]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 999688b46897cbdd79e51b27e45a1ce7b7e70f1f..32e9a5670299b9dc00de52256f5081c3b77d49ca 100644 (file)
 
 .float weapon_frametime;
 
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
 {
        float t = 1.0 / g_weaponratefactor;
 
-       MUTATOR_CALLHOOK(WeaponRateFactor, t);
-       t = weapon_rate;
+       MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
 {
        float t = 1.0 * g_weaponspeedfactor;
 
-       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
-       t = ret_float;
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
 
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
-       SELFPARAM();
        this.viewmodelforclient = this.owner;
-       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+       if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
        return true;
 }
 
@@ -62,20 +61,19 @@ vector CL_Weapon_GetShotOrg(int wpn)
 ..entity weaponentity_fld;
 .float m_alpha;
 
-void CL_Weaponentity_Think()
+void CL_Weaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
-               // owner has new gun; remove self
+               // owner has new gun; remove old one
                if (this.weaponchild) remove(this.weaponchild);
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -107,16 +105,15 @@ void CL_Weaponentity_Think()
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (this.owner.exteriorweaponentity != this)
        {
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -168,10 +165,10 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
        view.weaponentity_fld = weaponentity;
-       view.think = CL_Weaponentity_Think;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+       setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        if (weaponentity == weaponentities[0])
        {
@@ -179,7 +176,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
                setorigin(exterior, '0 0 0');
-               exterior.think = CL_ExteriorWeaponentity_Think;
+               setthink(exterior, CL_ExteriorWeaponentity_Think);
                exterior.nextthink = time;
 
                CSQCMODEL_AUTOINIT(exterior);
@@ -210,16 +207,20 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 .float prevwarntime;
 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
 {
-    SELFPARAM();
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
+       else ammo = thiswep.wr_checkammo1(thiswep, actor);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
-               for (entity mine; (mine = find(mine, classname, "mine")); )
-                       if (mine.owner == actor) return false;
+       {
+               FOREACH_ENTITY_ENT(owner, actor,
+               {
+                       if(it.classname != "mine") continue;
+                       if(it.owner == actor) return false;
+               });
+       }
 
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
@@ -232,8 +233,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
-       else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
+       else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -303,7 +304,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
        actor.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
@@ -361,7 +362,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        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?");
 
-       t *= W_WeaponRateFactor();
+       t *= W_WeaponRateFactor(actor);
 
        // VorteX: haste can be added here
        if (this.weapon_think == w_ready)
@@ -407,6 +408,7 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
+       if (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;
@@ -414,8 +416,10 @@ bool forbidWeaponUse(entity player)
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
 {
+    TC(Player, actor);
+    TC(PlayerState, PS(actor));
        .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
@@ -470,7 +474,7 @@ void W_WeaponFrame(entity actor)
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
-                               newwep.wr_setup(newwep);
+                               newwep.wr_setup(newwep, actor);
                                this.state = WS_RAISE;
 
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
@@ -543,7 +547,7 @@ void W_WeaponFrame(entity actor)
                        else
                        {
                                if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
-                                       W_SwitchWeapon(WEP_HOOK);
+                                       W_SwitchWeapon(actor, WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
@@ -558,13 +562,14 @@ void W_WeaponFrame(entity actor)
                if (!block_weapon)
                {
             Weapon e = PS(actor).m_weapon;
+            TC(Weapon, e);
                        if (w != WEP_Null)
                        {
                                e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
-                       else
+                       else if (e)
                        {
-                               e.wr_gonethink(e);
+                               e.wr_gonethink(e, actor);
                        }
                }
 
@@ -728,7 +733,7 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
                                Weapon w = PS(actor).m_weapon;
-                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
                                {
                                        actor.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor);
@@ -764,10 +769,9 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
        actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
 {
-    SELFPARAM();
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITH(entity, self, player, w.event(w));
+       w.event(w, player);
 }