]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index 2b75ec0313f9aa015b916b0d7479c44b12a11be8..1faa1a0455d582904c20720e5e9a5c58c41e47b0 100644 (file)
@@ -1,8 +1,7 @@
+#include "all.qh"
 #ifndef WEAPONS_ALL_C
 #define WEAPONS_ALL_C
 
-#include "all.qh"
-
 #if defined(CSQC)
        #include <client/defs.qh>
        #include "../constants.qh"
@@ -19,6 +18,7 @@
        #include <lib/csqcmodel/cl_model.qh>
 #elif defined(MENUQC)
 #elif defined(SVQC)
+       #include <common/items/_mod.qh>
     #include <lib/warpzone/anglestransform.qh>
     #include <lib/warpzone/common.qh>
     #include <lib/warpzone/util_server.qh>
@@ -27,7 +27,7 @@
     #include "../stats.qh"
     #include "../teams.qh"
     #include "../util.qh"
-    #include "../monsters/all.qh"
+    #include "../monsters/_mod.qh"
     #include "config.qh"
     #include <server/weapons/csqcprojectile.qh>
     #include <server/weapons/tracing.qh>
     #include <server/defs.qh>
     #include "../notifications/all.qh"
     #include "../deathtypes/all.qh"
-    #include <server/mutators/all.qh>
+    #include <server/mutators/_mod.qh>
     #include "../mapinfo.qh"
-    #include <server/command/common.qh>
+    #include <server/command/_mod.qh>
     #include <lib/csqcmodel/sv_model.qh>
     #include <server/portals.qh>
     #include <server/g_hook.qh>
 #endif
-#ifndef MENUQC
+#ifdef GAMEQC
        #include "calculations.qc"
 #endif
 #ifdef SVQC
@@ -275,7 +275,7 @@ string W_Model(string w_mdl)
        return M_ARGV(1, string);
 }
 
-#ifndef MENUQC
+#ifdef GAMEQC
 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
 {
        switch (algn)
@@ -547,7 +547,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
 }
 #endif
 
-#ifndef MENUQC
+#ifdef GAMEQC
 
 REGISTER_NET_TEMP(wframe)
 #ifdef CSQC
@@ -557,21 +557,23 @@ NET_HANDLE(wframe, bool isNew)
        a.x = ReadCoord();
     a.y = ReadCoord();
     a.z = ReadCoord();
+    int slot = ReadByte();
        bool restartanim = ReadByte();
-       anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
-       viewmodel.state = ReadByte();
-       viewmodel.weapon_nextthink = ReadFloat();
-       viewmodel.alpha = ReadByte() / 255;
-       switch (viewmodel.state)
+       entity wepent = viewmodels[slot];
+       anim_set(wepent, a, !restartanim, restartanim, restartanim);
+       wepent.state = ReadByte();
+       wepent.weapon_nextthink = ReadFloat();
+       wepent.alpha = ReadByte() / 255;
+       switch (wepent.state)
        {
                case WS_RAISE:
-                       viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+                       wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
                        break;
                case WS_DROP:
-                       viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
+                       wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
                        break;
         default:
-            viewmodel.weapon_switchdelay = 0;
+            wepent.weapon_switchdelay = 0;
             break;
        }
        return true;
@@ -588,6 +590,7 @@ void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
        WriteCoord(channel, a.x);
        WriteCoord(channel, a.y);
        WriteCoord(channel, a.z);
+       WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
        WriteByte(channel, restartanim);
        WriteByte(channel, weaponentity.state);
        WriteFloat(channel, weaponentity.weapon_nextthink);