
{
- actor.clip_load = actor.clip_size = 0;
+ // in dropping phase we can switch at any time
+ PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+ break;
}
-
- weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
- }
- else if (actor.weaponentity[slot].state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- actor.switchingweapon = actor.switchweapon;
- }
- else if (actor.weaponentity[slot].state == WS_READY)
- {
- // start switching!
- actor.switchingweapon = actor.switchweapon;
- entity oldwep = get_weaponinfo(actor.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
- )
+ case WS_READY:
{
- sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
- actor.weaponentity[slot].state = WS_DROP;
- weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ // start switching!
+ 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 (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);
+ 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));
- h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
+ block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+ h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if (!block_weapon)
{
if (w)
{
- Weapon e = get_weaponinfo(actor.weapon);
- e.wr_think(e, actor, 0, (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 = get_weaponinfo(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 = get_weaponinfo(actor.weapon);
- actor.weapon_think(wpn, actor, 0, (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_AttachToShotorg(entity actor, entity flash, vector offset)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
flash.owner = actor;
flash.angles_z = random() * 360;
- if (gettagindex(actor.weaponentity[slot], "shot")) setattachment(flash, actor.weaponentity[slot], "shot");
- else setattachment(flash, actor.weaponentity[slot], "tag_shot");
+ entity view = actor.(weaponentity);
+ entity exterior = actor.exteriorweaponentity;
+
+ if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
+ else setattachment(flash, view, "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
flash.viewmodelforclient = actor;
- if (actor.weaponentity[slot].oldorigin.x > 0)
+ if (view.oldorigin.x > 0)
{
- setattachment(xflash, actor.exteriorweaponentity, "");
- setorigin(xflash, actor.weaponentity[slot].oldorigin + offset);
+ setattachment(xflash, exterior, "");
+ setorigin(xflash, view.oldorigin + offset);
}
else
{
- if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
- else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
+ if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
+ else setattachment(xflash, exterior, "tag_shot");
setorigin(xflash, offset);
}
}
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)
{
.float reload_complain;
.string reload_sound;
-void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
// finish the reloading process, and do the ammo transfer
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 = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, slot, (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)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
// set global values to work with
- entity e = get_weaponinfo(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 = get_weaponinfo(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[slot])
+ entity this = actor.(weaponentity);
+ if (this)
{
- if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
+ if (this.wframe == WFRAME_RELOAD) return;
// allow switching away while reloading, but this will cause a new reload!
- actor.weaponentity[slot].state = WS_READY;
+ this.state = WS_READY;
}
// now begin the reloading process
// ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
- weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.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[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)
{
- Weapon w = get_weaponinfo(weapon_type);
+ Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
WITH(entity, self, player, w.event(w));
}