X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=f5fc4a33aab3f42c8ba22d5c9702d1bf95da2813;hb=0f5203ceed075bb2a648254f461902387588b172;hp=616aee69dc0b435ad7f718db0c9cbacc2cce99fd;hpb=bc91f7dc48927953480bdc9622973c7de075fb5f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 616aee69dc..f5fc4a33aa 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -34,6 +34,10 @@ float W_WeaponRateFactor() void W_SwitchWeapon_Force(entity e, float w) { + // don't switch to another weapon if we're not allowed to + if(e.weapon_forbidchange) + return; + e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; @@ -138,7 +142,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m local float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_SNIPERRIFLE) + if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -824,33 +828,36 @@ void CL_ExteriorWeaponentity_Think() else self.alpha = 1; - ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); - ang_y = 0; - ang_z = 0; - - if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward - { - ang_y = self.owner.v_angle_y; - makevectors(ang); - var vector v = v_forward; - var float t = self.tag_entity.frame1time; - var float f = self.tag_entity.frame; - self.tag_entity.frame1time = time; - self.tag_entity.frame = self.tag_entity.anim_idle_x; - gettaginfo(self.tag_entity, self.tag_index); - self.tag_entity.frame1time = t; - self.tag_entity.frame = f; - // untransform v according to this coordinate space - vector w; - w_x = v_forward * v; - w_y = -v_right * v; - w_z = v_up * v; - self.angles = vectoangles(w); - } - else + if (!intermission_running) { - ang_x = -/* don't ask */ang_x; - self.angles = ang; + ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); + ang_y = 0; + ang_z = 0; + + if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward + { + ang_y = self.owner.v_angle_y; + makevectors(ang); + var vector v = v_forward; + var float t = self.tag_entity.frame1time; + var float f = self.tag_entity.frame; + self.tag_entity.frame1time = time; + self.tag_entity.frame = self.tag_entity.anim_idle_x; + gettaginfo(self.tag_entity, self.tag_index); + self.tag_entity.frame1time = t; + self.tag_entity.frame = f; + // untransform v according to this coordinate space + vector w; + w_x = v_forward * v; + w_y = -v_right * v; + w_z = v_up * v; + self.angles = vectoangles(w); + } + else + { + ang_x = -/* don't ask */ang_x; + self.angles = ang; + } } self.glowmod = self.owner.weaponentity_glowmod; @@ -1253,12 +1260,16 @@ void weapon_thinkf(float fr, float t, void() func) self.weapon_think = func; //dprint("next ", ftos(self.weapon_nextthink), "\n"); + // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! if (restartanim) if (t) if (!self.crouch) // shoot anim stands up, this looks bad { local vector anim; - anim = self.anim_shoot; + if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) + anim = self.anim_melee; + /*else + anim = self.anim_shoot;*/ anim_z = anim_y / (t + sys_frametime); setanim(self, anim, FALSE, TRUE, TRUE); } @@ -1614,7 +1625,7 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) { - if(self.items & IT_UNLIMITED_WEAPON_AMMO) + if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload) return; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo @@ -1633,8 +1644,43 @@ void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) .float reload_complain; .string reload_sound; -float W_ReloadCheck() +void W_ReloadedAndReady() +{ + // finish the reloading process, and do the ammo transfer + + self.clip_load = self.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(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO) + self.clip_load = self.reload_ammo_amount; + else + { + while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.(self.current_ammo) -= 1; + } + } + self.weapon_load[self.weapon] = self.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(self) -= self.reload_time - 1; + + w_ready(); +} + +void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound) { + // set global values to work with + + self.reload_ammo_min = sent_ammo_min; + self.reload_ammo_amount = sent_ammo_amount; + self.reload_time = sent_time; + self.reload_sound = sent_sound; + // check if we meet the necessary conditions to reload entity e; @@ -1644,19 +1690,20 @@ float W_ReloadCheck() if not(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 FALSE; + return; } // return if reloading is disabled for this weapon if(!self.reload_ammo_amount) - return FALSE; + return; // our weapon is fully loaded, no need to reload if (self.clip_load >= self.reload_ammo_amount) - return FALSE; + return; // no ammo, so nothing to load if(!self.(self.current_ammo) && self.reload_ammo_min) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time) { @@ -1670,60 +1717,18 @@ float W_ReloadCheck() self.clip_load = -1; // reload later W_SwitchToOtherWeapon(self); } - return FALSE; + return; } if (self.weaponentity) { if (self.weaponentity.wframe == WFRAME_RELOAD) - return FALSE; + return; // allow switching away while reloading, but this will cause a new reload! self.weaponentity.state = WS_READY; } - return TRUE; -} - -void W_ReloadedAndReady() -{ - // finish the reloading process, and do the ammo transfer - - self.clip_load = self.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(!self.reload_ammo_min) - self.clip_load = self.reload_ammo_amount; - else - { - while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.(self.current_ammo) -= 1; - } - } - self.weapon_load[self.weapon] = self.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(self) -= self.reload_time - 1; - - w_ready(); -} - -void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound) -{ - // set global values to work with - self.reload_ammo_min = sent_ammo_min; - self.reload_ammo_amount = sent_ammo_amount; - self.reload_time = sent_time; - self.reload_sound = sent_sound; - - if(!W_ReloadCheck()) - return; - // now begin the reloading process sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); @@ -1736,7 +1741,8 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady); - if(self.clip_load >= 0) - self.old_clip_load = self.clip_load; + if(self.clip_load < 0) + self.clip_load = 0; + self.old_clip_load = self.clip_load; self.clip_load = self.weapon_load[self.weapon] = -1; -} \ No newline at end of file +}