X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=83ecd65e354d4077444c2228a1763858dbc2031f;hb=d95afcf1229a11a7198936683998d16a1c2500d7;hp=71217b9b99fbc6be1c2aa93d7bb16a2cbd2db7d4;hpb=db5f83fa5f9c4611f5c15def90d1326584707031;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 71217b9b9..83ecd65e3 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -5,67 +5,14 @@ #include "../command/common.qh" #include "../mutators/all.qh" #include "../round_handler.qh" -#include "../t_items.qh" -#include "../../common/animdecide.qh" -#include "../../common/constants.qh" -#include "../../common/monsters/all.qh" -#include "../../common/notifications.qh" -#include "../../common/util.qh" -#include "../../common/weapons/all.qh" -#include "../../lib/csqcmodel/sv_model.qh" - -vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn) -{ - switch (algn) - { - default: case 3: break; // right alignment - case 4: vecs.y = -vecs.y; - break; // left - case 1: case 2: vecs.y = 0; - vecs.z -= 2; - break; // center - } - - return vecs; -} - -vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn) -{ - string s; - - if (visual) - { - vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); - } - else if (autocvar_g_shootfromeye) - { - vecs.y = vecs.z = 0; - } - else if (autocvar_g_shootfromcenter) - { - vecs.y = 0; - vecs.z -= 2; - } - else if ((s = autocvar_g_shootfromfixedorigin) != "") - { - vector v = stov(s); - if (y_is_right) v.y = -v.y; - if (v.x != 0) vecs.x = v.x; - vecs.y = v.y; - vecs.z = v.z; - } - else // just do the same as top - { - vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); - } - - return vecs; -} - -vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn) -{ - return shotorg_adjust_values(vecs, y_is_right, visual, algn); -} +#include +#include +#include +#include +#include +#include +#include +#include .int state; @@ -92,9 +39,6 @@ float W_WeaponSpeedFactor() } -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, - .entity weaponentity, int fire) func); - bool CL_Weaponentity_CustomizeEntityForClient() { SELFPARAM(); @@ -103,292 +47,62 @@ bool CL_Weaponentity_CustomizeEntityForClient() return true; } -/* - * supported formats: - * - * 1. simple animated model, muzzle flash handling on h_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * weapon = attachment for v_tuba.md3 - * v_tuba.md3 - first and third person model - * g_tuba.md3 - pickup model - * - * 2. simple animated model, muzzle flash handling on v_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation - * tags: - * weapon = attachment for v_tuba.md3 - * v_tuba.md3 - first and third person model - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * g_tuba.md3 - pickup model - * - * 3. fully animated model, muzzle flash handling on h_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) - * v_tuba.md3 - third person model - * g_tuba.md3 - pickup model - * - * 4. fully animated model, muzzle flash handling on v_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model - * tags: - * shot = muzzle end (shot origin) - * shell = casings ejection point (must be on the right hand side of the gun) - * v_tuba.md3 - third person model - * tags: - * shot = muzzle end (for muzzle flashes) - * g_tuba.md3 - pickup model - */ - -// writes: -// this.origin, this.angles -// this.weaponentity -// this.movedir, this.view_ofs -// attachment stuff -// anim stuff -// to free: -// call again with "" -// remove the ent -void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name) -{ - if (name != "") - { - // if there is a child entity, hide it until we're sure we use it - if (this.(weaponentity)) this.(weaponentity).model = ""; - _setmodel(this, W_Model(strcat("v_", name, ".md3"))); - int v_shot_idx = gettagindex(this, "shot"); // used later - if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot"); - - _setmodel(this, W_Model(strcat("h_", name, ".iqm"))); - // preset some defaults that work great for renamed zym files (which don't need an animinfo) - this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0'); - this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0'); - this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0'); - this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0'); - - // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) - // if we don't, this is a "real" animated model - if (gettagindex(this, "weapon")) - { - if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity); - _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3"))); - setattachment(this.(weaponentity), this, "weapon"); - } - else if (gettagindex(this, "tag_weapon")) - { - if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity); - _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3"))); - setattachment(this.(weaponentity), this, "tag_weapon"); - } - else - { - if (this.(weaponentity)) remove(this.(weaponentity)); - this.(weaponentity) = NULL; - } - - setorigin(this, '0 0 0'); - this.angles = '0 0 0'; - this.frame = 0; - this.viewmodelforclient = NULL; - - float idx; - - if (v_shot_idx) // v_ model attached to invisible h_ model - { - this.movedir = gettaginfo(this.