]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Merge remote-tracking branch 'origin/master' into Mario/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 53f39525f77e8d25b23b834052e92de1762e24b2..0014e9182d4f4c864559af9f5982902dbc37efcb 100644 (file)
@@ -158,21 +158,6 @@ float weapon_action(float wpn, float wrequest)
        return (get_weaponinfo(wpn)).weapon_func(wrequest);
 }
 
-string W_Name(float weaponid)
-{
-       return (get_weaponinfo(weaponid)).message;
-}
-
-float W_WeaponBit(float wpn)
-{
-       return (get_weaponinfo(wpn)).weapons;
-}
-
-float W_AmmoItemCode(float wpn)
-{
-       return (get_weaponinfo(wpn)).items & IT_AMMO;
-}
-
 .float savenextthink;
 void thrown_wep_think()
 {
@@ -186,14 +171,6 @@ void thrown_wep_think()
                SUB_VanishOrRemove(self);
 }
 
-void thrown_wep_ode_think()
-{
-       self.nextthink = time;
-       self.alpha = self.owner.alpha; // apply fading of the original weapon
-       if(!self.owner.modelindex)
-               remove(self); // the real weapon is gone, remove this
-}
-
 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
 {
@@ -211,7 +188,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        wep.flags |= FL_TOSSED;
        wep.colormap = own.colormap;
 
-       if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
+       if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
        {
                if(own.items & IT_UNLIMITED_SUPERWEAPONS)
                {
@@ -221,8 +198,9 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                {
                        float superweapons = 1;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                               if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
-                                       ++superweapons;
+                               if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
+                                       if(WEPSET_CONTAINS_EW(own, i))
+                                               ++superweapons;
                        if(superweapons <= 1)
                        {
                                wep.superweapons_finished = own.superweapons_finished;
@@ -311,62 +289,27 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                wep.nextthink = min(wep.nextthink, time + 0.5);
                wep.pickup_anyway = TRUE; // these are ALWAYS pickable
 
-               // make the dropped weapon physical
-               if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon)
-               {
-                       entity wep2;
-                       wep2 = spawn();
-                       setorigin(wep2, wep.origin);
-                       setmodel(wep2, wep.model);
-                       wep2.angles = wep.angles;
-                       wep2.velocity = velo;
-                       wep2.avelocity_x = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
-                       wep2.avelocity_y = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
-                       wep2.avelocity_z = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
-
-                       wep2.classname = "droppedweapon2";
-                       wep2.owner = wep;
-                       wep2.solid = SOLID_BBOX;
-                       wep2.movetype = MOVETYPE_PHYSICS;
-                       wep2.takedamage = DAMAGE_AIM;
-                       wep2.colormap = wep.colormap;
-                       wep2.glowmod = wep.glowmod;
-                       wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale;
-
-                       wep2.think = thrown_wep_ode_think;
-                       wep2.nextthink = time;
-
-                       wep.model = "null"; // don't use setmodel, we want to keep the size
-                       wep.movetype = MOVETYPE_FOLLOW;
-                       wep.aiment = wep2;
-               }
-
                return s;
        }
 }
 
 float W_IsWeaponThrowable(float w)
 {
-       float wb, wa;
+       float wa;
 
        if (!autocvar_g_pickup_items)
                return 0;
        if (g_weaponarena)
                return 0;
-       if (g_lms)
-               return 0;
-       if (g_ca)
-               return 0;
        if (g_cts)
                return 0;
        if (g_nexball && w == WEP_GRENADE_LAUNCHER)
                return 0;
-
-       wb = W_WeaponBit(w);
-       if(!wb)
-               return 0;
+    if(w == 0)
+        return 0;
+       
        wa = W_AmmoItemCode(w);
-       if(start_weapons & wb)
+       if(WEPSET_CONTAINS_AW(start_weapons, w))
        {
                // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
                if(start_items & IT_UNLIMITED_WEAPON_AMMO)
@@ -381,7 +324,7 @@ float W_IsWeaponThrowable(float w)
 // toss current weapon
 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 {
-       float w, wb;
+       float w;
        string a;
 
        w = self.weapon;
@@ -396,22 +339,30 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        if(!W_IsWeaponThrowable(w))
                return;
 
-       wb = W_WeaponBit(w);
-       if(self.weapons & wb != wb)
+       if(!WEPSET_CONTAINS_EW(self, w))
                return;
+       WEPSET_ANDNOT_EW(self, w);
 
-       self.weapons &~= wb;
        W_SwitchWeapon_Force(self, w_getbestweapon(self));
        a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-       if not(a)
-               return;
-       if(a == "")
-               sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
-       else
-               sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
+       
+       if not(a) return;
+       Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
+}
+
+float forbidWeaponUse()
+{
+       if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+               return 1;
+       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+               return 1;
+       if(self.player_blocked)
+               return 1;
+       if(self.freezetag_frozen)
+               return 1;
+       return 0;
 }
 
-// Bringed back weapon frame
 void W_WeaponFrame()
 {
        vector fo, ri, up;
@@ -419,15 +370,16 @@ void W_WeaponFrame()
        if (frametime)
                self.weapon_frametime = frametime;
 
-       if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
-               return;
-
-       if(self.freezetag_frozen == 1)
-               return;
-
        if (!self.weaponentity || self.health < 1)
                return; // Dead player can't use weapons and injure impulse commands
 
+       if(forbidWeaponUse())
+       if(self.weaponentity.state != WS_CLEAR)
+       {
+               w_ready();
+               return;
+       }
+
        if(!self.switchweapon)
        {
                self.weapon = 0;
@@ -500,8 +452,8 @@ void W_WeaponFrame()
        //if (self.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
 
-       float wb;
-       wb = W_WeaponBit(self.weapon);
+       float w;
+       w = self.weapon;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
@@ -511,18 +463,18 @@ void W_WeaponFrame()
        while (c < W_TICSPERFRAME)
        {
                c = c + 1;
-               if(wb && ((self.weapons & wb) == 0))
+               if(w && !WEPSET_CONTAINS_EW(self, w))
                {
                        if(self.weapon == self.switchweapon)
                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       wb = 0;
+                       w = 0;
                }
 
                v_forward = fo;
                v_right = ri;
                v_up = up;
 
-               if(wb)
+               if(w)
                        weapon_action(self.weapon, WR_THINK);
                else
                        weapon_action(self.weapon, WR_GONETHINK);
@@ -562,3 +514,20 @@ void W_WeaponFrame()
                self.currentammo = 1;
 #endif
 }
+
+string W_Apply_Weaponreplace(string in)
+{
+       float n = tokenize_console(in);
+       string out = "";
+       float i;
+       for(i = 0; i < n; ++i)
+       {
+               string s = argv(i);
+               string r = cvar_string(strcat("g_weaponreplace_", s));
+               if(r == "")
+                       out = strcat(out, " ", s);
+               else if(r != "0")
+                       out = strcat(out, " ", r);
+       }
+       return substring(out, 1, -1);
+}