]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
Remove runematch gamemode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index e049ef8588e2ca97501451d092149e9b037c7679..cf6ebed95b25c831018408933f253cd4f4b0efcf 100644 (file)
@@ -14,21 +14,6 @@ float W_WeaponRateFactor()
        float t;
        t = 1.0 / g_weaponratefactor;
 
-       if(g_runematch)
-       {
-               if(self.runes & RUNE_SPEED)
-               {
-                       if(self.runes & CURSE_SLOW)
-                               t = t * autocvar_g_balance_rune_speed_combo_atkrate;
-                       else
-                               t = t * autocvar_g_balance_rune_speed_atkrate;
-               }
-               else if(self.runes & CURSE_SLOW)
-               {
-                       t = t * autocvar_g_balance_curse_slow_atkrate;
-               }
-       }
-
        return t;
 }
 
@@ -69,6 +54,7 @@ vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforw
 
        // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
 
+       mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
        for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
        {
                thisv = targ.origin;
@@ -342,10 +328,10 @@ void CL_WeaponEntity_SetModel(string name)
 
                setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
                // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-               self.anim_fire1  = animfixfps(self, '0 1 0.01');
-               self.anim_fire2  = animfixfps(self, '1 1 0.01');
-               self.anim_idle   = animfixfps(self, '2 1 0.01');
-               self.anim_reload = animfixfps(self, '3 1 0.01');
+               self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
+               self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
+               self.anim_idle   = animfixfps(self, '2 1 0.01', '0 0 0');
+               self.anim_reload = animfixfps(self, '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
@@ -557,7 +543,6 @@ void CL_Weaponentity_Think()
 
        self.angles = '0 0 0';
        float f;
-       f = 0;
        if (self.state == WS_RAISE && !intermission_running)
        {
                f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
@@ -578,7 +563,6 @@ void CL_Weaponentity_Think()
 void CL_ExteriorWeaponentity_Think()
 {
        float tag_found;
-       vector ang;
        self.nextthink = time;
        if (self.owner.exteriorweaponentity != self)
        {
@@ -607,16 +591,9 @@ void CL_ExteriorWeaponentity_Think()
                }
                else
                        setattachment(self, self.owner, "bip01 r hand");
-
-               // if that didn't find a tag, hide the exterior weapon model
-               if (!self.tag_index)
-                       self.model = "";
        }
        self.effects = self.owner.effects;
-       if(sv_pitch_min == sv_pitch_max)
-               self.effects |= EF_LOWPRECISION;
-       else
-               self.effects &~= EF_LOWPRECISION;
+       self.effects |= EF_LOWPRECISION;
        self.effects = self.effects & EFMASK_CHEAP; // eat performance
        if(self.owner.alpha == default_player_alpha)
                self.alpha = default_weapon_alpha;
@@ -625,58 +602,6 @@ void CL_ExteriorWeaponentity_Think()
        else
                self.alpha = 1;
 
-       if (!intermission_running)
-       {
-               ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
-               ang_y = 0;
-               ang_z = 0;
-
-               if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
-               {
-                       ang_y = self.owner.v_angle_y;
-                       makevectors(ang);
-                       var vector v = v_forward;
-                       var float t = self.tag_entity.frame1time;
-                       var float f = self.tag_entity.frame;
-                       self.tag_entity.frame1time = time;
-                       self.tag_entity.frame = self.tag_entity.anim_idle_x;
-                       gettaginfo(self.tag_entity, self.tag_index);
-                       self.tag_entity.frame1time = t;
-                       self.tag_entity.frame = f;
-                       // untransform v according to this coordinate space
-                       vector w;
-                       w_x = v_forward * v;
-                       w_y = -v_right * v;
-                       w_z = v_up * v;
-                       self.angles = vectoangles(w);
-               }
-               else
-               {
-                       ang_x = -/* don't ask */ang_x;
-                       self.angles = ang;
-               }
-
-               if(autocvar_g_loituma)
-               {
-                       vector modangles;
-                       float t;
-
-                       t = time * autocvar_g_loituma;
-
-                       modangles_x = t * 360;
-                       modangles_y = 90;
-                       modangles_z = 0;
-
-                       self.angles =
-                               AnglesTransform_ToAngles(
-                                       AnglesTransform_Multiply(
-                                               AnglesTransform_FromAngles(self.angles),
-                                               AnglesTransform_FromAngles(modangles)
-                                       )
-                               );
-               }
-       }
-
        self.glowmod = self.owner.weaponentity_glowmod;
        self.colormap = self.owner.colormap;
 
