#include "../../common/weapons/all.qh"
#include "../../lib/csqcmodel/sv_model.qh"
-vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
-{
- switch (algn)
- {
- default: case 3: break; // right alignment
- case 4: vecs.y = -vecs.y;
- break; // left
- case 1: case 2: vecs.y = 0;
- vecs.z -= 2;
- break; // center
- }
-
- return vecs;
-}
-
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
-{
- string s;
-
- if (visual)
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
- else if (autocvar_g_shootfromeye)
- {
- vecs.y = vecs.z = 0;
- }
- else if (autocvar_g_shootfromcenter)
- {
- vecs.y = 0;
- vecs.z -= 2;
- }
- else if ((s = autocvar_g_shootfromfixedorigin) != "")
- {
- vector v = stov(s);
- if (y_is_right) v.y = -v.y;
- if (v.x != 0) vecs.x = v.x;
- vecs.y = v.y;
- vecs.z = v.z;
- }
- else // just do the same as top
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
-
- return vecs;
-}
-
-vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
-{
- return shotorg_adjust_values(vecs, y_is_right, visual, algn);
-}
-
.int state;
.float weapon_frametime;
}
-void weapon_thinkf(entity actor, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func);
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+ .entity weaponentity, int fire) func);
bool CL_Weaponentity_CustomizeEntityForClient()
{
return true;
}
-/**
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- * v_tuba.md3 - third person model
- * g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * v_tuba.md3 - third person model
- * tags:
- * shot = muzzle end (for muzzle flashes)
- * g_tuba.md3 - pickup model
- *
- * writes:
- * this.origin, this.angles
- * this.weaponchild
- * this.movedir, this.view_ofs
- * attachment stuff
- * anim stuff
- * to free:
- * call again with ""
- * remove the ent
- */
-void CL_WeaponEntity_SetModel(entity this, int slot, string name)
-{
- if (name == "")
- {
- this.model = "";
- if (this.weaponchild) remove(this.weaponchild);
- this.weaponchild = NULL;
- this.movedir = '0 0 0';
- this.spawnorigin = '0 0 0';
- this.oldorigin = '0 0 0';
- this.anim_fire1 = '0 1 0.01';
- this.anim_fire2 = '0 1 0.01';
- this.anim_idle = '0 1 0.01';
- this.anim_reload = '0 1 0.01';
- }
- else
- {
- // if there is a child entity, hide it until we're sure we use it
- if (this.weaponchild) this.weaponchild.model = "";
- _setmodel(this, W_Model(strcat("v_", name, ".md3")));
- int v_shot_idx; // used later
- (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
-
- _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
- this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
- this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
- this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
-
- // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
- // if we don't, this is a "real" animated model
- string t;
- if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
- {
- if (!this.weaponchild) this.weaponchild = new(weaponchild);
- _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
- setattachment(this.weaponchild, this, t);
- }
- else
- {
- if (this.weaponchild) remove(this.weaponchild);
- this.weaponchild = NULL;
- }
-
- setorigin(this, '0 0 0');
- this.angles = '0 0 0';
- this.frame = 0;
- this.viewmodelforclient = NULL;
-
- if (v_shot_idx) // v_ model attached to invisible h_ model
- {
- this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
- }
- else
- {
- int idx;
- if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
- {
- this.movedir = gettaginfo(this, idx);
- }
- else
- {
- LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
- this.model);
- this.movedir = '0 0 0';
- }
- }
- {
- int idx = 0;
- // v_ model attached to invisible h_ model
- if (this.weaponchild
- && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
- {
- this.spawnorigin = gettaginfo(this.weaponchild, idx);
- }
- else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
- {
- this.spawnorigin = gettaginfo(this, idx);
- }
- else
- {
- LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
- this.model);
- this.spawnorigin = this.movedir;
- }
- }
- if (v_shot_idx)
- {
- this.oldorigin = '0 0 0'; // use regular attachment
- }
- else
- {
- int idx;
- if (this.weaponchild)
- (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
- else
