]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 4968d3c31f4d2f813ac5cdddde94f167ec2b52e4..3b8047efa19184abedfa0da26394ec0fdb0797f9 100644 (file)
@@ -62,6 +62,9 @@ vector CL_Weapon_GetShotOrg(int wpn)
 
 ..entity weaponentity_fld;
 .float m_alpha;
+.string w_weaponname;
+.int w_dmg;
+.int w_deadflag;
 
 void CL_Weaponentity_Think(entity this)
 {
@@ -82,16 +85,16 @@ 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
@@ -105,11 +108,15 @@ void CL_Weaponentity_Think(entity this)
                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);
@@ -120,15 +127,15 @@ void CL_ExteriorWeaponentity_Think(entity 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 = "";
@@ -151,7 +158,7 @@ void CL_ExteriorWeaponentity_Think(entity this)
        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;
 
@@ -172,11 +179,14 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        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;
@@ -188,8 +198,8 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 // 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)
        {
@@ -207,7 +217,7 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 
 .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;
@@ -226,7 +236,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        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;
@@ -254,7 +264,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        }
        else  // this weapon is totally unable to fire, switch to another one
        {
-               W_SwitchToOtherWeapon(actor);
+               W_SwitchToOtherWeapon(actor, weaponentity);
        }
 
        return false;
@@ -264,7 +274,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 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
@@ -274,7 +284,7 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
                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)
        {
@@ -378,7 +388,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                // 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");
 
@@ -392,8 +401,8 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        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
@@ -434,18 +443,18 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        {
                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;
        }
@@ -456,7 +465,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        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)
                {
@@ -469,12 +478,12 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                        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);
@@ -483,7 +492,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                // 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
@@ -497,14 +506,14 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                        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)
@@ -522,7 +531,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        // 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
@@ -531,7 +540,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        {
                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;
                }
 
@@ -549,11 +558,11 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                        }
                        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);
                        }
                }
@@ -564,7 +573,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
 
                if (!block_weapon)
                {
-            Weapon e = PS(actor).m_weapon;
+            Weapon e = this.m_weapon;
             TC(Weapon, e);
                        if (w != WEP_Null)
                        {
@@ -583,7 +592,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                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));
                        }
@@ -625,7 +634,7 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector
        }
 }
 
-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;
 
@@ -635,7 +644,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
        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)
        {
@@ -679,7 +688,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
                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,
@@ -687,7 +696,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 
        // 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));
 }
 
@@ -695,7 +704,7 @@ 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 = PS(actor).m_weapon;
+       Weapon e = actor.(weaponentity).m_weapon;
 
        if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
@@ -729,15 +738,15 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                                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;
                        }
@@ -767,7 +776,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 
        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)