#include <common/t_items.qh>
#include <common/animdecide.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/monsters/_mod.qh>
#include <common/notifications/all.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
+#include <common/wepent.qh>
.int state;
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;
}
this.weaponchild.alpha = this.alpha;
this.weaponchild.effects = this.effects;
}
-
- wepent_update(this);
}
void CL_ExteriorWeaponentity_Think(entity this)
{
this.nextthink = time;
.entity weaponentity = this.weaponentity_fld;
- entity wepent = this.owner.(weaponentity);
+ entity w_ent = this.owner.(weaponentity);
if (this.owner.exteriorweaponentity != this)
{
delete(this);
this.model = "";
return;
}
- if (this.weaponname != wepent.weaponname || this.dmg != wepent.modelindex
- || this.deadflag != wepent.deadflag)
+ if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
+ || this.deadflag != w_ent.deadflag)
{
- this.weaponname = wepent.weaponname;
- this.dmg = wepent.modelindex;
- this.deadflag = wepent.deadflag;
- if (wepent.weaponname != "")
+ this.weaponname = w_ent.weaponname;
+ this.dmg = w_ent.modelindex;
+ this.deadflag = w_ent.deadflag;
+ if (w_ent.weaponname != "")
{
- _setmodel(this, W_Model(strcat("v_", wepent.weaponname, ".md3")));
+ _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
setsize(this, '0 0 0', '0 0 0');
}
else this.model = "";
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
{
- IL_EACH(g_mines, it.owner == actor,
+ IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
{
return false;
});
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
- // actor.items &= ~IT_AMMO;
return;
}
this.m_weapon = newwep;
this.weaponname = newwep.mdl;
this.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- newwep.wr_setup(newwep, actor);
+ newwep.wr_setup(newwep, actor, weaponentity);
this.state = WS_RAISE;
// set our clip load to the load of the weapon we switched to, if it's reloadable
if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
{
- this.clip_load = actor.(weaponentity).(weapon_load[this.m_switchweapon.m_id]);
+ this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
this.clip_size = newwep.reloading_ammo;
}
else
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
- if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
-
+ 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)
{
{
// finish the reloading process, and do the ammo transfer
- actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ entity w_ent = actor.(weaponentity);
+ Weapon wpn = w_ent.m_weapon;
+
+ 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) || actor.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.(actor.ammo_field));
- actor.(weaponentity).clip_load += load;
- actor.(actor.ammo_field) -= 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;
- Weapon wpn = Weapons_from(actor.(weaponentity).m_weapon.m_id);
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
{
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));
}
// 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 (actor.ammo_field != ammo_none)
+ if (e.ammo_field != ammo_none)
{
- if (!actor.(actor.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
- Weapon w = actor.(weaponentity).m_weapon;
- if (!(w.wr_checkammo1(w, actor, weaponentity) + w.wr_checkammo2(w, actor, weaponentity)))
+ 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;
}
}
- entity this = actor.(weaponentity);
if (this)
{
if (this.wframe == WFRAME_RELOAD) return;
// 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, actor.(weaponentity).reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
if (this.clip_load < 0) this.clip_load = 0;
this.old_clip_load = this.clip_load;
- this.clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+ this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
}
void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)