(weaponentity), v_shot_idx); - } - else - { - idx = gettagindex(this, "shot"); - if (!idx) idx = gettagindex(this, "tag_shot"); - if (idx) - { - this.movedir = gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'shot' tag, will display shots TOTALLY wrong\n"); - this.movedir = '0 0 0'; - } - } - - if (this.(weaponentity)) // v_ model attached to invisible h_ model - { - idx = gettagindex(this.(weaponentity), "shell"); - if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell"); - if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx); - } - else - { - idx = 0; - } - if (!idx) - { - idx = gettagindex(this, "shell"); - if (!idx) idx = gettagindex(this, "tag_shell"); - if (idx) - { - this.spawnorigin = gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'shell' tag, will display casings wrong\n"); - this.spawnorigin = this.movedir; - } - } - - if (v_shot_idx) - { - this.oldorigin = '0 0 0'; // use regular attachment - } - else - { - if (this.(weaponentity)) - { - idx = gettagindex(this, "weapon"); - if (!idx) idx = gettagindex(this, "tag_weapon"); - } - else - { - idx = gettagindex(this, "handle"); - if (!idx) idx = gettagindex(this, "tag_handle"); - } - if (idx) - { - this.oldorigin = this.movedir - gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n"); - this.oldorigin = '0 0 0'; // there is no way to recover from this - } - } - - this.viewmodelforclient = this.owner; - } - else - { - this.model = ""; - if (this.(weaponentity)) remove(this.(weaponentity)); - this.(weaponentity) = NULL; - this.movedir = '0 0 0'; - this.spawnorigin = '0 0 0'; - this.oldorigin = '0 0 0'; - this.anim_fire1 = '0 1 0.01'; - this.anim_fire2 = '0 1 0.01'; - this.anim_idle = '0 1 0.01'; - this.anim_reload = '0 1 0.01'; - } - - this.view_ofs = '0 0 0'; - - if (this.movedir.x >= 0) - { - vector v0 = this.movedir; - this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign); - this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0; - } - this.owner.stat_shotorg = compressShotOrigin(this.movedir); - this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly - - this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount - - // check if an instant weapon switch occurred - setorigin(this, this.view_ofs); - // reset animstate now - this.wframe = WFRAME_IDLE; - setanim(this, this.anim_idle, true, false, true); -} - -vector CL_Weapon_GetShotOrg(float wpn) +vector CL_Weapon_GetShotOrg(int wpn) { entity wi = Weapons_from(wpn); entity e = spawn(); - .entity weaponentity = weaponentities[0]; - CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl); + CL_WeaponEntity_SetModel(e, wi.mdl); vector ret = e.movedir; - CL_WeaponEntity_SetModel(e, weaponentity, ""); + CL_WeaponEntity_SetModel(e, ""); remove(e); return ret; } +..entity weaponentity_fld; +.float m_alpha; + void CL_Weaponentity_Think() { SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + .entity weaponentity = this.weaponentity_fld; if (this.owner.(weaponentity) != this) { - if (this.(weaponentity)) remove(this.(weaponentity)); + // owner has new gun; remove self + if (this.weaponchild) remove(this.weaponchild); remove(this); return; } if (this.owner.deadflag != DEAD_NO) { + // owner died; disappear this.model = ""; - if (this.(weaponentity)) this.(weaponentity).model = ""; + if (this.weaponchild) this.weaponchild.model = ""; return; } - if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex + if (this.weaponname != this.owner.weaponname + || this.dmg != this.owner.modelindex || this.deadflag != this.owner.deadflag) { + // owner changed weapons; update appearance this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname); + CL_WeaponEntity_SetModel(this, this.owner.weaponname); } - int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); - this.effects = this.owner.effects & EFMASK_CHEAP; - this.effects &= ~EF_LOWPRECISION; - this.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it - this.effects &= ~EF_TELEPORT_BIT; - this.effects &= ~EF_RESTARTANIM_BIT; - this.effects |= tb; + this.alpha = -1; // TODO: don't render this entity at all - if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha; - else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; - else this.alpha = 1; + if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha; + else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha; + else this.m_alpha = 1; - this.glowmod = this.owner.weaponentity_glowmod; - this.colormap = this.owner.colormap; - if (this.(weaponentity)) - { - this.(weaponentity).effects = this.effects; - this.(weaponentity).alpha = this.alpha; - this.(weaponentity).colormap = this.colormap; - this.