]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Fix compile
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index e42807ec5de086baf5572a1c23f3398b165b6a3d..205eb0cb396dd0bfc55e0002006b4c4330a09a86 100644 (file)
@@ -23,6 +23,7 @@
 #include "bot/api.qh"
 
 #include "../common/ent_cs.qh"
+#include "../common/wepent.qh"
 #include <common/state.qh>
 
 #include <common/effects/qc/globalsound.qh>
@@ -256,7 +257,7 @@ void PutObserverInServer(entity this)
         this.view_ofs = '0 0 0';
     }
 
-    RemoveGrapplingHook(this);
+    RemoveGrapplingHooks(this);
        Portal_ClearAll(this);
        Unfreeze(this);
        SetSpectatee(this, NULL);
@@ -333,7 +334,6 @@ void PutObserverInServer(entity this)
        this.istypefrag = 0;
        setthink(this, func_null);
        this.nextthink = 0;
-       this.hook_time = 0;
        this.deadflag = DEAD_NO;
        this.crouch = false;
        this.revival_time = 0;
@@ -342,10 +342,11 @@ void PutObserverInServer(entity this)
        this.weapons = '0 0 0';
        this.drawonlytoclient = this;
 
-       this.weaponname = "";
        this.weaponmodel = "";
        for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
+               this.weaponentities[slot].hook_time = 0;
+               this.weaponentities[slot].weaponname = "";
                this.weaponentities[slot] = NULL;
        }
        this.exteriorweaponentity = NULL;
@@ -691,11 +692,17 @@ void PutClientInServer(entity this)
                        delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
                }
 
-               PS(this).m_switchweapon = w_getbestweapon(this);
-               this.cnt = -1; // W_LastWeapon will not complain
-               PS(this).m_weapon = WEP_Null;
-               this.weaponname = "";
-               PS(this).m_switchingweapon = WEP_Null;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(slot == 0)
+                               this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+                       else
+                               this.(weaponentity).m_switchweapon = WEP_Null;
+                       this.(weaponentity).weaponname = "";
+                       this.(weaponentity).m_switchingweapon = WEP_Null;
+                       this.(weaponentity).cnt = -1;
+               }
 
                if (!warmup_stage && !this.alivetime)
                        this.alivetime = time;
@@ -1247,7 +1254,7 @@ void ClientDisconnect(entity this)
 
        Unfreeze(this);
 
-       RemoveGrapplingHook(this);
+       RemoveGrapplingHooks(this);
 
        // Here, everything has been done that requires this player to be a client.
 
@@ -2421,13 +2428,11 @@ void PlayerPreThink (entity this)
                {
                        this.items &= ~this.items_added;
 
-                       //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                       //{
-                               //.entity weaponentity = weaponentities[slot];
-                               //W_WeaponFrame(this, weaponentity);
-                       //}
-                       .entity weaponentity = weaponentities[0]; // TODO
-                       W_WeaponFrame(this, weaponentity);
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               .entity weaponentity = weaponentities[slot];
+                               W_WeaponFrame(this, weaponentity);
+                       }
 
                        this.items_added = 0;
                        if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
@@ -2440,8 +2445,12 @@ void PlayerPreThink (entity this)
 
                // WEAPONTODO: Add a weapon request for this
                // rot vortex charge to the charge limit
-               if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
-                       this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+                               this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+               }
 
                if (frametime) player_anim(this);
 
@@ -2465,11 +2474,12 @@ void PlayerPreThink (entity this)
        }
 
        // WEAPONTODO: Add weapon request for this
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        if (!zoomstate_set) {
                SetZoomState(this,
                        PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
-                       || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
-                       || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
+                       || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_VORTEX)
+                       || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
                );
     }
 
@@ -2493,7 +2503,7 @@ void PlayerPreThink (entity this)
 
        // WEAPONTODO: Move into weaponsystem somehow
        // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
-       if (PS(this).m_weapon == WEP_Null)
+       if (this.(weaponentity).m_weapon == WEP_Null)
                this.clip_load = this.clip_size = 0;
 }