}
-void weapon_thinkf(entity actor, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func);
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+ .entity weaponentity, int fire) func);
bool CL_Weaponentity_CustomizeEntityForClient()
{
// to free:
// call again with ""
// remove the ent
-void CL_WeaponEntity_SetModel(entity this, int slot, string name)
+void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name)
{
if (name != "")
{
// if there is a child entity, hide it until we're sure we use it
- if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
+ if (this.(weaponentity)) this.(weaponentity).model = "";
_setmodel(this, W_Model(strcat("v_", name, ".md3")));
int v_shot_idx = gettagindex(this, "shot"); // used later
if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
// if we don't, this is a "real" animated model
if (gettagindex(this, "weapon"))
{
- if (!this.weaponentity[slot]) this.weaponentity[slot] = new(weaponentity);
- _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
- setattachment(this.weaponentity[slot], this, "weapon");
+ if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
+ _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
+ setattachment(this.(weaponentity), this, "weapon");
}
else if (gettagindex(this, "tag_weapon"))
{
- if (!this.weaponentity[slot]) this.weaponentity[slot] = new(weaponentity);
- _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
- setattachment(this.weaponentity[slot], this, "tag_weapon");
+ if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
+ _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
+ setattachment(this.(weaponentity), this, "tag_weapon");
}
else
{
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
- this.weaponentity[slot] = NULL;
+ if (this.(weaponentity)) remove(this.(weaponentity));
+ this.(weaponentity) = NULL;
}
setorigin(this, '0 0 0');
if (v_shot_idx) // v_ model attached to invisible h_ model
{
- this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx);
+ this.movedir = gettaginfo(this.(weaponentity), v_shot_idx);
}
else
{
}
}
- if (this.weaponentity[slot]) // v_ model attached to invisible h_ model
+ if (this.(weaponentity)) // v_ model attached to invisible h_ model
{
- idx = gettagindex(this.weaponentity[slot], "shell");
- if (!idx) idx = gettagindex(this.weaponentity[slot], "tag_shell");
- if (idx) this.spawnorigin = gettaginfo(this.weaponentity[slot], idx);
+ idx = gettagindex(this.(weaponentity), "shell");
+ if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell");
+ if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx);
}
else
{
}
else
{
- if (this.weaponentity[slot])
+ if (this.(weaponentity))
{
idx = gettagindex(this, "weapon");
if (!idx) idx = gettagindex(this, "tag_weapon");
else
{
this.model = "";
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
- this.weaponentity[slot] = NULL;
+ if (this.(weaponentity)) remove(this.(weaponentity));
+ this.(weaponentity) = NULL;
this.movedir = '0 0 0';
this.spawnorigin = '0 0 0';
this.oldorigin = '0 0 0';
vector CL_Weapon_GetShotOrg(float wpn)
{
- entity wi = get_weaponinfo(wpn);
+ entity wi = Weapons_from(wpn);
entity e = spawn();
- CL_WeaponEntity_SetModel(e, 0, wi.mdl);
+ .entity weaponentity = weaponentities[0];
+ CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, 0, "");
+ CL_WeaponEntity_SetModel(e, weaponentity, "");
remove(e);
return ret;
}
SELFPARAM();
this.nextthink = time;
if (intermission_running) this.frame = this.anim_idle.x;
- int slot = 0; // TODO: unhardcode
- if (this.owner.weaponentity[slot] != this)
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if (this.owner.(weaponentity) != this)
{
- if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
+ if (this.(weaponentity)) remove(this.(weaponentity));
remove(this);
return;
}
if (this.owner.deadflag != DEAD_NO)
{
this.model = "";
- if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
+ if (this.(weaponentity)) this.(weaponentity).model = "";
return;
}
if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname);
}
int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
this.glowmod = this.owner.weaponentity_glowmod;
this.colormap = this.owner.colormap;
- if (this.weaponentity[slot])
+ if (this.(weaponentity))
{
- this.weaponentity[slot].effects = this.effects;
- this.weaponentity[slot].alpha = this.alpha;
- this.weaponentity[slot].colormap = this.colormap;
- this.weaponentity[slot].glowmod = this.glowmod;
+ this.(weaponentity).effects = this.effects;
+ this.(weaponentity).alpha = this.alpha;
+ this.(weaponentity).colormap = this.colormap;
+ this.(weaponentity).glowmod = this.glowmod;
}
this.angles = '0 0 0';
float f = (this.owner.weapon_nextthink - time);
if (this.state == WS_RAISE && !intermission_running)
{
- entity newwep = get_weaponinfo(this.owner.switchweapon);
+ entity newwep = Weapons_from(this.owner.switchweapon);
f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
this.angles_x = -90 * f * f;
}
else if (this.state == WS_DROP && !intermission_running)
{
- entity oldwep = get_weaponinfo(this.owner.weapon);
+ entity oldwep = Weapons_from(this.owner.weapon);
f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
this.angles_x = -90 * f * f;
}
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e, int slot)
+void CL_SpawnWeaponentity(entity e, .entity weaponentity)
