#include <common/animdecide.qh>
#include <common/constants.qh>
#include <common/monsters/all.qh>
-#include <common/notifications.qh>
+#include <common/notifications/all.qh>
#include <common/util.qh>
#include <common/weapons/all.qh>
+#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
.int state;
{
entity wi = Weapons_from(wpn);
entity e = spawn();
- CL_WeaponEntity_SetModel(e, wi.mdl);
+ CL_WeaponEntity_SetModel(e, wi.mdl, false);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, "");
+ CL_WeaponEntity_SetModel(e, "", false);
remove(e);
return ret;
}
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
// owner died; disappear
this.model = "";
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
}
this.alpha = -1; // TODO: don't render this entity at all
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
this.model = "";
return;
this.weaponname = this.owner.weaponname;
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ if (this.owner.weaponname != "")
+ {
+ _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ setsize(this, '0 0 0', '0 0 0');
+ }
else this.model = "";
int tag_found;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- this.glowmod = this.owner.weaponentity_glowmod;
+ Weapon wep = PS(this.owner).m_weapon;
+ if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
this.colormap = this.owner.colormap;
CSQCMODEL_AUTOUPDATE(this);
void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
entity view = actor.(weaponentity) = new(weaponentity);
- make_pure(view);
view.solid = SOLID_NOT;
view.owner = actor;
setmodel(view, MDL_Null); // precision set when changed
if (weaponentity == weaponentities[0])
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
- make_pure(exterior);
exterior.solid = SOLID_NOT;
exterior.owner = actor;
setorigin(exterior, '0 0 0');
.float prevwarntime;
bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
{
+ SELFPARAM();
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
- if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
- else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+ if (secondary) WITHSELF(actor, ammo = thiswep.wr_checkammo2(thiswep));
+ else WITHSELF(actor, ammo = thiswep.wr_checkammo1(thiswep));
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) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
- else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+ if (secondary) WITHSELF(actor, ammo_other = thiswep.wr_checkammo1(thiswep));
+ else WITHSELF(actor, ammo_other = thiswep.wr_checkammo2(thiswep));
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
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 (player.frozen) return true;
+ if (STAT(FROZEN, player)) return true;
if (player.weapon_blocked) return true;
return false;
}
.bool hook_switchweapon;
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
{
+ TC(Player, actor);
+ TC(PlayerState, PS(actor));
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
entity this = actor.(weaponentity);
if (frametime) actor.weapon_frametime = frametime;
if (actor.(weaponentity).state != WS_CLEAR)
{
Weapon wpn = PS(actor).m_weapon;
- w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
return;
}
}
// if (actor.button0)
// print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
- int w = PS(actor).m_weapon.m_id;
+ Weapon w = PS(actor).m_weapon;
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
// server framerate is very low and the weapon fire rate very high
for (int c = 0; c < W_TICSPERFRAME; ++c)
{
- if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
+ if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
{
if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w = 0;
+ w = WEP_Null;
}
v_forward = fo;
bool block_weapon = false;
{
- bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
+ bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
Weapon off = actor.offhand;
if (off && !(actor.weapons & WEPSET(HOOK)))
{
W_SwitchWeapon(WEP_HOOK);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed));
+ block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
if (!block_weapon)
{
- if (w)
+ Weapon e = PS(actor).m_weapon;
+ TC(Weapon, e);
+ if (w != WEP_Null)
{
- Weapon e = PS(actor).m_weapon;
- e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
- else
+ else if (e)
{
- Weapon w = PS(actor).m_weapon;
- w.wr_gonethink(w);
+ e.wr_gonethink(e);
}
}
v_up = up;
Weapon wpn = PS(actor).m_weapon;
this.weapon_think(wpn, actor, weaponentity,
- (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
else
{
// ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
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));
+ w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
{
+ TC(Sound, sent_sound);
.entity weaponentity = weaponentities[0];
// set global values to work with
Weapon e = PS(actor).m_weapon;
actor.reload_ammo_min = sent_ammo_min;
actor.reload_ammo_amount = e.reloading_ammo;
actor.reload_time = e.reloading_time;
- actor.reload_sound = sent_sound;
+ if (actor.reload_sound) strunzone(actor.reload_sound);
+ actor.reload_sound = strzone(Sound_fixpath(sent_sound));
// don't reload weapons that don't have the RELOADABLE flag
if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
+ SELFPARAM();
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- WITH(entity, self, player, w.event(w));
+ WITHSELF(player, w.event(w));
}