]> 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 b75881127a219008f56faaad9d086817d922ab4c..0410c2f9ec45129c606efd30d0d7806fbbcc824d 100644 (file)
@@ -163,6 +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);
 }
@@ -223,7 +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);
@@ -373,10 +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;
@@ -386,10 +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?");
 
@@ -452,6 +445,28 @@ bool weaponLocked(entity player)
        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)
@@ -507,10 +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)
@@ -687,7 +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);
 
@@ -734,7 +747,7 @@ 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 == RES_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;
        }
@@ -790,8 +803,10 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        {
                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));
@@ -808,7 +823,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                        }
                }
        }
-
        if (this)
        {
                if (this.wframe == WFRAME_RELOAD) return;