{
- entity view = e.weaponentity[slot] = new(weaponentity);
+ entity view = e.(weaponentity) = new(weaponentity);
make_pure(view);
view.solid = SOLID_NOT;
view.owner = e;
view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
view.nextthink = time;
- if (slot == 0)
+ if (weaponentity == weaponentities[0])
{
entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
make_pure(exterior);
}
// Weapon subs
-void w_clear(Weapon thiswep, entity actor, int slot, int fire)
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (actor.weapon != -1)
{
actor.weapon = 0;
actor.switchingweapon = 0;
}
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- actor.weaponentity[slot].state = WS_CLEAR;
- actor.weaponentity[slot].effects = 0;
+ actor.(weaponentity).state = WS_CLEAR;
+ actor.(weaponentity).effects = 0;
}
}
-void w_ready(Weapon thiswep, entity actor, int slot, int fire)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
- weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
+ if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
}
.float prevdryfire;
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == Weapons_from(actor.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;
}
.float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
if (attacktime >= 0)
{
+ int slot = weaponslot(weaponentity);
// don't fire if previous attack is not finished
if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
// don't fire while changing weapon
- if (actor.weaponentity[slot].state != WS_READY) return false;
+ if (actor.(weaponentity).state != WS_READY) return false;
}
return true;
}
-void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- actor.weaponentity[slot].state = WS_INUSE;
+ actor.(weaponentity).state = WS_INUSE;
actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
{
+ int slot = weaponslot(weaponentity);
if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
{
ATTACK_FINISHED(actor, slot) = time;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
}
-bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
{
- if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
+ if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
{
- weapon_prepareattack_do(actor, slot, secondary, attacktime);
+ weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
return true;
}
return false;
}
-void weapon_thinkf(entity actor, int slot, float fr, float t,
- void(Weapon thiswep, entity actor, int slot, int fire) func)
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+ .entity weaponentity, int fire) func)
{
bool restartanim;
if (fr == WFRAME_DONTCHANGE)
{
- fr = actor.weaponentity[slot].wframe;
+ fr = actor.(weaponentity).wframe;
restartanim = false;
}
else if (fr == WFRAME_IDLE)
vector or = v_right;
vector ou = v_up;
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- actor.weaponentity[slot].wframe = fr;
+ actor.(weaponentity).wframe = fr;
vector a = '0 0 0';
- if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
- else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
- else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
+ if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
+ else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
+ else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
else // if (fr == WFRAME_RELOAD)
- a = actor.weaponentity[slot].anim_reload;
+ a = actor.(weaponentity).anim_reload;
a.z *= g_weaponratefactor;
- setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
+ setanim(actor.(weaponentity), a, restartanim == false, restartanim, restartanim);
}
v_forward = of;
v_right = or;
v_up = ou;
- if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
+ if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
t *= W_WeaponRateFactor();
void W_WeaponFrame(entity actor)
{
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (frametime) actor.weapon_frametime = frametime;
- if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
if (forbidWeaponUse(actor))
{
- if (actor.weaponentity[slot].state != WS_CLEAR)
+ if (actor.(weaponentity).state != WS_CLEAR)
{
- Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
return;
}
}
- if (!actor.switchweapon)
+ if (actor.switchweapon == 0)
{
actor.weapon = 0;
actor.switchingweapon = 0;
- actor.weaponentity[slot].state = WS_CLEAR;
+ actor.(weaponentity).state = WS_CLEAR;
actor.weaponname = "";
// actor.items &= ~IT_AMMO;
return;
// Change weapon
if (actor.weapon != actor.switchweapon)
{
- if (actor.weaponentity[slot].state == WS_CLEAR)
+ switch (actor.(weaponentity).state)
{
- // end switching!
- actor.switchingweapon = actor.switchweapon;
- entity newwep = get_weaponinfo(actor.switchweapon);
-
- // the two weapon entities will notice this has changed and update their models
- actor.weapon = actor.switchweapon;
- actor.weaponname = newwep.mdl;
- actor.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- Weapon w = get_weaponinfo(actor.switchweapon);
- w.wr_setup(w);
- actor.weaponentity[slot].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
+ default:
+ LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
+ break;
+ case WS_INUSE:
+ case WS_RAISE:
+ break;
+ case WS_CLEAR:
{
- actor.clip_load = actor.(weapon_load[actor.switchweapon]);
- actor.clip_size = newwep.reloading_ammo;
+ // end switching!
