]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/qc_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 7c8ce3511f3d28a7dab2bb8df555834e03ca58f7..ab85389c5c9dc675e84f4917e21a6c08cf47eb03 100644 (file)
@@ -1,3 +1,24 @@
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+       #include "../../dpdefs/progsdefs.qh"
+    #include "../../dpdefs/dpextensions.qh"
+    #include "../../common/constants.qh"
+    #include "../../common/util.qh"
+    #include "../../common/animdecide.qh"
+    #include "../../common/monsters/monsters.qh"
+    #include "../../common/weapons/weapons.qh"
+    #include "weaponsystem.qh"
+    #include "../t_items.qh"
+    #include "../autocvars.qh"
+    #include "../defs.qh"
+    #include "../../common/notifications.qh"
+    #include "../mutators/mutators_include.qh"
+    #include "../command/common.qh"
+    #include "../../csqcmodellib/sv_model.qh"
+    #include "../round_handler.qh"
+#endif
+
 /*
 ===========================================================================
 
@@ -14,16 +35,13 @@ float W_WeaponRateFactor()
        float t;
        t = 1.0 / g_weaponratefactor;
 
+       weapon_rate = t;
+       MUTATOR_CALLHOOK(WeaponRateFactor);
+       t = weapon_rate;
+
        return t;
 }
 
-// VorteX: static frame globals
-const float WFRAME_DONTCHANGE = -1;
-const float WFRAME_FIRE1 = 0;
-const float WFRAME_FIRE2 = 1;
-const float WFRAME_IDLE = 2;
-const float WFRAME_RELOAD = 3;
-.float wframe;
 
 void(float fr, float t, void() func) weapon_thinkf;
 
@@ -33,7 +51,7 @@ float CL_Weaponentity_CustomizeEntityForClient()
        if(IS_SPEC(other))
                if(other.enemy == self.owner)
                        self.viewmodelforclient = other;
-       return TRUE;
+       return true;
 }
 
 /*
@@ -227,12 +245,12 @@ void CL_WeaponEntity_SetModel(string name)
 
        self.view_ofs = '0 0 0';
 
-       if(self.movedir_x >= 0)
+       if(self.movedir.x >= 0)
        {
                vector v0;
                v0 = self.movedir;
-               self.movedir = shotorg_adjust(v0, FALSE, FALSE);
-               self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+               self.movedir = shotorg_adjust(v0, false, false);
+               self.view_ofs = shotorg_adjust(v0, false, true) - v0;
        }
        self.owner.stat_shotorg = compressShotOrigin(self.movedir);
        self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
@@ -243,7 +261,7 @@ void CL_WeaponEntity_SetModel(string name)
        setorigin(self, self.view_ofs);
        // reset animstate now
        self.wframe = WFRAME_IDLE;
-       setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+       setanim(self, self.anim_idle, true, false, true);
 }
 
 vector CL_Weapon_GetShotOrg(float wpn)
@@ -263,10 +281,10 @@ vector CL_Weapon_GetShotOrg(float wpn)
 
 void CL_Weaponentity_Think()
 {
-       float tb;
+       int tb;
        self.nextthink = time;
        if (intermission_running)
-               self.frame = self.anim_idle_x;
+               self.frame = self.anim_idle.x;
        if (self.owner.weaponentity != self)
        {
                if (self.weaponentity)
@@ -452,7 +470,11 @@ float weapon_prepareattack_checkammo(float secondary)
                entity mine;
                if(self.weapon == WEP_MINE_LAYER)
                for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
-                       return FALSE;
+                       return false;
+
+               if(self.weapon == WEP_SHOTGUN)
+               if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
+                       return false; // no clicking, just allow
 
                if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
                {
@@ -481,40 +503,40 @@ float weapon_prepareattack_checkammo(float secondary)
                        W_SwitchToOtherWeapon(self);
                }
 
-               return FALSE;
+               return false;
        }
-       return TRUE;
+       return true;
 }
 .float race_penalty;
 float weapon_prepareattack_check(float secondary, float attacktime)
 {
        if(!weapon_prepareattack_checkammo(secondary))
-               return FALSE;
+               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
        if(time < game_starttime || time < self.race_penalty) {
-               return FALSE;
+               return false;
        }
 
        if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
-               return FALSE;
+               return false;
 
        // do not even think about shooting if switching
        if(self.switchweapon != self.weapon)
-               return FALSE;
+               return false;
 
        if(attacktime >= 0)
        {
                // don't fire if previous attack is not finished
                if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
-                       return FALSE;
+                       return false;
                // don't fire while changing weapon
                if (self.weaponentity.state != WS_READY)
-                       return FALSE;
+                       return false;
        }
 
