]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Reset weapon alignment on respawn and when dual wielding status changes, default...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 2017e65a760792fd3d8f0db24603729a139e4cc5..0410c2f9ec45129c606efd30d0d7806fbbcc824d 100644 (file)
@@ -5,6 +5,7 @@
 #include "../command/common.qh"
 #include <server/mutators/_mod.qh>
 #include "../round_handler.qh"
+#include <server/cheats.qh>
 #include <server/resources.qh>
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
@@ -49,7 +50,7 @@ bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
        this.viewmodelforclient = this.owner;
        if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
-       return true;
+       return false;
 }
 
 vector CL_Weapon_GetShotOrg(int wpn)
@@ -162,6 +163,7 @@ void CL_ExteriorWeaponentity_Think(entity this)
     Weapon wep = this.owner.(weaponentity).m_weapon;
        if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
        this.colormap = this.owner.colormap;
+       this.skin = w_ent.skin;
 
        CSQCMODEL_AUTOUPDATE(this);
 }
@@ -178,6 +180,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
+       view.draggable = drag_undraggable;
        setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        wepent_link(view);
@@ -187,6 +190,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
+               exterior.draggable = drag_undraggable;
                exterior.weaponentity_fld = weaponentity;
                setorigin(exterior, '0 0 0');
                setthink(exterior, CL_ExteriorWeaponentity_Think);
@@ -220,7 +224,7 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 .float prevwarntime;
 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
 {
-       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
+       if ((actor.items & IT_UNLIMITED_AMMO)) return true;
        bool ammo = false;
        if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
        else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
@@ -289,9 +293,8 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
 
        if (attacktime >= 0)
        {
-               int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
-               if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
+               if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
                entity this = actor.(weaponentity);
                // don't fire while changing weapon
                if (this.state != WS_READY) return false;
@@ -310,16 +313,35 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
        // if the weapon hasn't been firing continuously, reset the timer
        if (attacktime >= 0)
        {
-               int slot = weaponslot(weaponentity);
-               if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
+               if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
                {
-                       ATTACK_FINISHED(actor, slot) = time;
+                       ATTACK_FINISHED(actor, weaponentity) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
+               float arate = W_WeaponRateFactor(actor);
+               ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
+
+               if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
+               {
+                       int slot = weaponslot(weaponentity);
+                       for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
+                       {
+                               if(slot == wepslot)
+                                       continue;
+                               .entity wepent = weaponentities[wepslot];
+                               if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
+                               {
+                                       if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
+                                               continue; // still cooling down!
+                                       if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
+                                               ATTACK_FINISHED(actor, wepent) = time;
+                                       ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
+                               }
+                       }
+               }
        }
        this.bulletcounter += 1;
-       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
+       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
 }
 
 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
@@ -352,10 +374,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                restartanim = fr != WFRAME_IDLE;
        }
 
-       vector of = v_forward;
-       vector or = v_right;
-       vector ou = v_up;
-
        vector a = '0 0 0';
     this.wframe = fr;
     if (fr == WFRAME_IDLE) a = this.anim_idle;
@@ -365,10 +383,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
         a = this.anim_reload;
     a.z *= g_weaponratefactor;
 
-       v_forward = of;
-       v_right = or;
-       v_up = ou;
-
        if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
@@ -414,16 +428,45 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        }
 }
 
-bool forbidWeaponUse(entity player)
+bool weaponUseForbidden(entity player)
+{
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
+       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       return false;
+}
+
+bool weaponLocked(entity player)
 {
        if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
        if (player.player_blocked) return true;
        if (game_stopped) return true;
        if (STAT(FROZEN, player)) return true;
-       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
        return false;
 }
 
