]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index f65060e88dec810832635d10e18a8fe40ffdc4ff..f44b3929013c2a5929abed8cb8add8679145017e 100644 (file)
@@ -12,6 +12,7 @@
 #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;
@@ -51,9 +52,9 @@ vector CL_Weapon_GetShotOrg(int wpn)
 {
        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;
 }
@@ -74,7 +75,7 @@ void CL_Weaponentity_Think()
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -90,7 +91,7 @@ void CL_Weaponentity_Think()
                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
@@ -115,7 +116,7 @@ void CL_ExteriorWeaponentity_Think()
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -151,7 +152,8 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
+    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);
@@ -208,10 +210,11 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 .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)
@@ -229,8 +232,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // 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)
@@ -411,8 +414,10 @@ bool forbidWeaponUse(entity player)
 
 .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;
@@ -555,11 +560,12 @@ void W_WeaponFrame(entity actor)
                if (!block_weapon)
                {
             Weapon e = PS(actor).m_weapon;
+            TC(Weapon, e);
                        if (w != WEP_Null)
                        {
                                e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
-                       else
+                       else if (e)
                        {
                                e.wr_gonethink(e);
                        }
@@ -681,8 +687,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        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;
@@ -692,7 +699,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        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))
@@ -761,7 +769,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 
 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));
 }