(weaponentity).glowmod = this.glowmod; - } - - this.angles = '0 0 0'; - - float f = (this.owner.weapon_nextthink - time); - if (this.state == WS_RAISE && !intermission_running) - { - entity newwep = Weapons_from(this.owner.switchweapon); - f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); - this.angles_x = -90 * f * f; - } - else if (this.state == WS_DROP && !intermission_running) + if (this.weaponchild) { - entity oldwep = Weapons_from(this.owner.weapon); - f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); - this.angles_x = -90 * f * f; - } - else if (this.state == WS_CLEAR) - { - f = 1; - this.angles_x = -90 * f * f; + this.weaponchild.alpha = this.alpha; + this.weaponchild.effects = this.effects; } } @@ -440,29 +154,27 @@ void CL_ExteriorWeaponentity_Think() } // spawning weaponentity for client -void CL_SpawnWeaponentity(entity e, .entity weaponentity) +void CL_SpawnWeaponentity(entity actor, .entity weaponentity) { - entity view = e.(weaponentity) = new(weaponentity); + entity view = actor.(weaponentity) = new(weaponentity); + make_pure(view); view.solid = SOLID_NOT; - view.owner = e; + view.owner = actor; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); - view.angles = '0 0 0'; - view.viewmodelforclient = e; - view.flags = 0; + view.weaponentity_fld = weaponentity; view.think = CL_Weaponentity_Think; - view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; view.nextthink = time; + view.viewmodelforclient = actor; + view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; if (weaponentity == weaponentities[0]) { - entity exterior = e.exteriorweaponentity = spawn(); - exterior.classname = "exteriorweaponentity"; + entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity); + make_pure(exterior); exterior.solid = SOLID_NOT; - exterior.exteriorweaponentity = exterior; - exterior.owner = e; + exterior.owner = actor; setorigin(exterior, '0 0 0'); - exterior.angles = '0 0 0'; exterior.think = CL_ExteriorWeaponentity_Think; exterior.nextthink = time; @@ -473,21 +185,20 @@ void CL_SpawnWeaponentity(entity e, .entity weaponentity) // Weapon subs void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.weapon != -1) + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + entity this = actor.(weaponentity); + if (this) { - actor.weapon = 0; - actor.switchingweapon = 0; - } - if (actor.(weaponentity)) - { - actor.(weaponentity).state = WS_CLEAR; - actor.(weaponentity).effects = 0; + this.state = WS_CLEAR; + this.effects = 0; } } void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY; + entity this = actor.(weaponentity); + if (this) this.state = WS_READY; weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready); } @@ -506,9 +217,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary if (mine.owner == actor) return false; if (thiswep == WEP_SHOTGUN) - if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow + if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow - if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons + if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; @@ -545,6 +256,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary .float race_penalty; bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { + if (actor.weaponentity == NULL) return true; if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; // if sv_ready_restart_after_countdown is set, don't allow the player to shoot @@ -555,22 +267,25 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti return false; // do not even think about shooting if switching - if (actor.switchweapon != actor.weapon) return false; + if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false; if (attacktime >= 0) { int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false; + entity this = actor.(weaponentity); // don't fire while changing weapon - if (actor.(weaponentity).state != WS_READY) return false; + if (this.state != WS_READY) return false; } return true; } void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime) { - actor.(weaponentity).state = WS_INUSE; + entity this = actor.(weaponentity); + if (this == NULL) return; + this.state = WS_INUSE; actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire @@ -599,76 +314,86 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo return false; } -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, +void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); + +/** + * @param t defer thinking until time + t + * @param func next think function + */ +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func) { + entity this = actor.(weaponentity); + if (this == NULL) return; bool restartanim; if (fr == WFRAME_DONTCHANGE) { - fr = actor.(weaponentity).wframe; - restartanim = false; - } - else if (fr == WFRAME_IDLE) - { + fr = this.wframe; restartanim = false; } else { - restartanim = true; + restartanim = fr != WFRAME_IDLE; } vector of = v_forward; vector or = v_right; vector ou = v_up; - if (actor.(weaponentity)) - { - actor.(weaponentity).wframe = fr; - vector a = '0 0 0'; - if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle; - else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1; - else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2; - else // if (fr == WFRAME_RELOAD) - a = actor.(weaponentity).anim_reload; - a.z *= g_weaponratefactor; - setanim(actor.