X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=c0fd3dfbd689ef4becf0290ff00509b5f6b4f016;hb=b56d8435ab6710d101761c6c2b9746e38e3cc813;hp=7625e9b504ed36c80b7524852f722b7768aef1b6;hpb=cac08f933d832f4b4b63626ddc8c9366f0a69419;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 7625e9b50..c0fd3dfbd 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -27,11 +27,11 @@ void W_SwitchWeapon_Force(entity e, float w) .float antilag_debug; // VorteX: static frame globals -float WFRAME_DONTCHANGE = -1; -float WFRAME_FIRE1 = 0; -float WFRAME_FIRE2 = 1; -float WFRAME_IDLE = 2; -float WFRAME_RELOAD = 3; +const float WFRAME_DONTCHANGE = -1; +const float WFRAME_FIRE1 = 0; +const float WFRAME_FIRE2 = 1; +const float WFRAME_IDLE = 2; +const float WFRAME_RELOAD = 3; .float wframe; void(float fr, float t, void() func) weapon_thinkf; @@ -93,7 +93,7 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, lag = ANTILAG_LATENCY(player); if(lag < 0.001) lag = 0; - if not(IS_REAL_CLIENT(player)) + if (!IS_REAL_CLIENT(player)) lag = 0; // only antilag for clients org = player.origin + player.view_ofs; @@ -121,7 +121,7 @@ void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold))) { - sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); + sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM); player.prevstrengthsound = time; } player.prevstrengthsoundattempt = time; @@ -163,7 +163,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m // track max damage if(accuracy_canbegooddamage(ent)) accuracy_add(ent, ent.weapon, maxdamage, 0); - + W_HitPlotAnalysis(ent, v_forward, v_right, v_up); if(ent.weaponentity.movedir_x > 0) @@ -233,12 +233,12 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) - if (!g_norecoil) + if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; if (snd != "") { - sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + sound (ent, chan, snd, VOL_BASE, ATTEN_NORM); W_PlayStrengthSound(ent); } @@ -517,10 +517,10 @@ void CL_Weaponentity_Think() tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); self.effects = self.owner.effects & EFMASK_CHEAP; - self.effects &~= EF_LOWPRECISION; - self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it - self.effects &~= EF_TELEPORT_BIT; - self.effects &~= EF_RESTARTANIM_BIT; + self.effects &= ~EF_LOWPRECISION; + self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it + self.effects &= ~EF_TELEPORT_BIT; + self.effects &= ~EF_RESTARTANIM_BIT; self.effects |= tb; if(self.owner.alpha == default_player_alpha) @@ -541,15 +541,20 @@ void CL_Weaponentity_Think() } self.angles = '0 0 0'; - float f; + + float f = (self.owner.weapon_nextthink - time); if (self.state == WS_RAISE && !intermission_running) { - f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay; + entity newwep = get_weaponinfo(self.owner.switchweapon); + f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))); + //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time))); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { - f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay; + entity oldwep = get_weaponinfo(self.owner.weapon); + f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))); + //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time))); self.angles_x = -90 * f * f; } else if (self.state == WS_CLEAR) @@ -663,13 +668,16 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) if(complain) self.hasweapon_complain_spam = time + 0.2; + if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + complain = 0; + if (wpn < WEP_FIRST || wpn > WEP_LAST) { if (complain) sprint(self, "Invalid weapon\n"); return FALSE; } - if (WEPSET_CONTAINS_EW(cl, wpn)) + if (cl.weapons & WepSet_FromWeapon(wpn)) { if (andammo) { @@ -709,7 +717,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { // DRESK - 3/16/07 // Report Proper Weapon Status / Modified Weapon Ownership Message - if (WEPSET_CONTAINS_AW(weaponsInMap, wpn)) + if (weaponsInMap & WepSet_FromWeapon(wpn)) { Send_WeaponComplain(cl, wpn, W_Name(wpn), 1); @@ -725,7 +733,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { if(e.classname == "droppedweapon") continue; - if not(e.flags & FL_ITEM) + if (!(e.flags & FL_ITEM)) continue; WaypointSprite_Spawn( s, @@ -776,7 +784,7 @@ void weapon_setup(float windex) { entity e; e = get_weaponinfo(windex); - self.items &~= IT_AMMO; + self.items &= ~IT_AMMO; self.items = self.items | (e.items & IT_AMMO); // the two weapon entities will notice this has changed and update their models @@ -792,11 +800,11 @@ void W_SwitchToOtherWeapon(entity pl) // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) float w, ww; w = pl.weapon; - if(WEPSET_CONTAINS_EW(pl, w)) + if(pl.weapons & WepSet_FromWeapon(w)) { - WEPSET_ANDNOT_EW(pl, w); + pl.weapons &= ~WepSet_FromWeapon(w); ww = w_getbestweapon(pl); - WEPSET_OR_EW(pl, w); + pl.weapons |= WepSet_FromWeapon(w); } else ww = w_getbestweapon(pl); @@ -808,7 +816,7 @@ void W_SwitchToOtherWeapon(entity pl) .float prevwarntime; float weapon_prepareattack_checkammo(float secondary) { - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary)) { // always keep the Mine Layer if we placed mines, so that we can detonate them @@ -819,7 +827,7 @@ float weapon_prepareattack_checkammo(float secondary) if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons { - sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM); self.prevdryfire = time; } @@ -843,7 +851,7 @@ float weapon_prepareattack_checkammo(float secondary) { W_SwitchToOtherWeapon(self); } - + return FALSE; } return TRUE; @@ -1121,7 +1129,7 @@ vector W_CalculateProjectileSpread(vector forward, float spread) if(spread <= 0) return forward; sstyle = autocvar_g_projectiles_spread_style; - + if(sstyle == 0) { // this is the baseline for the spread value! @@ -1334,7 +1342,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri e = get_weaponinfo(self.weapon); // don't reload weapons that don't have the RELOADABLE flag - if not(e.spawnflags & WEP_FLAG_RELOADABLE) + if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) { dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); return; @@ -1350,7 +1358,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // no ammo, so nothing to load if(!self.(self.current_ammo) && self.reload_ammo_min) - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { if(IS_REAL_CLIENT(self) && self.reload_complain < time) { @@ -1359,7 +1367,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri self.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon - if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) + if (!(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))) { self.clip_load = -1; // reload later W_SwitchToOtherWeapon(self); @@ -1378,7 +1386,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM); // 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,