#include "../command/common.qh"
#include "../mutators/all.qh"
#include "../round_handler.qh"
-#include "../t_items.qh"
-#include "../../common/animdecide.qh"
-#include "../../common/constants.qh"
-#include "../../common/monsters/all.qh"
-#include "../../common/notifications.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
-#include "../../lib/csqcmodel/sv_model.qh"
+#include <common/t_items.qh>
+#include <common/animdecide.qh>
+#include <common/constants.qh>
+#include <common/monsters/all.qh>
+#include <common/notifications.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
+#include <lib/csqcmodel/sv_model.qh>
.int state;
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (actor.weapon != -1)
- {
- actor.weapon = 0;
- PS(actor).m_switchingweapon = WEP_Null;
- }
+ PS(actor).m_weapon = WEP_Null;
+ PS(actor).m_switchingweapon = WEP_Null;
entity this = actor.(weaponentity);
if (this)
{
.float race_penalty;
bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
+ if (actor.weaponentity == NULL) return true;
if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
// if sv_ready_restart_after_countdown is set, don't allow the player to shoot
return false;
// do not even think about shooting if switching
- if (PS(actor).m_switchweapon.m_id != actor.weapon) return false;
+ if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
if (attacktime >= 0)
{
void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
{
entity this = actor.(weaponentity);
+ if (this == NULL) return;
this.state = WS_INUSE;
actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
.entity weaponentity, int fire) func)
{
entity this = actor.(weaponentity);
+ if (this == NULL) return;
bool restartanim;
if (fr == WFRAME_DONTCHANGE)
{
vector ou = v_up;
vector a = '0 0 0';
- if (this)
- {
- this.wframe = fr;
- if (fr == WFRAME_IDLE) a = this.anim_idle;
- else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
- else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
- else // if (fr == WFRAME_RELOAD)
- a = this.anim_reload;
- a.z *= g_weaponratefactor;
- }
+ this.wframe = fr;
+ if (fr == WFRAME_IDLE) a = this.anim_idle;
+ else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
+ else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = this.anim_reload;
+ a.z *= g_weaponratefactor;
v_forward = of;
v_right = or;
if (this)
{
- entity e;
- FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+ FOREACH_CLIENT(true, LAMBDA(
+ if(it == actor || (IS_SPEC(it) && it.enemy == actor))
+ wframe_send(it, this, a, restartanim);
+ ));
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+ int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
;
{
if (actor.(weaponentity).state != WS_CLEAR)
{
- Weapon wpn = Weapons_from(actor.weapon);
+ Weapon wpn = PS(actor).m_weapon;
w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
return;
}
}
- if (PS(actor).m_switchweapon.m_id == 0)
+ if (PS(actor).m_switchweapon == WEP_Null)
{
- actor.weapon = 0;
+ PS(actor).m_weapon = WEP_Null;
PS(actor).m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
actor.weaponname = "";
vector up = v_up;
// Change weapon
- if (actor.weapon != PS(actor).m_switchweapon.m_id)
+ if (PS(actor).m_weapon != PS(actor).m_switchweapon)
{
switch (this.state)
{
PS(actor).m_switchingweapon = newwep;
// the two weapon entities will notice this has changed and update their models
- actor.weapon = newwep.m_id;
+ PS(actor).m_weapon = newwep;
actor.weaponname = newwep.mdl;
actor.bulletcounter = 0;
actor.ammo_field = newwep.ammo_field;
{
// start switching!
PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
- entity oldwep = Weapons_from(actor.weapon);
+ entity oldwep = PS(actor).m_weapon;
// set up weapon switch think in the future, and start drop anim
if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
// if (actor.button0)
// print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
- int w = actor.weapon;
+ int w = PS(actor).m_weapon.m_id;
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
{
if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
{
- if (actor.weapon == PS(actor).m_switchweapon.m_id) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w = 0;
}
W_SwitchWeapon(WEP_HOOK);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
+ block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
{
if (w)
{
- Weapon e = Weapons_from(actor.weapon);
+ Weapon e = PS(actor).m_weapon;
e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
- Weapon w = Weapons_from(actor.weapon);
+ Weapon w = PS(actor).m_weapon;
w.wr_gonethink(w);
}
}
v_forward = fo;
v_right = ri;
v_up = up;
- Weapon wpn = Weapons_from(actor.weapon);
+ Weapon wpn = PS(actor).m_weapon;
this.weapon_think(wpn, actor, weaponentity,
(actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
if (wep.reloading_ammo)
{
actor.clip_load -= ammo_use;
- actor.(weapon_load[actor.weapon]) = actor.clip_load;
+ actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
}
else if (wep.ammo_field != ammo_none)
{
actor.clip_load += load;
actor.(actor.ammo_field) -= load;
}
- actor.(weapon_load[actor.weapon]) = actor.clip_load;
+ actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
- Weapon wpn = Weapons_from(actor.weapon);
+ Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
{
.entity weaponentity = weaponentities[0];
// set global values to work with
- entity e = Weapons_from(actor.weapon);
+ Weapon e = PS(actor).m_weapon;
if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
{
play2(actor, SND(UNAVAILABLE));
- sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
+ sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
actor.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- Weapon w = Weapons_from(actor.weapon);
+ Weapon w = PS(actor).m_weapon;
if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
{
actor.clip_load = -1; // reload later
if (actor.clip_load < 0) actor.clip_load = 0;
actor.old_clip_load = actor.clip_load;
- actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
+ actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
}
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)