@@ -731,7 +656,7 @@ void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
 
 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
 {
-       float weaponbit, f;
+       float f;
        entity oldself;
 
        if(time < self.hasweapon_complain_spam)
@@ -745,8 +670,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                        sprint(self, "Invalid weapon\n");
                return FALSE;
        }
-       weaponbit = W_WeaponBit(wpn);
-       if (cl.weapons & weaponbit)
+       if (WEPSET_CONTAINS_EW(cl, wpn))
        {
                if (andammo)
                {
@@ -787,7 +711,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
        {
                // DRESK - 3/16/07
                // Report Proper Weapon Status / Modified Weapon Ownership Message
-               if(weaponsInMap & weaponbit)
+               if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
                {
                        sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
                        Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
@@ -800,7 +724,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                                e = get_weaponinfo(wpn);
                                s = e.model2;
 
-                               for(e = world; (e = findfloat(e, weapons, weaponbit)); )
+                               for(e = world; (e = findfloat(e, weapon, wpn)); )
                                {
                                        if(e.classname == "droppedweapon")
                                                continue;
@@ -857,7 +781,7 @@ void weapon_setup(float windex)
        entity e;
        e = get_weaponinfo(windex);
        self.items &~= IT_AMMO;
-       self.items = self.items | e.items;
+       self.items = self.items | (e.items & IT_AMMO);
 
        // the two weapon entities will notice this has changed and update their models
        self.weapon = windex;
@@ -871,14 +795,29 @@ void W_SwitchToOtherWeapon(entity pl)
 {
        // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
        float w, ww;
-       w = W_WeaponBit(pl.weapon);
-       pl.weapons &~= w;
-       ww = w_getbestweapon(pl);
-       pl.weapons |= w;
+       w = pl.weapon;
+       if(WEPSET_CONTAINS_EW(pl, w))
+       {
+               WEPSET_ANDNOT_EW(pl, w);
+               ww = w_getbestweapon(pl);
+               WEPSET_OR_EW(pl, w);
+       }
+       else
+               ww = w_getbestweapon(pl);
        if(ww)
                W_SwitchWeapon_Force(pl, ww);
 }
+
+string PrimaryOrSecondary(float secondary)
+{
+       if(secondary)
+               return "secondary";
+       else
+               return "primary";
+}
+
 .float prevdryfire;
+.float prevwarntime;
 float weapon_prepareattack_checkammo(float secondary)
 {
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
@@ -896,7 +835,19 @@ float weapon_prepareattack_checkammo(float secondary)
                        self.prevdryfire = time;
                }
 
