wepent_link(view);
- if (weaponentity == weaponentities[0])
+ if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
{
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
- if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
- else ammo = thiswep.wr_checkammo1(thiswep, actor);
+ if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
+ else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
// check if the other firing mode has enough ammo
bool ammo_other = false;
- if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
- else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
+ if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
+ else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
// 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[this.m_switchweapon.m_id]);
- actor.clip_size = newwep.reloading_ammo;
+ this.clip_load = actor.(weaponentity).(weapon_load[this.m_switchweapon.m_id]);
+ this.clip_size = newwep.reloading_ammo;
}
else
{
- actor.clip_load = actor.clip_size = 0;
+ this.clip_load = this.clip_size = 0;
}
weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
{
if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
{
- if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+ if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w = WEP_Null;
}
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if (wep.reloading_ammo)
{
- actor.clip_load -= ammo_use;
- actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.clip_load;
+ actor.(weaponentity).clip_load -= ammo_use;
+ actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
}
else if (wep.ammo_field != ammo_none)
{
{
// finish the reloading process, and do the ammo transfer
- actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+ if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || actor.ammo_field == ammo_none)
{
- actor.clip_load = actor.reload_ammo_amount;
+ actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
- actor.clip_load += load;
+ float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(actor.ammo_field));
+ actor.(weaponentity).clip_load += load;
actor.(actor.ammo_field) -= load;
}
- actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.clip_load;
+ actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).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,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
+ // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
Weapon wpn = Weapons_from(actor.(weaponentity).m_weapon.m_id);
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
- actor.reload_ammo_min = sent_ammo_min;
- actor.reload_ammo_amount = e.reloading_ammo;
- actor.reload_time = e.reloading_time;
+ actor.(weaponentity).reload_ammo_min = sent_ammo_min;
+ actor.(weaponentity).reload_ammo_amount = e.reloading_ammo;
+ actor.(weaponentity).reload_time = e.reloading_time;
if (actor.reload_sound) strunzone(actor.reload_sound);
actor.reload_sound = strzone(Sound_fixpath(sent_sound));
}
// return if reloading is disabled for this weapon
- if (!actor.reload_ammo_amount) return;
+ if (!actor.(weaponentity).reload_ammo_amount) return;
// our weapon is fully loaded, no need to reload
- if (actor.clip_load >= actor.reload_ammo_amount) return;
+ if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return;
// no ammo, so nothing to load
if (actor.ammo_field != ammo_none)
{
- if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
+ if (!actor.(actor.ammo_field) && actor.(weaponentity).reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
}
// switch away if the amount of ammo is not enough to keep using this weapon
Weapon w = actor.(weaponentity).m_weapon;
- if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
+ if (!(w.wr_checkammo1(w, actor, weaponentity) + w.wr_checkammo2(w, actor, weaponentity)))
{
- actor.clip_load = -1; // reload later
+ actor.(weaponentity).clip_load = -1; // reload later
W_SwitchToOtherWeapon(actor, weaponentity);
}
return;
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
+ // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1;
- weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.(weaponentity).reload_time, W_ReloadedAndReady);
- if (actor.clip_load < 0) actor.clip_load = 0;
- actor.old_clip_load = actor.clip_load;
- actor.clip_load = actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+ if (this.clip_load < 0) this.clip_load = 0;
+ this.old_clip_load = this.clip_load;
+ this.clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
}
-void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
{
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- w.event(w, player);
+ w.event(w, player, weaponentity);
}