+ actor.switchingweapon = actor.switchweapon;
+ entity newwep = Weapons_from(actor.switchweapon);
+
+ // the two weapon entities will notice this has changed and update their models
+ actor.weapon = actor.switchweapon;
+ actor.weaponname = newwep.mdl;
+ actor.bulletcounter = 0;
+ actor.ammo_field = newwep.ammo_field;
+ newwep.wr_setup(newwep);
+ actor.(weaponentity).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
+ {
+ actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+ actor.clip_size = newwep.reloading_ammo;
+ }
+ else
+ {
+ actor.clip_load = actor.clip_size = 0;
+ }
+
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ break;
}
- else
+ case WS_DROP:
{
- actor.clip_load = actor.clip_size = 0;
+ // in dropping phase we can switch at any time
+ actor.switchingweapon = actor.switchweapon;
+ break;
}
+ case WS_READY:
+ {
+ // start switching!
+ actor.switchingweapon = actor.switchweapon;
+ entity oldwep = Weapons_from(actor.weapon);
- weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
- }
- else if (actor.weaponentity[slot].state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- actor.switchingweapon = actor.switchweapon;
- }
- else if (actor.weaponentity[slot].state == WS_READY)
- {
- // start switching!
- actor.switchingweapon = actor.switchweapon;
- entity oldwep = get_weaponinfo(actor.weapon);
-
- // set up weapon switch think in the future, and start drop anim
- if (
+ // set up weapon switch think in the future, and start drop anim
+ if (
#if INDEPENDENT_ATTACK_FINISHED
- true
+ true
#else
- ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
+ ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
#endif
- )
- {
- sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
- actor.weaponentity[slot].state = WS_DROP;
- weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ )
+ {
+ sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
+ actor.(weaponentity).state = WS_DROP;
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ }
+ break;
}
}
}
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
- h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
+ h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if (!block_weapon)
{
if (w)
{
- Weapon e = get_weaponinfo(actor.weapon);
- e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon e = Weapons_from(actor.weapon);
+ e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
- Weapon w = get_weaponinfo(actor.weapon);
+ Weapon w = Weapons_from(actor.weapon);
w.wr_gonethink(w);
}
}
v_forward = fo;
v_right = ri;
v_up = up;
- Weapon wpn = get_weaponinfo(actor.weapon);
- actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ actor.weapon_think(wpn, actor, weaponentity,
+ (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
void W_AttachToShotorg(entity actor, entity flash, vector offset)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
flash.owner = actor;
flash.angles_z = random() * 360;
- if (gettagindex(actor.weaponentity[slot], "shot")) setattachment(flash, actor.weaponentity[slot], "shot");
- else setattachment(flash, actor.weaponentity[slot], "tag_shot");
+ if (gettagindex(actor.(weaponentity), "shot")) setattachment(flash, actor.(weaponentity), "shot");
+ else setattachment(flash, actor.(weaponentity), "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
flash.viewmodelforclient = actor;
- if (actor.weaponentity[slot].oldorigin.x > 0)
+ if (actor.(weaponentity).oldorigin.x > 0)
{
setattachment(xflash, actor.exteriorweaponentity, "");
- setorigin(xflash, actor.weaponentity[slot].oldorigin + offset);
+ setorigin(xflash, actor.(weaponentity).oldorigin + offset);
}
else
{
.float reload_complain;
.string reload_sound;
-void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
// finish the reloading process, and do the ammo transfer
// ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
- Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+ Weapon wpn = Weapons_from(actor.weapon);
+ w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
{
- int slot = 0;
+ .entity weaponentity = weaponentities[0];
// set global values to work with
- entity e = get_weaponinfo(actor.weapon);
+ entity e = Weapons_from(actor.weapon);
if (cvar("g_overkill"))
if (actor.ok_use_ammocharge) return;
actor.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- Weapon w = get_weaponinfo(actor.weapon);
+ Weapon w = Weapons_from(actor.weapon);
if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
{
actor.clip_load = -1; // reload later
}
}
- if (actor.weaponentity[slot])
+ if (actor.(weaponentity))
{
- if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
+ if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
// allow switching away while reloading, but this will cause a new reload!
- actor.weaponentity[slot].state = WS_READY;
+ actor.(weaponentity).state = WS_READY;
}
// now begin the reloading process
// ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
- weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
if (actor.clip_load < 0) actor.clip_load = 0;
actor.old_clip_load = actor.clip_load;
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
- Weapon w = get_weaponinfo(weapon_type);
+ Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
WITH(entity, self, player, w.event(w));
}