]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Merge branch 'master' into martin-t/mg-solidpen
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index 6f3fd85a8d21795cc6acd8345cfed5ed7964f2e5..7f9c6ad0d76c379481cb3613fe3b322b0d7ecdff 100644 (file)
@@ -2,6 +2,7 @@
 
 #include "weaponsystem.qh"
 #include <common/t_items.qh>
+#include <server/items.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
 #include <common/util.qh>
@@ -25,8 +26,10 @@ void Weapon_whereis(Weapon this, entity cl)
        if (!autocvar_g_showweaponspawns) return;
        IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
        {
-               if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
+               if (Item_IsLoot(it) && (autocvar_g_showweaponspawns < 2))
+               {
                        continue;
+               }
                entity wp = WaypointSprite_Spawn(
                        WP_Weapon,
                        -2, 0,
@@ -49,7 +52,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
 
        // ignore hook button when using other offhand equipment
        if (this.offhand != OFFHAND_HOOK)
-       if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+       if (wpn == WEP_HOOK && !((STAT(WEAPONS, this) | weaponsInMap) & WepSet_FromWeapon(wpn)))
            complain = 0;
 
        if (complain)
@@ -63,7 +66,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
        }
        if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
                return false; // no complaints needed
-       if (this.weapons & WepSet_FromWeapon(wpn))
+       if (STAT(WEAPONS, this) & WepSet_FromWeapon(wpn))
        {
                if (andammo)
                {
@@ -158,12 +161,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                FOREACH(Weapons, it != WEP_Null, {
                        if(i != weaponwant)
                        if(it.impulse == imp || imp < 0)
-                       if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                       if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                have_other = true;
                });
 
                // skip weapons we don't own that aren't normal and aren't in the map
-               if(!(this.weapons & wepset))
+               if(!(STAT(WEAPONS, this) & wepset))
                if(!(weaponsInMap & wepset))
                if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                        continue;
@@ -214,12 +217,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                        FOREACH(Weapons, it != WEP_Null, {
                                if(i != weaponwant)
                                if(it.impulse == imp || imp < 0)
-                               if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                               if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                        have_other = true;
                        });
 
                        // skip weapons we don't own that aren't normal and aren't in the map
-                       if(!(this.weapons & wepset))
+                       if(!(STAT(WEAPONS, this) & wepset))
                        if(!(weaponsInMap & wepset))
                        if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                                continue;
@@ -237,7 +240,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
 
 void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
 {
-    TC(Weapon, wep);
+       TC(Weapon, wep);
        this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
        this.(weaponentity).m_switchweapon = wep;
        this.(weaponentity).selectweapon = wep.m_id;
@@ -249,11 +252,11 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
        // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
        Weapon ww;
        WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
-       if (this.weapons & set)
+       if (STAT(WEAPONS, this) & set)
        {
-               this.weapons &= ~set;
+               STAT(WEAPONS, this) &= ~set;
                ww = w_getbestweapon(this, weaponentity);
-               this.weapons |= set;
+               STAT(WEAPONS, this) |= set;
        }
        else
        {
@@ -263,20 +266,34 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
        W_SwitchWeapon_Force(this, ww, weaponentity);
 }
 
-void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
+bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
 {
        if(this.(weaponentity).m_switchweapon != w)
        {
                if(client_hasweapon(this, w, weaponentity, true, true))
+               {
                        W_SwitchWeapon_Force(this, w, weaponentity);
+                       return true;
+               }
                else
+               {
                        this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
+                       return false;
+               }
        }
-       else if(!forbidWeaponUse(this))
+       else if(!weaponLocked(this) && CS(this).cvar_cl_weapon_switch_reload)
        {
                entity actor = this;
                w.wr_reload(w, actor, weaponentity);
        }
+
+       return true; // player already has the weapon out or needs to reload
+}
+
+void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
+{
+       if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
+               W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
 }
 
 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
@@ -290,7 +307,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent
 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity);
+       w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
        if(w > 0)
                W_SwitchWeapon(this, Weapons_from(w), weaponentity);
 }
@@ -301,9 +318,9 @@ void W_NextWeapon(entity this, int list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity);
+               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
 }
 
 // prev weapon
@@ -312,9 +329,9 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity);
+               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
 }
 
 // previously used if exists and has ammo, (second) best otherwise