- (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
- if (idx)
- {
- this.oldorigin = this.movedir - gettaginfo(this, idx);
- }
- else
- {
- LOG_WARNINGF(
- "weapon model %s does not support the 'handle' tag "
- "and neither does the v_ model support the 'shot' tag, "
- "will display muzzle flashes TOTALLY wrong\n",
- this.model);
- this.oldorigin = '0 0 0'; // there is no way to recover from this
- }
- }
-
- this.viewmodelforclient = this.owner;
- }
-
- this.view_ofs = '0 0 0';
-
- if (this.movedir.x >= 0)
- {
- vector v = this.movedir;
- this.movedir = shotorg_adjust(v, false, false, this.owner.cvar_cl_gunalign);
- this.view_ofs = shotorg_adjust(v, false, true, this.owner.cvar_cl_gunalign) - v;
- }
- this.owner.stat_shotorg = compressShotOrigin(this.movedir);
- this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
-
- this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
-
- // check if an instant weapon switch occurred
- setorigin(this, this.view_ofs);
- // reset animstate now
- this.wframe = WFRAME_IDLE;
- setanim(this, this.anim_idle, true, false, true);
-}
-
vector CL_Weapon_GetShotOrg(int wpn)
{
- entity wi = get_weaponinfo(wpn);
+ entity wi = Weapons_from(wpn);
entity e = spawn();
- CL_WeaponEntity_SetModel(e, 0, wi.mdl);
+ CL_WeaponEntity_SetModel(e, wi.mdl);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, 0, "");
+ CL_WeaponEntity_SetModel(e, "");
remove(e);
return ret;
}
SELFPARAM();
this.nextthink = time;
if (intermission_running) this.frame = this.anim_idle.x;
- int slot = 0; // TODO: unhardcode
- if (this.owner.weaponentity[slot] != this)
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if (this.owner.(weaponentity) != this)
{
// owner has new gun; remove self
if (this.weaponchild) remove(this.weaponchild);
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname);
}
- int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
- this.effects = this.owner.effects
- & EFMASK_CHEAP
- & ~(
- EF_LOWPRECISION
- | EF_FULLBRIGHT // can mask team color, so get rid of it
- | EF_TELEPORT_BIT
- | EF_RESTARTANIM_BIT
- )
- | tb;
+ this.effects = EF_NODRAW; // TODO: don't render this entity at all
if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- this.glowmod = this.owner.weaponentity_glowmod;
- this.colormap = this.owner.colormap;
if (this.weaponchild)
{
this.weaponchild.effects = this.effects;
- this.weaponchild.alpha = this.alpha;
- this.weaponchild.colormap = this.colormap;
- this.weaponchild.glowmod = this.glowmod;
- }
-
- this.angles = '0 0 0';
-
- float f = this.owner.weapon_nextthink - time;
- if (this.state == WS_RAISE && !intermission_running)
- {
- entity newwep = get_weaponinfo(this.owner.switchweapon);
- f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_DROP && !intermission_running)
- {
- entity oldwep = get_weaponinfo(this.owner.weapon);
- f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_CLEAR)
- {
- f = 1;
- this.angles_x = -90 * f * f;
}
}
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity(entity actor, int slot)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
- entity view = actor.weaponentity[slot] = new(weaponentity);
+ entity view = actor.(weaponentity) = new(weaponentity);
view.solid = SOLID_NOT;
view.owner = actor;
setmodel(view, MDL_Null); // precision set when changed
view.viewmodelforclient = actor;
view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
- if (slot == 0)
+ if (weaponentity == weaponentities[0])
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
}
// Weapon subs
-void w_clear(Weapon thiswep, entity actor, int slot, int fire)
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (actor.weapon != -1)
{
actor.weapon = 0;
actor.switchingweapon = 0;
}
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- actor.weaponentity[slot].state = WS_CLEAR;
- actor.weaponentity[slot].effects = 0;
+ actor.(weaponentity).state = WS_CLEAR;
+ actor.(weaponentity).effects = 0;
}
}
-void w_ready(Weapon thiswep, entity actor, int slot, int fire)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
- weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
+ if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
}
.float prevdryfire;
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
actor.prevdryfire = time;
}
.float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
