]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 6139f2879cbf8e04718e18f7fc7848710c654532..2e0ee09bf8df718d593943e4a777f0b99d1627b5 100644 (file)
@@ -70,12 +70,13 @@ vector CL_Weapon_GetShotOrg(int wpn)
 void CL_Weaponentity_Think(entity this)
 {
        this.nextthink = time;
-       if (intermission_running) this.frame = this.anim_idle.x;
+       if (gameover) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
                // owner has new gun; remove old one
                if (this.weaponchild) delete(this.weaponchild);
+               if (this.hook) delete(this.hook);
                delete(this);
                return;
        }
@@ -454,7 +455,6 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                this.m_switchingweapon = WEP_Null;
                this.state = WS_CLEAR;
                this.weaponname = "";
-               // actor.items &= ~IT_AMMO;
                return;
        }
 
@@ -635,14 +635,15 @@ 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))) return;
-
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
+       entity w_ent = actor.(weaponentity);
+
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if (wep.reloading_ammo)
        {
-               actor.(weaponentity).clip_load -= ammo_use;
-               actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+               w_ent.clip_load -= ammo_use;
+               w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@ -672,29 +673,30 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 {
        // finish the reloading process, and do the ammo transfer
 
-       Weapon wpn = actor.(weaponentity).m_weapon;
+       entity w_ent = actor.(weaponentity);
+       Weapon wpn = w_ent.m_weapon;
 
-       actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       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 (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
+       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
        {
-               actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
+               w_ent.clip_load = w_ent.reload_ammo_amount;
        }
        else
        {
                // make sure we don't add more ammo than we have
-               float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field));
-               actor.(weaponentity).clip_load += load;
+               float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
+               w_ent.clip_load += load;
                actor.(wpn.ammo_field) -= load;
        }
-       actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+       w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
 
        // 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,
        // so your weapon is disabled for a few seconds without reason
 
-       // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
+       // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
 
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
@@ -703,13 +705,14 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 {
     TC(Sound, sent_sound);
        // set global values to work with
-       Weapon e = actor.(weaponentity).m_weapon;
+       entity this = actor.(weaponentity);
+       Weapon e = this.m_weapon;
 
        if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
-       actor.(weaponentity).reload_ammo_min = sent_ammo_min;
-       actor.(weaponentity).reload_ammo_amount = e.reloading_ammo;
-       actor.(weaponentity).reload_time = e.reloading_time;
+       this.reload_ammo_min = sent_ammo_min;
+       this.reload_ammo_amount = e.reloading_ammo;
+       this.reload_time = e.reloading_time;
        if (actor.reload_sound) strunzone(actor.reload_sound);
        actor.reload_sound = strzone(Sound_fixpath(sent_sound));
 
@@ -722,28 +725,28 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        }
 
        // return if reloading is disabled for this weapon
-       if (!actor.(weaponentity).reload_ammo_amount) return;
+       if (!this.reload_ammo_amount) return;
 
        // our weapon is fully loaded, no need to reload
-       if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return;
+       if (this.clip_load >= this.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
        if (e.ammo_field != ammo_none)
        {
-               if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min)
+               if (!actor.(e.ammo_field) && this.reload_ammo_min)
                {
                        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                        {
                                if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
                                {
                                        play2(actor, SND(UNAVAILABLE));
-                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", actor.(weaponentity).m_weapon.m_name, "\n"));
+                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
                                if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
                                {
-                                       actor.(weaponentity).clip_load = -1;  // reload later
+                                       this.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor, weaponentity);
                                }
                                return;
@@ -751,7 +754,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                }
        }
 
-       entity this = actor.(weaponentity);
        if (this)
        {
                if (this.wframe == WFRAME_RELOAD) return;
@@ -768,7 +770,7 @@ 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)) + actor.(weaponentity).reload_time + 1;
+       // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
 
        weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);