+void W_ResetGunAlign(entity player, int preferred_alignment)
+{
+       if(W_DualWielding(player))
+               preferred_alignment = 3; // right align, the second gun will default to left
+
+       // clear current weapon slots' alignments so we can redo the calculations!
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if (player.(weaponentity))
+                       player.(weaponentity).m_gunalign = 0;
+       }
+
+       // now set the new values
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if (player.(weaponentity))
+                       player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
+       }
+}
+
 .bool hook_switchweapon;
 
 void W_WeaponFrame(Player actor, .entity weaponentity)
@@ -433,15 +476,15 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        entity this = actor.(weaponentity);
        if (frametime) this.weapon_frametime = frametime;
 
-       if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
+       if (!this || GetResource(actor, RES_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
 
        int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
        int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
 
-       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if (weaponUseForbidden(actor))
                button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
 
-       if (forbidWeaponUse(actor))
+       if (weaponLocked(actor))
        {
                if (this.state != WS_CLEAR)
                {
@@ -479,10 +522,8 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                return;
        }
 
-       makevectors(actor.v_angle);
-       vector fo = v_forward;  // save them in case the weapon think functions change it
-       vector ri = v_right;
-       vector up = v_up;
+       vector fo, ri, up;
+       MAKE_VECTORS(actor.v_angle, fo, ri, up);
 
        // Change weapon
        if (this.m_weapon != this.m_switchweapon)
@@ -535,7 +576,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                entity oldwep = this.m_weapon;
 
                                // set up weapon switch think in the future, and start drop anim
-                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
+                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
                                {
                                        sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
                                        this.state = WS_DROP;
@@ -548,7 +589,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
 
        // LordHavoc: network timing test code
        // if (actor.button0)
-       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
+       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
 
        Weapon w = this.m_weapon;
 
@@ -570,7 +611,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                bool block_weapon = false;
                {
                        bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
-                       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+                       if (weaponUseForbidden(actor))
                                key_pressed = false;
 
                        Weapon off = actor.offhand;
@@ -659,7 +700,7 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
 {
        if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
-       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
+       if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
 
        ammo_use = M_ARGV(2, float);
 
@@ -671,14 +712,14 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti
                w_ent.clip_load -= ammo_use;
                w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
        }
-       else if (wep.ammo_type != RESOURCE_NONE)
+       else if (wep.ammo_type != RES_NONE)
        {
-               float ammo = GetResourceAmount(actor, wep.ammo_type);
+               float ammo = GetResource(actor, wep.ammo_type);
                if (ammo < ammo_use)
                {
                        backtrace(sprintf(
                                "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
-                               "Please notify Samual immediately with a copy of this backtrace!\n",
+                               "Please notify the developers immediately with a copy of this backtrace!\n",
                                ammo_use,
                                wep.netname,
                                GetAmmoPicture(wep.ammo_type),
@@ -686,7 +727,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti
                                ammo
                                             ));
                }
-               SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
+               SetResource(actor, wep.ammo_type, ammo - ammo_use);
        }
 }
 
@@ -706,17 +747,17 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
 
        // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
-       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
+       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
        {
                w_ent.clip_load = w_ent.reload_ammo_amount;
        }
        else
        {
                // make sure we don't add more ammo than we have
-               float ammo = GetResourceAmount(actor, wpn.ammo_type);
+               float ammo = GetResource(actor, wpn.ammo_type);
                float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
                w_ent.clip_load += load;
-               SetResourceAmount(actor, wpn.ammo_type, ammo - load);
+               SetResource(actor, wpn.ammo_type, ammo - load);
        }
        w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
 
@@ -724,7 +765,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
+       // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
 
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
@@ -758,12 +799,14 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        if (this.clip_load >= this.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if (e.ammo_type != RESOURCE_NONE)
+       if (e.ammo_type != RES_NONE)
        {
-               if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
+               if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
                {
-                       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                       if (!(actor.items & IT_UNLIMITED_AMMO))
                        {
+                               if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+                                       return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
                                if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
                                {
                                        play2(actor, SND(UNAVAILABLE));
@@ -780,7 +823,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                        }
                }
        }
-
        if (this)
        {
                if (this.wframe == WFRAME_RELOAD) return;
@@ -797,7 +839,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
+       // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
 
        weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);