]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
declare vars explicitly
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index e7ab90c39eb2441408dcb86027b8de34e7c377d1..5702c2e3c1bcef94c7b5ecd5ad95c30341dfdb38 100644 (file)
@@ -373,10 +373,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                restartanim = fr != WFRAME_IDLE;
        }
 
-       vector of = v_forward;
-       vector or = v_right;
-       vector ou = v_up;
-
        vector a = '0 0 0';
     this.wframe = fr;
     if (fr == WFRAME_IDLE) a = this.anim_idle;
@@ -386,10 +382,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
         a = this.anim_reload;
     a.z *= g_weaponratefactor;
 
-       v_forward = of;
-       v_right = or;
-       v_up = ou;
-
        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?");
 
@@ -435,13 +427,20 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        }
 }
 
-bool forbidWeaponUse(entity player)
+bool weaponUseForbidden(entity player)
+{
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
+       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       return false;
+}
+
+bool weaponLocked(entity player)
 {
        if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
        if (player.player_blocked) return true;
        if (game_stopped) return true;
        if (STAT(FROZEN, player)) return true;
-       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+       if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
        return false;
 }
 
@@ -459,10 +458,10 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
        int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
 
-       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if (weaponUseForbidden(actor))
                button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
 
-       if (forbidWeaponUse(actor))
+       if (weaponLocked(actor))
        {
                if (this.state != WS_CLEAR)
                {
@@ -500,10 +499,8 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                return;
        }
 
-       makevectors(actor.v_angle);
-       vector fo = v_forward;  // save them in case the weapon think functions change it
-       vector ri = v_right;
-       vector up = v_up;
+       vector fo, ri, up;
+       MAKE_VECTORS(actor.v_angle, fo, ri, up);
 
        // Change weapon
        if (this.m_weapon != this.m_switchweapon)
@@ -591,7 +588,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                bool block_weapon = false;
                {
                        bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
-                       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+                       if (weaponUseForbidden(actor))
                                key_pressed = false;
 
                        Weapon off = actor.offhand;