-       return TRUE;
+       return true;
 }
 float weapon_prepareattack_do(float secondary, float attacktime)
 {
@@ -534,17 +556,17 @@ float weapon_prepareattack_do(float secondary, float attacktime)
        }
        self.bulletcounter += 1;
        //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
-       return TRUE;
+       return true;
 }
 float weapon_prepareattack(float secondary, float attacktime)
 {
        if(weapon_prepareattack_check(secondary, attacktime))
        {
                weapon_prepareattack_do(secondary, attacktime);
-               return TRUE;
+               return true;
        }
        else
-               return FALSE;
+               return false;
 }
 
 void weapon_thinkf(float fr, float t, void() func)
@@ -556,12 +578,12 @@ void weapon_thinkf(float fr, float t, void() func)
        if(fr == WFRAME_DONTCHANGE)
        {
                fr = self.weaponentity.wframe;
-               restartanim = FALSE;
+               restartanim = false;
        }
        else if (fr == WFRAME_IDLE)
-               restartanim = FALSE;
+               restartanim = false;
        else
-               restartanim = TRUE;
+               restartanim = true;
 
        of = v_forward;
        or = v_right;
@@ -579,8 +601,8 @@ void weapon_thinkf(float fr, float t, void() func)
                        a = self.weaponentity.anim_fire2;
                else // if (fr == WFRAME_RELOAD)
                        a = self.weaponentity.anim_reload;
-               a_z *= g_weaponratefactor;
-               setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+               a.z *= g_weaponratefactor;
+               setanim(self.weaponentity, a, restartanim == false, restartanim, restartanim);
        }
 
        v_forward = of;
@@ -631,7 +653,9 @@ float forbidWeaponUse()
                return 1;
        if(self.player_blocked)
                return 1;
-       if(self.freezetag_frozen)
+       if(self.frozen)
+               return 1;
+       if(self.weapon_blocked)
                return 1;
        return 0;
 }
@@ -681,7 +705,7 @@ void W_WeaponFrame()
                        self.weapon = self.switchweapon;
                        self.weaponname = newwep.mdl;
                        self.bulletcounter = 0;
-                       //self.ammo_field = newwep.ammo_field;
+                       self.ammo_field = newwep.ammo_field;
                        WEP_ACTION(self.switchweapon, WR_SETUP);
                        self.weaponentity.state = WS_RAISE;
 
@@ -784,7 +808,7 @@ void W_AttachToShotorg(entity flash, vector offset)
 
        flash.viewmodelforclient = self;
 
-       if(self.weaponentity.oldorigin_x > 0)
+       if(self.weaponentity.oldorigin.x > 0)
        {
                setattachment(xflash, self.exteriorweaponentity, "");
                setorigin(xflash, self.weaponentity.oldorigin + offset);
@@ -803,6 +827,13 @@ void W_DecreaseAmmo(float ammo_use)
 {
        entity wep = get_weaponinfo(self.weapon);
 
+       if(cvar("g_overkill"))
+       if(self.ok_use_ammocharge)
+       {
+               ok_DecreaseCharge(self, self.weapon);
+               return; // TODO
+       }
+
        if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
                return;
 
@@ -847,11 +878,10 @@ void W_ReloadedAndReady()
                self.clip_load = self.reload_ammo_amount;
        else
        {
-               while(self.clip_load < self.reload_ammo_amount && self.(self.ammo_field)) // make sure we don't add more ammo than we have
-               {
-                       self.clip_load += 1;
-                       self.(self.ammo_field) -= 1;
-               }
+               // make sure we don't add more ammo than we have
+               float load = min(self.reload_ammo_amount - self.clip_load, self.(self.ammo_field));
+        self.clip_load += load;
+        self.(self.ammo_field) -= load;
        }
        self.(weapon_load[self.weapon]) = self.clip_load;
 
@@ -870,8 +900,12 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        entity e;
        e = get_weaponinfo(self.weapon);
 
+       if(cvar("g_overkill"))
+       if(self.ok_use_ammocharge)
+               return; // TODO
+
        self.reload_ammo_min = sent_ammo_min;
-       self.reload_ammo_amount = e.reloading_ammo;;
+       self.reload_ammo_amount = e.reloading_ammo;
        self.reload_time = e.reloading_time;
        self.reload_sound = sent_sound;
 
@@ -936,3 +970,12 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        self.old_clip_load = self.clip_load;
        self.clip_load = self.(weapon_load[self.weapon]) = -1;
 }
+
+void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
+{
+       entity oldself = self;
+       self = player;
+       weapon_dropevent_item = weapon_item;
+       WEP_ACTION(weapon_type, event);
+       self = oldself;
+}