]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'Mario/cts_respawn_clear' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 4c9415305ab64b5fa68b765df55ca547ed734c3f..ed5c966f1b17609b5817dcc3a01455e3a63ae996 100644 (file)
@@ -3,8 +3,8 @@
 CLASS(Arc, Weapon)
 /* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
 /* impulse   */ ATTRIB(Arc, impulse, int, 3);
-/* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
-/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* flags     */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
 #ifdef GAMEQC
@@ -102,7 +102,7 @@ const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 #endif
 #ifdef SVQC
 .entity arc_beam;
-.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
@@ -159,6 +159,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
        if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
 
        WriteByte(MSG_ENTITY, sf);
+       WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
 
        if(sf & ARC_SF_SETTINGS) // settings information
        {
@@ -273,7 +274,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
 
        W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
 
@@ -316,14 +317,15 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 void W_Arc_Beam_Think(entity this)
 {
        .entity weaponentity = this.weaponentity_fld;
-       if(this != this.owner.(weaponentity).arc_beam)
+       entity own = this.owner;
+       if(this != own.(weaponentity).arc_beam)
        {
                delete(this);
                return;
        }
 
        float burst = 0;
-       if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
                if(!this.beam_bursting)
                        this.beam_bursting = true;
@@ -333,19 +335,19 @@ void W_Arc_Beam_Think(entity this)
        Weapon thiswep = WEP_ARC;
 
        if(
-               !IS_PLAYER(this.owner)
+               !IS_PLAYER(own)
                ||
-               (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                ||
-               IS_DEAD(this.owner)
+               IS_DEAD(own)
                ||
-               forbidWeaponUse(this.owner)
+               forbidWeaponUse(own)
                ||
-               PS(this.owner).m_switchweapon != WEP_ARC
+               own.(weaponentity).m_switchweapon != WEP_ARC
                ||
-               (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+               (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
                ||
-               this.owner.vehicle
+               own.vehicle
                ||
                (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
        )
@@ -365,8 +367,8 @@ void W_Arc_Beam_Think(entity this)
                        if ( cooldown_speed )
                        {
                                if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
-                                       this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
-                               this.owner.arc_cooldown = cooldown_speed;
+                                       own.arc_overheat = time + this.beam_heat / cooldown_speed;
+                               own.arc_cooldown = cooldown_speed;
                        }
 
                        if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
@@ -377,14 +379,12 @@ void W_Arc_Beam_Think(entity this)
                        }
                }
 
-               if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
-               entity own = this.owner;
-               Weapon w = WEP_ARC;
-               if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
-               if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(own);
+                       W_SwitchToOtherWeapon(own, weaponentity);
+                       own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
                }
                delete(this);
                return;
@@ -392,7 +392,7 @@ void W_Arc_Beam_Think(entity this)
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
                if(burst)
@@ -402,17 +402,17 @@ void W_Arc_Beam_Think(entity this)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
-                       this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+                       coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo);
+                       own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
        this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
 
-       makevectors(this.owner.v_angle);
+       makevectors(own.v_angle);
 
        W_SetupShot_Range(
-               this.owner,
+               own,
                weaponentity, // TODO
                true,
                0,
@@ -423,7 +423,7 @@ void W_Arc_Beam_Think(entity this)
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
-       if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+       if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
                w_shotdir = this.beam_dir;
        }
 
@@ -538,12 +538,12 @@ void W_Arc_Beam_Think(entity this)
                vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
-                       this.owner,
+                       own,
                        last_origin,
                        new_origin,
                        MOVE_NORMAL,
-                       this.owner,
-                       ANTILAG_LATENCY(this.owner)
+                       own,
+                       ANTILAG_LATENCY(own)
                );
 
                // Do all the transforms for warpzones right now, as we already
@@ -577,7 +577,7 @@ void W_Arc_Beam_Think(entity this)
                                vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
                        );
 
-                       if(is_player && SAME_TEAM(this.owner, trace_ent))
+                       if(is_player && SAME_TEAM(own, trace_ent))
                        {
                                float roothealth, rootarmor;
                                if(burst)
@@ -633,10 +633,10 @@ void W_Arc_Beam_Think(entity this)
                                else
                                        { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
 
