]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Purge .weapons field
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 37a29f101ea36c08c67f1123e1c953c309c67003..8be48b53001a313cfb40ad288bb3401430df40b8 100644 (file)
@@ -396,39 +396,12 @@ bool have_pickup_item(entity this)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+                       if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
 }
 
-/*
-float Item_Customize()
-{
-       if(this.spawnshieldtime)
-               return true;
-       if(this.weapons & ~other.weapons)
-       {
-               this.colormod = '0 0 0';
-               this.glowmod = this.colormod;
-               this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
-               return true;
-       }
-       else
-       {
-               if(g_ghost_items)
-               {
-                       this.colormod = stov(autocvar_g_ghost_items_color);
-                       this.glowmod = this.colormod;
-                       this.alpha = g_ghost_items;
-                       return true;
-               }
-               else
-                       return false;
-       }
-}
-*/
-
 void Item_Show (entity e, float mode)
 {
        e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
@@ -452,7 +425,7 @@ void Item_Show (entity e, float mode)
        }
        else
        {
-               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
                        || e.team // weapon stay isn't supported for teamed weapons
                        ;
                if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
@@ -512,7 +485,7 @@ void Item_Respawn (entity this)
        sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
        setorigin(this, this.origin);
 
-    if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
+    if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
        {
                float t = Item_ItemsTime_UpdateTime(this, 0);
                Item_ItemsTime_SetTime(this, t);
@@ -597,13 +570,13 @@ void Item_RespawnThink(entity this)
 void Item_ScheduleRespawnIn(entity e, float t)
 {
        // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+       if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
        {
                setthink(e, Item_RespawnCountdown);
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
                e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
                e.item_respawncounter = 0;
-               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
                {
                        t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
                        Item_ItemsTime_SetTime(e, t);
@@ -617,7 +590,7 @@ void Item_ScheduleRespawnIn(entity e, float t)
                e.scheduledrespawntime = time + t;
                e.wait = time + t;
 
-               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
                {
                        t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
                        Item_ItemsTime_SetTime(e, t);
@@ -728,7 +701,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
                        FOREACH(Weapons, it != WEP_Null,
                        {
                                // Finding a weapon which player doesn't have.
-                               if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+                               if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
                                {
                                        RandomSelection_AddEnt(it, 1, 1);
                                        break;
@@ -739,7 +712,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
                {
                        return;
                }
-               receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+               STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
                if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
                {
                        continue;
@@ -801,7 +774,7 @@ float Item_GiveTo(entity item, entity player)
                                if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
                                        _switchweapon |= BIT(slot);
 
-                               if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+                               if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
                                        _switchweapon |= BIT(slot);
                        }
                }
@@ -817,8 +790,8 @@ float Item_GiveTo(entity item, entity player)
        if (item.itemdef.instanceOfWeaponPickup)
        {
                WepSet w;
-               w = item.weapons;
-               w &= ~player.weapons;
+               w = STAT(WEAPONS, item);
+               w &= ~STAT(WEAPONS, player);
 
                if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
                {
@@ -1008,7 +981,7 @@ void Item_Reset(entity this)
        {
                WaypointSprite_Kill(this.waypointsprite_attached);
        }
-       if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+       if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
        {
                Item_ScheduleInitialRespawn(this);
        }
@@ -1067,7 +1040,7 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 float weapon_pickupevalfunc(entity player, entity item)
 {
        // See if I have it already
-       if(player.weapons & item.weapons)
+       if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -1078,7 +1051,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        // reduce weapon value if bot already got a good arsenal
        float c = 1;
        int weapons_value = 0;
-       FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+       FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
                weapons_value += it.bot_pickupbasevalue;
        });
        c -= bound(0, weapons_value / 20000, 1) * 0.5;
@@ -1112,7 +1085,7 @@ float ammo_pickupevalfunc(entity player, entity item)
        else
        {
                FOREACH(Weapons, it != WEP_Null, {
-                       if(!(player.weapons & (it.m_wepset)))
+                       if(!(STAT(WEAPONS, player) & (it.m_wepset)))
                                continue;
 
                        switch(it.ammo_type)
@@ -1228,7 +1201,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        }
 
        if(weaponid)
-               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+               STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
 
        this.flags = FL_ITEM | itemflags;
        IL_PUSH(g_items, this);
@@ -1537,7 +1510,7 @@ spawnfunc(target_items)
                                        s = W_UndeprecateName(argv(j));
                                        if(s == it.netname)
                                        {
-                                               this.weapons |= (it.m_wepset);
+                                               STAT(WEAPONS, this) |= (it.m_wepset);
                                                if(this.spawnflags == 0 || this.spawnflags == 2)
                                                        it.wr_init(it);
                                                break;
@@ -1590,7 +1563,7 @@ spawnfunc(target_items)
                if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
                if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
                FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
-               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
+               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
        }
        this.netname = strzone(this.netname);
        //print(this.netname, "\n");
@@ -1609,30 +1582,30 @@ float GiveWeapon(entity e, float wpn, float op, float val)
 {
        WepSet v0, v1;
        WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
-       v0 = (e.weapons & s);
+       v0 = (STAT(WEAPONS, e) & s);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.weapons |= s;
+                               STAT(WEAPONS, e) |= s;
                        else
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.weapons |= s;
+                               STAT(WEAPONS, e) |= s;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
        }
-       v1 = (e.weapons & s);
+       v1 = (STAT(WEAPONS, e) & s);
        return (v0 != v1);
 }
 
@@ -1850,7 +1823,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        FOREACH(Weapons, it != WEP_Null, {
                POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
                if(!(save_weapons & (it.m_wepset)))
-                       if(e.weapons & (it.m_wepset))
+                       if(STAT(WEAPONS, e) & (it.m_wepset))
                                it.wr_init(it);
        });
        POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
@@ -1866,7 +1839,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
 
        if(e.superweapons_finished <= 0)
-               if(e.weapons & WEPSET_SUPERWEAPONS)
+               if(STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
                        e.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        if(e.strength_finished <= 0)
@@ -1886,7 +1859,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        {
                .entity weaponentity = weaponentities[slot];
                if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
-               if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+               if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
                        _switchweapon |= BIT(slot);
        }