]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Remove IT_AMMO
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 3f372371bd3d1af12fd3e1518e434ffb9c6e5871..ad479824ec76f654a21877f546b0c273a4fff525 100644 (file)
@@ -3,15 +3,16 @@
 #include "selection.qh"
 
 #include "../command/common.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
 #include "../round_handler.qh"
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
-#include <common/monsters/all.qh>
+#include <common/net_linked.qh>
+#include <common/monsters/_mod.qh>
 #include <common/notifications/all.qh>
 #include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
 #include <common/state.qh>
 #include <lib/csqcmodel/sv_model.qh>
 
@@ -21,7 +22,9 @@
 
 float W_WeaponRateFactor(entity this)
 {
-       float t = 1.0 / g_weaponratefactor;
+       float t = 1;
+       if(g_weaponratefactor > 0)
+               t = 1.0 / g_weaponratefactor;
 
        MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
        t = M_ARGV(0, float);
@@ -64,7 +67,7 @@ vector CL_Weapon_GetShotOrg(int wpn)
 void CL_Weaponentity_Think(entity this)
 {
        this.nextthink = time;
-       if (intermission_running) this.frame = this.anim_idle.x;
+       if (gameover) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
@@ -150,7 +153,7 @@ void CL_ExteriorWeaponentity_Think(entity this)
        else this.alpha = 1;
 
     Weapon wep = PS(this.owner).m_weapon;
-       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -412,16 +415,16 @@ bool forbidWeaponUse(entity player)
        if (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
+       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
        return false;
 }
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(Player actor)
+void W_WeaponFrame(Player actor, .entity weaponentity)
 {
     TC(Player, actor);
     TC(PlayerState, PS(actor));
-       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
 
@@ -444,7 +447,6 @@ void W_WeaponFrame(Player actor)
                PS(actor).m_switchingweapon = WEP_Null;
                this.state = WS_CLEAR;
                actor.weaponname = "";
-               // actor.items &= ~IT_AMMO;
                return;
        }
 
@@ -459,7 +461,7 @@ void W_WeaponFrame(Player actor)
                switch (this.state)
                {
                        default:
-                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
+                               LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
                                break;
                        case WS_INUSE:
                        case WS_RAISE:
@@ -570,7 +572,7 @@ void W_WeaponFrame(Player actor)
                        }
                        else if (e)
                        {
-                               e.wr_gonethink(e, actor);
+                               e.wr_gonethink(e, actor, weaponentity);
                        }
                }
 
@@ -593,9 +595,8 @@ void W_WeaponFrame(Player actor)
        }
 }
 
-void W_AttachToShotorg(entity actor, entity flash, vector offset)
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
 {
-       .entity weaponentity = weaponentities[0];
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
@@ -690,10 +691,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
-void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
 {
     TC(Sound, sent_sound);
-       .entity weaponentity = weaponentities[0];
        // set global values to work with
        Weapon e = PS(actor).m_weapon;