]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Fix hash and hopefully compilation units
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 8bfcbb79cfb37d58734f12493f2e3f922d844ea7..2156c89b4a3e1ad21e4ab201c2f16345b44d4268 100644 (file)
@@ -3,9 +3,10 @@
 #include "selection.qh"
 
 #include "../command/common.qh"
-#include "../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
 #include "../round_handler.qh"
-#include "../resources.qh"
+#include <server/cheats.qh>
+#include <server/resources.qh>
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
@@ -178,6 +179,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
+       view.draggable = drag_undraggable;
        setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        wepent_link(view);
@@ -187,6 +189,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
+               exterior.draggable = drag_undraggable;
                exterior.weaponentity_fld = weaponentity;
                setorigin(exterior, '0 0 0');
                setthink(exterior, CL_ExteriorWeaponentity_Think);
@@ -332,8 +335,6 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo
        return false;
 }
 
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
-
 /**
  * @param t defer thinking until time + t
  * @param func next think function
@@ -430,12 +431,12 @@ bool forbidWeaponUse(entity player)
 
 void W_WeaponFrame(Player actor, .entity weaponentity)
 {
-    TC(Player, actor);
-    TC(PlayerState, PS(actor));
+       TC(Player, actor);
+       TC(PlayerState, PS(actor));
        entity this = actor.(weaponentity);
        if (frametime) this.weapon_frametime = frametime;
 
-       if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
+       if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
 
        int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
        int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
@@ -559,7 +560,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        // server framerate is very low and the weapon fire rate very high
        for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
                {
                        if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w = WEP_Null;
@@ -576,7 +577,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                key_pressed = false;
 
                        Weapon off = actor.offhand;
-                       if (off && (!(actor.weapons & WEPSET(HOOK)) || off != OFFHAND_HOOK))
+                       if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
                        {
                                if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
                        }
@@ -597,8 +598,8 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
 
                if (!block_weapon)
                {
-            Weapon e = this.m_weapon;
-            TC(Weapon, e);
+                       Weapon e = this.m_weapon;
+                       TC(Weapon, e);
                        if (w != WEP_Null)
                        {
                                e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
@@ -733,7 +734,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 
 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
 {
-    TC(Sound, sent_sound);
+       TC(Sound, sent_sound);
        // set global values to work with
        entity this = actor.(weaponentity);
        Weapon e = this.m_weapon;