]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge remote-tracking branch 'origin/DefaultUser/ca_spectator_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index d5a89b3a1e5b84088276fe94d2e5c9153660a766..32e9a5670299b9dc00de52256f5081c3b77d49ca 100644 (file)
 
 .float weapon_frametime;
 
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
 {
        float t = 1.0 / g_weaponratefactor;
 
-       MUTATOR_CALLHOOK(WeaponRateFactor, t);
-       t = weapon_rate;
+       MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
 {
        float t = 1.0 * g_weaponspeedfactor;
 
-       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
-       t = ret_float;
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
 
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
-       SELFPARAM();
        this.viewmodelforclient = this.owner;
-       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+       if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
        return true;
 }
 
@@ -69,7 +68,7 @@ void CL_Weaponentity_Think(entity this)
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
-               // owner has new gun; remove self
+               // owner has new gun; remove old one
                if (this.weaponchild) remove(this.weaponchild);
                remove(this);
                return;
@@ -169,7 +168,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+       setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        if (weaponentity == weaponentities[0])
        {
@@ -215,8 +214,13 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
-               for (entity mine; (mine = find(mine, classname, "mine")); )
-                       if (mine.owner == actor) return false;
+       {
+               FOREACH_ENTITY_ENT(owner, actor,
+               {
+                       if(it.classname != "mine") continue;
+                       if(it.owner == actor) return false;
+               });
+       }
 
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
@@ -300,7 +304,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
        actor.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
@@ -358,7 +362,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        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();
+       t *= W_WeaponRateFactor(actor);
 
        // VorteX: haste can be added here
        if (this.weapon_think == w_ready)
@@ -404,6 +408,7 @@ bool forbidWeaponUse(entity player)
        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 (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;
@@ -768,5 +773,5 @@ void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_
 {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITHSELF(player, w.event(w, player));
+       w.event(w, player);
 }