-                               if(accuracy_isgooddamage(this.owner, trace_ent))
+                               if(accuracy_isgooddamage(own, trace_ent))
                                {
                                        accuracy_add(
-                                               this.owner,
+                                               own,
                                                WEP_ARC.m_id,
                                                0,
                                                rootdamage * coefficient * falloff
@@ -645,8 +645,8 @@ void W_Arc_Beam_Think(entity this)
 
                                Damage(
                                        trace_ent,
-                                       this.owner,
-                                       this.owner,
+                                       own,
+                                       own,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
                                        hitorigin,
@@ -677,7 +677,7 @@ void W_Arc_Beam_Think(entity this)
                this.beam_type = new_beam_type;
        }
 
-       this.owner.beam_prev = time;
+       own.(weaponentity).beam_prev = time;
        this.nextthink = time;
 }
 
@@ -685,7 +685,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 {
 
        // only play fire sound if 1 sec has passed since player let go the fire button
-       if(time - actor.beam_prev > 1)
+       if(time - actor.(weaponentity).beam_prev > 1)
                sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
 
        entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
@@ -731,19 +731,20 @@ void Arc_Smoke(entity actor, .entity weaponentity)
        }
 
        if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
-               !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
+               !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
        {
                actor.arc_smoke_sound = 0;
                sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(arc, beam_botaimspeed))
     {
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
                actor,
+               weaponentity,
             WEP_CVAR(arc, beam_botaimspeed),
             0,
             WEP_CVAR(arc, beam_botaimlifetime),
@@ -754,6 +755,7 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
     {
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
                actor,
+               weaponentity,
             1000000,
             0,
             0.001,
@@ -767,13 +769,12 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     Arc_Smoke(actor, weaponentity);
 
     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
-    int slot = weaponslot(weaponentity);
 
     if (time >= actor.arc_overheat)
     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
     {
 
-        if(actor.arc_BUTTON_ATCK_prev[slot])
+        if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
         {
             #if 0
             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
@@ -789,10 +790,10 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
             {
                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
 
-                if(!actor.arc_BUTTON_ATCK_prev[slot])
+                if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
                 {
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                    actor.arc_BUTTON_ATCK_prev[slot] = true;
+                    actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
                 }
             }
         }
@@ -808,13 +809,14 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         }
     }
 
-    if(actor.arc_BUTTON_ATCK_prev[slot])
+    if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
     {
+       int slot = weaponslot(weaponentity);
         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
     }
-    actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 
     #if 0
     if(fire & 2)
@@ -837,16 +839,16 @@ METHOD(Arc, wr_init, void(entity thiswep))
         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
     }
 }
-METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
 }
-METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(arc, bolt))
     {
         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
-        ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
         return ammo_amount;
     }
     else
@@ -860,18 +862,17 @@ METHOD(Arc, wr_killmessage, Notification(entity thiswep))
     else
         return WEAPON_ARC_MURDER;
 }
-METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
 {
     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 }
-METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if ( !client_hasweapon(actor, thiswep, false, false) &&
+    if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
         weapon_dropevent_item.arc_overheat > time )
     {
         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
@@ -883,14 +884,16 @@ METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.arc_BUTTON_ATCK_prev[slot] = false;
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
+    }
 }
 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
 {
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
-    int slot = weaponslot(weaponentity);
-    actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 }
 #endif
 #ifdef CSQC
@@ -1300,11 +1303,12 @@ void Remove_ArcBeam(entity this)
 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 {
        int sf = ReadByte();
+       int slot = ReadByte();
        entity flash;
 
        if(isnew)
        {
-               int gunalign = W_GetGunAlignment(NULL);
+               int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
 
                this.beam_shotorigin = arc_shotorigin[gunalign];
 
@@ -1313,7 +1317,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                IL_PUSH(g_drawables, this);
                this.entremove = Remove_ArcBeam;
                this.move_time = time;
-               loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+               loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
                flash.owner = this;