]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
s/make_pure/new_pure/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index 737ddc8adcbf8e2c25ad3e14a1644f9bde97d450..d0cb0a82780d26177e41c54633c2b3147be52615 100644 (file)
@@ -1,12 +1,12 @@
 #include "selection.qh"
 
 #include "weaponsystem.qh"
-#include "../t_items.qh"
-#include "../../common/constants.qh"
-#include "../../common/util.qh"
-#include "../../common/items/item.qh"
-#include "../../common/weapons/all.qh"
-#include "../../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include <common/t_items.qh>
+#include <common/constants.qh>
+#include <common/util.qh>
+#include <common/items/item.qh>
+#include <common/weapons/all.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
 
 // switch between weapons
 void Send_WeaponComplain(entity e, float wpn, float type)
@@ -17,9 +17,31 @@ void Send_WeaponComplain(entity e, float wpn, float type)
        WriteByte(MSG_ONE, type);
 }
 
+void Weapon_whereis(Weapon this, entity cl)
+{
+       if (!autocvar_g_showweaponspawns) return;
+       for (entity it = NULL; (it = findfloat(it, weapon, this.m_id)); )
+       {
+               if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
+                       continue;
+               if (!(it.flags & FL_ITEM))
+                       continue;
+               entity wp = WaypointSprite_Spawn(
+                       WP_Weapon,
+                       1, 0,
+                       NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
+                       cl, 0,
+                       NULL, enemy,
+                       0,
+                       RADARICON_NONE
+               );
+               wp.wp_extra = this.m_id;
+       }
+}
+
 bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
 {
-       float f;
+       float f = 0;
 
        if (time < cl.hasweapon_complain_spam)
                complain = 0;
@@ -51,11 +73,12 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
                                WITH(entity, self, cl, f = wpn.wr_checkammo1(wpn) + wpn.wr_checkammo2(wpn));
 
                                // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
-                               entity mine;
                                if(wpn == WEP_MINE_LAYER)
-                               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == cl)
-                                       f = 1;
-
+                                       FOREACH_ENTITY_CLASS("mine", it.owner == cl,
+                                       {
+                                               f = 1;
+                                               break; // no need to continue
+                                       });
                        }
                        if (!f)
                        {
@@ -77,29 +100,7 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
                if (weaponsInMap & WepSet_FromWeapon(wpn))
                {
                        Send_WeaponComplain(cl, wpn.m_id, 1);
-
-                       if(autocvar_g_showweaponspawns)
-                       {
-                               entity e;
-
-                               for(e = world; (e = findfloat(e, weapon, wpn.m_id)); )
-                               {
-                                       if(e.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
-                                               continue;
-                                       if(!(e.flags & FL_ITEM))
-                                               continue;
-                                       entity wp = WaypointSprite_Spawn(
-                                               WP_Weapon,
-                                               1, 0,
-                                               world, e.origin + ('0 0 1' * e.maxs.z) * 1.2,
-                                               cl, 0,
-                                               world, enemy,
-                                               0,
-                                               RADARICON_NONE
-                                       );
-                                       wp.wp_extra = wpn.m_id;
-                               }
-                       }
+                       Weapon_whereis(wpn, cl);
                }
                else
                {
@@ -123,7 +124,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        entity wep;
 
        if(skipmissing || pl.selectweapon == 0)
-               weaponcur = pl.switchweapon;
+               weaponcur = PS(pl).m_switchweapon.m_id;
        else
                weaponcur = pl.selectweapon;
 
@@ -225,42 +226,44 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
 
 void W_SwitchWeapon_Force(entity e, Weapon wep)
 {
-       int w = wep.m_id;
-       e.cnt = e.switchweapon;
-       e.switchweapon = w;
-       e.selectweapon = w;
+       e.cnt = PS(e).m_switchweapon.m_id;
+       PS(e).m_switchweapon = wep;
+       e.selectweapon = wep.m_id;
 }
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
 void W_SwitchToOtherWeapon(entity pl)
 {
        // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
-       int ww;
-       WepSet set = WepSet_FromWeapon(Weapons_from(pl.weapon));
-       if(pl.weapons & set)
+       Weapon ww;
+       WepSet set = WepSet_FromWeapon(PS(pl).m_weapon);
+       if (pl.weapons & set)
        {
                pl.weapons &= ~set;
                ww = w_getbestweapon(pl);
                pl.weapons |= set;
        }
        else
+       {
                ww = w_getbestweapon(pl);
-       if(ww)
-               W_SwitchWeapon_Force(pl, Weapons_from(ww));
+       }
+       if (ww == WEP_Null) return;
+       W_SwitchWeapon_Force(pl, ww);
 }
 
 void W_SwitchWeapon(Weapon w)
 {SELFPARAM();
-       int imp = w.m_id;
-       if (self.switchweapon != imp)
+       if (PS(self).m_switchweapon != w)
        {
                if (client_hasweapon(self, w, true, true))
                        W_SwitchWeapon_Force(self, w);
                else
-                       self.selectweapon = imp; // update selectweapon ANYWAY
+                       self.selectweapon = w.m_id; // update selectweapon ANYWAY
        }
        else if(!forbidWeaponUse(self)) {
-               w.wr_reload(w);
+               entity actor = this;
+               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+               w.wr_reload(w, actor, weaponentity);
        }
 }
 
@@ -303,11 +306,11 @@ void W_PreviousWeapon(float list)
 }
 
 // previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon()
-{SELFPARAM();
-       Weapon wep = Weapons_from(self.cnt);
-       if(client_hasweapon(self, wep, true, false))
+void W_LastWeapon(entity this)
+{
+       Weapon wep = Weapons_from(this.cnt);
+       if (client_hasweapon(this, wep, true, false))
                W_SwitchWeapon(wep);
        else
-               W_SwitchToOtherWeapon(self);
+               W_SwitchToOtherWeapon(this);
 }