-               W_SwitchToOtherWeapon(self);
+               if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+               {
+                       if(time - self.prevwarntime > 1)
+                       {
+                               sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n"));
+                       }
+                       self.prevwarntime = time;
+               }
+               else // this weapon is totally unable to fire, switch to another one
+               {
+                       W_SwitchToOtherWeapon(self);
+               }
+               
                return FALSE;
        }
        return TRUE;
@@ -986,13 +937,14 @@ void weapon_thinkf(float fr, float t, void() func)
        if (self.weaponentity)
        {
                self.weaponentity.wframe = fr;
+               a = '0 0 0';
                if (fr == WFRAME_IDLE)
                        a = self.weaponentity.anim_idle;
                else if (fr == WFRAME_FIRE1)
                        a = self.weaponentity.anim_fire1;
                else if (fr == WFRAME_FIRE2)
                        a = self.weaponentity.anim_fire2;
-               else if (fr == WFRAME_RELOAD)
+               else // if (fr == WFRAME_RELOAD)
                        a = self.weaponentity.anim_reload;
                a_z *= g_weaponratefactor;
                setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
@@ -1024,25 +976,17 @@ void weapon_thinkf(float fr, float t, void() func)
        self.weapon_think = func;
        //dprint("next ", ftos(self.weapon_nextthink), "\n");
 
-       // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
-       //anim = self.anim_shoot;
-       if (restartanim)
-       if (t)
-       if (!self.crouch) // shoot anim stands up, this looks bad
+       if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               vector anim;
-               if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
-               {
-                       anim = self.anim_melee;
-                       anim_z = anim_y / (t + sys_frametime);
-                       setanim(self, anim, FALSE, TRUE, TRUE);
-               }
-               else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
-               {
-                       anim = self.anim_shoot;
-                       anim_z = anim_y / (t + sys_frametime);
-                       setanim(self, anim, FALSE, TRUE, TRUE);
-               }
+               if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
+                       animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
+               else
+                       animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
+       }
+       else
+       {
+               if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+                       self.anim_upper_action = 0;
        }
 }
 
@@ -1055,8 +999,6 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f
 {
        vector mdirection;
        float mspeed;
-       float outspeed;
-       float nstyle;
        vector outvelocity;
 
        mvelocity = mvelocity * g_weaponspeedfactor;
@@ -1064,61 +1006,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f
        mdirection = normalize(mvelocity);
        mspeed = vlen(mvelocity);
 
-       nstyle = autocvar_g_projectiles_newton_style;
-       if(nstyle == 0 || forceAbsolute)
-       {
-               // absolute velocity
-               outvelocity = mvelocity;
-       }
-       else if(nstyle == 1)
-       {
-               // true Newtonian projectiles
-               outvelocity = pvelocity + mvelocity;
-       }
-       else if(nstyle == 2)
-       {
-               // true Newtonian projectiles with automatic aim adjustment
-               //
-               // solve: |outspeed * mdirection - pvelocity| = mspeed
-               // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
-               // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
-               // PLUS SIGN!
-               // not defined?
-               // then...
-               // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
-               // velocity without mdirection component > mspeed
-               // fire at smallest possible mspeed that works?
-               // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
-
-               vector solution;
-               solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
-               if(solution_z)
-                       outspeed = solution_y; // the larger one
-               else
-               {
-                       //outspeed = 0; // slowest possible shot
-                       outspeed = solution_x; // the real part (that is, the average!)
-                       //dprint("impossible shot, adjusting\n");
-               }
-
-               outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
-               outvelocity = mdirection * outspeed;
-       }
-       else if(nstyle == 3)
-       {
-               // pseudo-Newtonian:
-               outspeed = mspeed + mdirection * pvelocity;
-               outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
-               outvelocity = mdirection * outspeed;
-       }
-       else if(nstyle == 4)
-       {
-               // tZorkian:
-               outspeed = mspeed + vlen(pvelocity);
-               outvelocity = mdirection * outspeed;
-       }
-       else
-               error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
+       outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
 
        return outvelocity;
 }
@@ -1230,7 +1118,7 @@ vector findperpendicular(vector v)
 vector W_CalculateProjectileSpread(vector forward, float spread)
 {
        float sigma;
-       vector v1, v2;
+       vector v1 = '0 0 0', v2;
        float dx, dy, r;
        float sstyle;
        spread *= g_weaponspreadfactor;
@@ -1494,7 +1382,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
 
        // now begin the reloading process
 
-       sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
 
        // 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,