(weaponentity), a, restartanim == false, restartanim, restartanim); - } + vector a = '0 0 0'; + this.wframe = fr; + if (fr == WFRAME_IDLE) a = this.anim_idle; + else if (fr == WFRAME_FIRE1) a = this.anim_fire1; + else if (fr == WFRAME_FIRE2) a = this.anim_fire2; + else // if (fr == WFRAME_RELOAD) + a = this.anim_reload; + a.z *= g_weaponratefactor; v_forward = of; v_right = or; v_up = ou; - if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace( + if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); t *= W_WeaponRateFactor(); // VorteX: haste can be added here - if (actor.weapon_think == w_ready) + if (this.weapon_think == w_ready) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("started firing at ", ftos(time), "\n"); } - if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5 - || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5) + if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5 + || this.weapon_nextthink > time + actor.weapon_frametime * 1.5) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("reset weapon animation timer at ", ftos(time), "\n"); } - actor.weapon_nextthink = actor.weapon_nextthink + t; - actor.weapon_think = func; - // dprint("next ", ftos(actor.weapon_nextthink), "\n"); + this.weapon_nextthink += t; + if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink; + this.weapon_think = func; + // dprint("next ", ftos(this.weapon_nextthink), "\n"); + + if (this) + { + FOREACH_CLIENT(true, LAMBDA( + if(it == actor || (IS_SPEC(it) && it.enemy == actor)) + wframe_send(it, this, a, restartanim); + )); + } if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id) - && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim); - else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim); + int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN)) + ? ANIMACTION_MELEE + : ANIMACTION_SHOOT + ; + animdecide_setaction(actor, act, restartanim); } - else + else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE) { - if (actor.anim_upper_action == ANIMACTION_SHOOT - || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0; + actor.anim_upper_action = 0; } } @@ -686,26 +411,28 @@ bool forbidWeaponUse(entity player) void W_WeaponFrame(entity actor) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; - if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (forbidWeaponUse(actor)) { if (actor.(weaponentity).state != WS_CLEAR) { - Weapon wpn = Weapons_from(actor.weapon); + Weapon wpn = PS(actor).m_weapon; w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); return; } } - if (actor.switchweapon == 0) + if (PS(actor).m_switchweapon == WEP_Null) { - actor.weapon = 0; - actor.switchingweapon = 0; - actor.(weaponentity).state = WS_CLEAR; + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + this.state = WS_CLEAR; actor.weaponname = ""; // actor.items &= ~IT_AMMO; return; @@ -717,12 +444,12 @@ void W_WeaponFrame(entity actor) vector up = v_up; // Change weapon - if (actor.weapon != actor.switchweapon) + if (PS(actor).m_weapon != PS(actor).m_switchweapon) { - switch (actor.(weaponentity).state) + switch (this.state) { default: - LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state); + LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); break; case WS_INUSE: case WS_RAISE: @@ -730,21 +457,21 @@ void W_WeaponFrame(entity actor) case WS_CLEAR: { // end switching! - actor.switchingweapon = actor.switchweapon; - entity newwep = Weapons_from(actor.switchweapon); + Weapon newwep = PS(actor).m_switchweapon; + PS(actor).m_switchingweapon = newwep; // the two weapon entities will notice this has changed and update their models - actor.weapon = actor.switchweapon; + PS(actor).m_weapon = newwep; actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; newwep.wr_setup(newwep); - actor.(weaponentity).state = WS_RAISE; + this.state = WS_RAISE; // 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[actor.switchweapon]); + actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]); actor.clip_size = newwep.reloading_ammo; } else @@ -758,26 +485,20 @@ void W_WeaponFrame(entity actor) case WS_DROP: { // in dropping phase we can switch at any time - actor.switchingweapon = actor.switchweapon; + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; break; } case WS_READY: { // start switching! - actor.switchingweapon = actor.switchweapon; - entity oldwep = Weapons_from(actor.weapon); + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; + entity oldwep = PS(actor).m_weapon; // set up weapon switch think in the future, and start drop anim - if ( -#if INDEPENDENT_ATTACK_FINISHED - true -#else - ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5 -#endif - ) + if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5) { sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); - actor.(weaponentity).state = WS_DROP; + this.state = WS_DROP; weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); } break; @@ -787,20 +508,18 @@ void W_WeaponFrame(entity actor) // LordHavoc: network timing test code // if (actor.button0) - // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n"); + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); - int w = actor.weapon; + int w = PS(actor).m_weapon.m_id; // 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 - int c = 0; - while (c < W_TICSPERFRAME) + for (int c = 0; c < W_TICSPERFRAME; ++c) { - c += 1; - if (w && !