]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Use wr_checkammo1 to check if arc is out of ammo, and enforce weapon switching
authorMario <mario@smbclan.net>
Sat, 4 Mar 2017 18:09:24 +0000 (04:09 +1000)
committerMario <mario@smbclan.net>
Sat, 4 Mar 2017 18:09:24 +0000 (04:09 +1000)
qcsrc/common/weapons/weapon/arc.qc

index b902cbe9a54861f809d156400302f2426955507c..fb3eb0b76a343a2b9d707c3e0a9688e38df1c1b5 100644 (file)
@@ -317,14 +317,15 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 void W_Arc_Beam_Think(entity this)
 {
        .entity weaponentity = this.weaponentity_fld;
-       if(this != this.owner.(weaponentity).arc_beam)
+       entity own = this.owner;
+       if(this != own.(weaponentity).arc_beam)
        {
                delete(this);
                return;
        }
 
        float burst = 0;
-       if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
                if(!this.beam_bursting)
                        this.beam_bursting = true;
@@ -334,19 +335,19 @@ void W_Arc_Beam_Think(entity this)
        Weapon thiswep = WEP_ARC;
 
        if(
-               !IS_PLAYER(this.owner)
+               !IS_PLAYER(own)
                ||
-               (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                ||
-               IS_DEAD(this.owner)
+               IS_DEAD(own)
                ||
-               forbidWeaponUse(this.owner)
+               forbidWeaponUse(own)
                ||
-               this.owner.(weaponentity).m_switchweapon != WEP_ARC
+               own.(weaponentity).m_switchweapon != WEP_ARC
                ||
-               (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+               (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
                ||
-               this.owner.vehicle
+               own.vehicle
                ||
                (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
        )
@@ -366,8 +367,8 @@ void W_Arc_Beam_Think(entity this)
                        if ( cooldown_speed )
                        {
                                if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
-                                       this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
-                               this.owner.arc_cooldown = cooldown_speed;
+                                       own.arc_overheat = time + this.beam_heat / cooldown_speed;
+                               own.arc_cooldown = cooldown_speed;
                        }
 
                        if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
@@ -378,14 +379,11 @@ void W_Arc_Beam_Think(entity this)
                        }
                }
 
-               if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
-               entity own = this.owner;
-               Weapon w = WEP_ARC;
-               if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
-               if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(own, weaponentity);
+                       W_SwitchWeapon_Force(own, w_getbestweapon(own, weaponentity), weaponentity);
+                       w_ready(thiswep, own, weaponentity, 1);
                }
                delete(this);
                return;
@@ -393,7 +391,7 @@ void W_Arc_Beam_Think(entity this)
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
                if(burst)
@@ -403,17 +401,17 @@ void W_Arc_Beam_Think(entity this)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
-                       this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+                       coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo);
+                       own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
        this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
 
-       makevectors(this.owner.v_angle);
+       makevectors(own.v_angle);
 
        W_SetupShot_Range(
-               this.owner,
+               own,
                weaponentity, // TODO
                true,
                0,
@@ -424,7 +422,7 @@ void W_Arc_Beam_Think(entity this)
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
-       if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+       if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
                w_shotdir = this.beam_dir;
        }
 
@@ -539,12 +537,12 @@ void W_Arc_Beam_Think(entity this)
                vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
-                       this.owner,
+                       own,
                        last_origin,
                        new_origin,
                        MOVE_NORMAL,
-                       this.owner,
-                       ANTILAG_LATENCY(this.owner)
+                       own,
+                       ANTILAG_LATENCY(own)
                );
 
                // Do all the transforms for warpzones right now, as we already
@@ -578,7 +576,7 @@ void W_Arc_Beam_Think(entity this)
                                vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
                        );
 
-                       if(is_player && SAME_TEAM(this.owner, trace_ent))
+                       if(is_player && SAME_TEAM(own, trace_ent))
                        {
                                float roothealth, rootarmor;
                                if(burst)
@@ -634,10 +632,10 @@ void W_Arc_Beam_Think(entity this)
                                else
                                        { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
 
-                               if(accuracy_isgooddamage(this.owner, trace_ent))
+                               if(accuracy_isgooddamage(own, trace_ent))
                                {
                                        accuracy_add(
-                                               this.owner,
+                                               own,
                                                WEP_ARC.m_id,
                                                0,
                                                rootdamage * coefficient * falloff
@@ -646,8 +644,8 @@ void W_Arc_Beam_Think(entity this)
 
                                Damage(
                                        trace_ent,
-                                       this.owner,
-                                       this.owner,
+                                       own,
+                                       own,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
                                        hitorigin,
@@ -678,7 +676,7 @@ void W_Arc_Beam_Think(entity this)
                this.beam_type = new_beam_type;
        }
 
-       this.owner.(weaponentity).beam_prev = time;
+       own.(weaponentity).beam_prev = time;
        this.nextthink = time;
 }