if (attacktime >= 0)
{
+ int slot = weaponslot(weaponentity);
// don't fire if previous attack is not finished
if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
// don't fire while changing weapon
- if (actor.weaponentity[slot].state != WS_READY) return false;
+ if (actor.(weaponentity).state != WS_READY) return false;
}
return true;
}
-void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- actor.weaponentity[slot].state = WS_INUSE;
+ actor.(weaponentity).state = WS_INUSE;
actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
{
+ int slot = weaponslot(weaponentity);
if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
{
ATTACK_FINISHED(actor, slot) = time;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
}
-bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
+ if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
{
- weapon_prepareattack_do(actor, slot, secondary, attacktime);
+ weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
return true;
}
return false;
}
-void weapon_thinkf(entity actor, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func)
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+ .entity weaponentity, int fire) func)
{
bool restartanim;
if (fr == WFRAME_DONTCHANGE)
{
- fr = actor.weaponentity[slot].wframe;
+ fr = actor.(weaponentity).wframe;
restartanim = false;
}
else if (fr == WFRAME_IDLE)
vector or = v_right;
vector ou = v_up;
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- actor.weaponentity[slot].wframe = fr;
+ actor.(weaponentity).wframe = fr;
vector a = '0 0 0';
- if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
- else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
- else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
+ if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
+ else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
+ else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
else // if (fr == WFRAME_RELOAD)
- a = actor.weaponentity[slot].anim_reload;
+ a = actor.(weaponentity).anim_reload;
a.z *= g_weaponratefactor;
- setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
+ entity e; FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) {
+ wframe_send(e, actor.(weaponentity), a, restartanim);
+ }
}
v_forward = of;
v_right = or;
v_up = ou;
- if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
+ if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
t *= W_WeaponRateFactor();
actor.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\n");
}
- actor.weapon_nextthink = actor.weapon_nextthink + t;
+ actor.weapon_nextthink += t;
actor.weapon_think = func;
// dprint("next ", ftos(actor.weapon_nextthink), "\n");
void W_WeaponFrame(entity actor)
{
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (frametime) actor.weapon_frametime = frametime;
- if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
if (forbidWeaponUse(actor))
{
- if (actor.weaponentity[slot].state != WS_CLEAR)
+ if (actor.(weaponentity).state != WS_CLEAR)
{
- Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
return;
}
}
- if (!actor.switchweapon)
+ if (actor.switchweapon == 0)
{
actor.weapon = 0;
actor.switchingweapon = 0;
- actor.weaponentity[slot].state = WS_CLEAR;
+ actor.(weaponentity).state = WS_CLEAR;
actor.weaponname = "";
// actor.items &= ~IT_AMMO;
return;
// Change weapon
if (actor.weapon != actor.switchweapon)
{
- if (actor.weaponentity[slot].state == WS_CLEAR)
+ switch (actor.(weaponentity).state)
{
- // end switching!
- actor.switchingweapon = actor.switchweapon;
- entity newwep = get_weaponinfo(actor.switchweapon);
-
- // the two weapon entities will notice this has changed and update their models
- actor.weapon = actor.switchweapon;
- actor.weaponname = newwep.mdl;
- actor.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- Weapon w = get_weaponinfo(actor.switchweapon);
- w.wr_setup(w);
- actor.weaponentity[slot].state = WS_RAISE;
-
- // set our clip load to the load of the weapon we switched to, if it's reloadable
- if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
+ default:
+ LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
+ break;
+ case WS_INUSE:
+ case WS_RAISE:
+ break;
+ case WS_CLEAR:
{
- actor.clip_load = actor.(weapon_load[actor.switchweapon]);
- actor.clip_size = newwep.reloading_ammo;
+ // end switching!