(actor.weapons & WepSet_FromWeapon(w))) + if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w)))) { - if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w = 0; } @@ -818,11 +537,11 @@ void W_WeaponFrame(entity actor) } else { - if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon( - WEP_HOOK.m_id); + if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) + W_SwitchWeapon(WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed)); + block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } @@ -835,25 +554,25 @@ void W_WeaponFrame(entity actor) { if (w) { - Weapon e = Weapons_from(actor.weapon); + Weapon e = PS(actor).m_weapon; e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); } else { - Weapon w = Weapons_from(actor.weapon); + Weapon w = PS(actor).m_weapon; w.wr_gonethink(w); } } - if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink) + if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink) { - if (actor.weapon_think) + if (this.weapon_think) { v_forward = fo; v_right = ri; v_up = up; - Weapon wpn = Weapons_from(actor.weapon); - actor.weapon_think(wpn, actor, weaponentity, + Weapon wpn = PS(actor).m_weapon; + this.weapon_think(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); } else @@ -870,8 +589,11 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset) flash.owner = actor; flash.angles_z = random() * 360; - if (gettagindex(actor.(weaponentity), "shot")) setattachment(flash, actor.(weaponentity), "shot"); - else setattachment(flash, actor.(weaponentity), "tag_shot"); + entity view = actor.(weaponentity); + entity exterior = actor.exteriorweaponentity; + + if (gettagindex(view, "shot")) setattachment(flash, view, "shot"); + else setattachment(flash, view, "tag_shot"); setorigin(flash, offset); entity xflash = spawn(); @@ -879,29 +601,22 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset) flash.viewmodelforclient = actor; - if (actor.(weaponentity).oldorigin.x > 0) + if (view.oldorigin.x > 0) { - setattachment(xflash, actor.exteriorweaponentity, ""); - setorigin(xflash, actor.(weaponentity).oldorigin + offset); + setattachment(xflash, exterior, ""); + setorigin(xflash, view.oldorigin + offset); } else { - if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot"); - else setattachment(xflash, actor.exteriorweaponentity, "tag_shot"); + if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot"); + else setattachment(xflash, exterior, "tag_shot"); setorigin(xflash, offset); } } void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) { - if (cvar("g_overkill")) - { - if (actor.ok_use_ammocharge) - { - ok_DecreaseCharge(actor, actor.weapon); - return; // TODO - } - } + if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return; if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; @@ -909,7 +624,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) if (wep.reloading_ammo) { actor.clip_load -= ammo_use; - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; } else if (wep.ammo_field != ammo_none) { @@ -953,7 +668,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int actor.clip_load += load; actor.(actor.ammo_field) -= load; } - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.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, @@ -961,7 +676,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; - Weapon wpn = Weapons_from(actor.weapon); + 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)); } @@ -969,11 +684,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) { .entity weaponentity = weaponentities[0]; // set global values to work with - entity e = Weapons_from(actor.weapon); + Weapon e = PS(actor).m_weapon; - if (cvar("g_overkill")) - if (actor.ok_use_ammocharge) return; - // TODO + if (MUTATOR_CALLHOOK(W_Reload, actor)) return; actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; @@ -1004,11 +717,11 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { play2(actor, SND(UNAVAILABLE)); - sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n")); + sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n")); actor.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon - Weapon w = Weapons_from(actor.weapon); + Weapon w = PS(actor).m_weapon; if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) { actor.clip_load = -1; // reload later @@ -1019,12 +732,13 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) } } - if (actor.(weaponentity)) + entity this = actor.(weaponentity); + if (this) { - if (actor.(weaponentity).wframe == WFRAME_RELOAD) return; + if (this.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! - actor.(weaponentity).state = WS_READY; + this.state = WS_READY; } // now begin the reloading process @@ -1041,7 +755,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) if (actor.clip_load < 0) actor.clip_load = 0; actor.old_clip_load = actor.clip_load; - actor.clip_load = actor.(weapon_load[actor.weapon]) = -1; + actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1; } void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)