..entity weaponentity_fld;
.float m_alpha;
+.string w_weaponname;
+.int w_dmg;
+.int w_deadflag;
void CL_Weaponentity_Think(entity this)
{
if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname
- || this.dmg != this.owner.modelindex
- || this.deadflag != this.owner.deadflag)
+ if (this.w_weaponname != this.weaponname
+ || this.w_dmg != this.modelindex
+ || this.w_deadflag != this.deadflag)
{
// owner changed weapons; update appearance
- this.weaponname = this.owner.weaponname;
- this.dmg = this.owner.modelindex;
- this.deadflag = this.owner.deadflag;
+ this.w_weaponname = this.weaponname;
+ this.w_dmg = this.modelindex;
+ this.w_deadflag = this.deadflag;
- CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
+ CL_WeaponEntity_SetModel(this, this.weaponname, true);
}
this.alpha = -1; // TODO: don't render this entity at all
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);
if (this.owner.exteriorweaponentity != this)
{
delete(this);
this.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
- || this.deadflag != this.owner.deadflag)
+ if (this.weaponname != wepent.weaponname || this.dmg != wepent.modelindex
+ || this.deadflag != wepent.deadflag)
{
- this.weaponname = this.owner.weaponname;
- this.dmg = this.owner.modelindex;
- this.deadflag = this.owner.deadflag;
- if (this.owner.weaponname != "")
+ this.weaponname = wepent.weaponname;
+ this.dmg = wepent.modelindex;
+ this.deadflag = wepent.deadflag;
+ if (wepent.weaponname != "")
{
- _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ _setmodel(this, W_Model(strcat("v_", wepent.weaponname, ".md3")));
setsize(this, '0 0 0', '0 0 0');
}
else this.model = "";
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- Weapon wep = PS(this.owner).m_weapon;
+ Weapon wep = this.owner.(weaponentity).m_weapon;
if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
this.colormap = this.owner.colormap;
view.viewmodelforclient = actor;
setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
+ wepent_link(view);
+
if (weaponentity == weaponentities[0])
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
exterior.owner = actor;
+ exterior.weaponentity_fld = weaponentity;
setorigin(exterior, '0 0 0');
setthink(exterior, CL_ExteriorWeaponentity_Think);
exterior.nextthink = time;
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- PS(actor).m_weapon = WEP_Null;
- PS(actor).m_switchingweapon = WEP_Null;
+ actor.(weaponentity).m_weapon = WEP_Null;
+ actor.(weaponentity).m_switchingweapon = WEP_Null;
entity this = actor.(weaponentity);
if (this)
{
.float prevdryfire;
.float prevwarntime;
-bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
+bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
{
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
actor.prevdryfire = time;
}
else // this weapon is totally unable to fire, switch to another one
{
- W_SwitchToOtherWeapon(actor);
+ W_SwitchToOtherWeapon(actor, weaponentity);
}
return false;
bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
if (actor.weaponentity == NULL) return true;
- if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
+ if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
// if sv_ready_restart_after_countdown is set, don't allow the player to shoot
// if all players readied up and the countdown is running
return false;
// do not even think about shooting if switching
- if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
+ if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
if (attacktime >= 0)
{
// dprint("reset weapon animation timer at ", ftos(time), "\n");
}
this.weapon_nextthink += t;
- if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
this.weapon_think = func;
// dprint("next ", ftos(this.weapon_nextthink), "\n");
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
- bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ bool primary_melee = boolean(fr == WFRAME_FIRE1 && (actor.(weaponentity).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+ bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (actor.(weaponentity).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
int act = (primary_melee || secondary_melee)
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
{
if (actor.(weaponentity).state != WS_CLEAR)
{
- Weapon wpn = PS(actor).m_weapon;
+ Weapon wpn = this.m_weapon;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
return;
}
}
- if (PS(actor).m_switchweapon == WEP_Null)
+ if (this.m_switchweapon == WEP_Null)
{
- PS(actor).m_weapon = WEP_Null;
- PS(actor).m_switchingweapon = WEP_Null;
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
- actor.weaponname = "";
+ this.weaponname = "";
// actor.items &= ~IT_AMMO;
return;
}
vector up = v_up;
// Change weapon
- if (PS(actor).m_weapon != PS(actor).m_switchweapon)
+ if (this.m_weapon != this.m_switchweapon)
{
switch (this.state)
{
case WS_CLEAR:
{
// end switching!
- Weapon newwep = PS(actor).m_switchweapon;
- PS(actor).m_switchingweapon = newwep;
+ Weapon newwep = this.m_switchweapon;
+ this.m_switchingweapon = newwep;
// the two weapon entities will notice this has changed and update their models
- PS(actor).m_weapon = newwep;
- actor.weaponname = newwep.mdl;
+ this.m_weapon = newwep;
+ this.weaponname = newwep.mdl;
actor.bulletcounter = 0;
actor.ammo_field = newwep.ammo_field;
newwep.wr_setup(newwep, actor);
// 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
{
- actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
+ actor.clip_load = actor.(weapon_load[this.m_switchweapon.m_id]);
actor.clip_size = newwep.reloading_ammo;
}
else
case WS_DROP:
{
// in dropping phase we can switch at any time
- PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+ this.m_switchingweapon = this.m_switchweapon;
break;
}
case WS_READY:
{
// start switching!
- PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
- entity oldwep = PS(actor).m_weapon;
+ this.m_switchingweapon = this.m_switchweapon;
+ 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 + actor.weapon_frametime * 0.5)
// if (actor.button0)
// print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
- Weapon w = PS(actor).m_weapon;
+ Weapon w = this.m_weapon;
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
{
if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
{
- if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
w = WEP_Null;
}
}
else
{
- if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
- W_SwitchWeapon(actor, WEP_HOOK);
+ if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+ W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+ block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
if (!block_weapon)
{
- Weapon e = PS(actor).m_weapon;
+ Weapon e = this.m_weapon;
TC(Weapon, e);
if (w != WEP_Null)
{
v_forward = fo;
v_right = ri;
v_up = up;
- Weapon wpn = PS(actor).m_weapon;
+ Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity,
PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
}
}
-void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
if (wep.reloading_ammo)
{
actor.clip_load -= ammo_use;
- actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
+ actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.clip_load;
}
else if (wep.ammo_field != ammo_none)
{
actor.clip_load += load;
actor.(actor.ammo_field) -= load;
}
- actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
+ actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.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,
// ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
- Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
+ 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 = PS(actor).m_weapon;
+ Weapon e = actor.(weaponentity).m_weapon;
if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
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", PS(actor).m_weapon.m_name, "\n"));
+ sprint(actor, strcat("You don't have enough ammo to reload the ^2", actor.(weaponentity).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 = PS(actor).m_weapon;
+ Weapon w = actor.(weaponentity).m_weapon;
if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
{
actor.clip_load = -1; // reload later
- W_SwitchToOtherWeapon(actor);
+ W_SwitchToOtherWeapon(actor, weaponentity);
}
return;
}
if (actor.clip_load < 0) actor.clip_load = 0;
actor.old_clip_load = actor.clip_load;
- actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
+ actor.clip_load = actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
}
void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)