+ actor.switchingweapon = actor.switchweapon;
+ entity newwep = Weapons_from(actor.switchweapon);
+
+ // the two weapon entities will notice this has changed and update their models
+ actor.weapon = actor.switchweapon;
+ actor.weaponname = newwep.mdl;
+ actor.bulletcounter = 0;
+ actor.ammo_field = newwep.ammo_field;
+ newwep.wr_setup(newwep);
+ actor.(weaponentity).state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
+ {
+ actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+ actor.clip_size = newwep.reloading_ammo;
+ }
+ else
+ {
+ actor.clip_load = actor.clip_size = 0;
+ }
+
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ break;
}
- else
+ case WS_DROP:
{
- actor.clip_load = actor.clip_size = 0;
+ // in dropping phase we can switch at any time
+ actor.switchingweapon = actor.switchweapon;
+ break;
}
+ case WS_READY:
+ {
+ // start switching!
+ actor.switchingweapon = actor.switchweapon;
+ entity oldwep = Weapons_from(actor.weapon);
- weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
- }
- else if (actor.weaponentity[slot].state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- actor.switchingweapon = actor.switchweapon;
- }
- else if (actor.weaponentity[slot].state == WS_READY)
- {
- // start switching!
- actor.switchingweapon = actor.switchweapon;
- entity oldwep = get_weaponinfo(actor.weapon);
-
- // set up weapon switch think in the future, and start drop anim
- if (
+ // set up weapon switch think in the future, and start drop anim
+ if (
#if INDEPENDENT_ATTACK_FINISHED
- true
+ true
#else
- ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
+ ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
#endif
- )
- {
- sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
- actor.weaponentity[slot].state = WS_DROP;
- weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ )
+ {
+ sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
+ actor.(weaponentity).state = WS_DROP;
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ }
+ break;
}
}
}
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
- h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
+ h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if (!block_weapon)
{
if (w)
{
- Weapon e = get_weaponinfo(actor.weapon);
- e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon e = Weapons_from(actor.weapon);
+ e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
- Weapon w = get_weaponinfo(actor.weapon);
+ Weapon w = Weapons_from(actor.weapon);
w.wr_gonethink(w);
}
}
v_forward = fo;
v_right = ri;
v_up = up;
- Weapon wpn = get_weaponinfo(actor.weapon);
- actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ actor.weapon_think(wpn, actor, weaponentity,
+ (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
void W_AttachToShotorg(entity actor, entity flash, vector offset)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
flash.owner = actor;
flash.angles_z = random() * 360;
- entity view = actor.weaponentity[slot];
+ entity view = actor.(weaponentity);
entity exterior = actor.exteriorweaponentity;
if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
.float reload_complain;
.string reload_sound;
-void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
// finish the reloading process, and do the ammo transfer
// ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
- Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
// set global values to work with
- entity e = get_weaponinfo(actor.weapon);
+ entity e = Weapons_from(actor.weapon);
if (cvar("g_overkill"))
if (actor.ok_use_ammocharge) return;
actor.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- Weapon w = get_weaponinfo(actor.weapon);
+ Weapon w = Weapons_from(actor.weapon);
if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
{
actor.clip_load = -1; // reload later
}
}
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
+ if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
// allow switching away while reloading, but this will cause a new reload!
- actor.weaponentity[slot].state = WS_READY;
+ actor.(weaponentity).state = WS_READY;
}
// now begin the reloading process
// ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
- weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
if (actor.clip_load < 0) actor.clip_load = 0;
actor.old_clip_load = actor.clip_load;
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
- Weapon w = get_weaponinfo(weapon_type);
+ Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
WITH(entity, self, player, w.event(w));
}