X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qc;h=6e5539d9ace4feb7cce39a978449aaeba521d02b;hp=f118a04667f39c181eb0dee13eede8cc59d42973;hb=8218efcc8f3b41ae9b9dd3f1ec954176c1a269b0;hpb=6acd27fcdb3e405b0eaa6b972880996e95f9808a diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index f118a04667..6e5539d9ac 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -59,11 +59,11 @@ WepSet _WepSet_FromWeapon(int a) { a -= WEP_FIRST; - if (Weapons_MAX > 24) + if (REGISTRY_MAX(Weapons) > 24) if (a >= 24) { a -= 24; - if (Weapons_MAX > 48) + if (REGISTRY_MAX(Weapons) > 48) if (a >= 24) { a -= 24; @@ -76,8 +76,8 @@ WepSet _WepSet_FromWeapon(int a) #ifdef SVQC void WriteWepSet(float dst, WepSet w) { - if (Weapons_MAX > 48) WriteInt72_t(dst, w); - else if (Weapons_MAX > 24) WriteInt48_t(dst, w); + if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w); + else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w); else WriteInt24_t(dst, w.x); } #endif @@ -92,8 +92,8 @@ WepSet _WepSet_FromWeapon(int a) } WepSet ReadWepSet() { - if (Weapons_MAX > 48) return ReadInt72_t(); - if (Weapons_MAX > 24) return ReadInt48_t(); + if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t(); + if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t(); return ReadInt24_t() * '1 0 0'; } #endif @@ -107,7 +107,7 @@ string W_NameWeaponOrder_MapFunc(string s) int i = stof(s); if (s == "0" || i) { - entity wi = Weapons_from(i); + entity wi = REGISTRY_GET(Weapons, i); if (wi != WEP_Null) return wi.netname; } return s; @@ -144,7 +144,7 @@ string W_NumberWeaponOrder(string order) return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); } -float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX]; +float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]; string W_FixWeaponOrder_BuildImpulseList_order; void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass) { @@ -156,9 +156,9 @@ void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass) float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) { int si = W_FixWeaponOrder_BuildImpulseList_buf[i]; - Weapon e1 = Weapons_from(si); + Weapon e1 = REGISTRY_GET(Weapons, si); int sj = W_FixWeaponOrder_BuildImpulseList_buf[j]; - Weapon e2 = Weapons_from(sj); + Weapon e2 = REGISTRY_GET(Weapons, sj); int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if (d != 0) return -d; // high impulse first! return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), @@ -215,28 +215,42 @@ string GetAmmoPicture(int ammotype) { switch (ammotype) { - case RESOURCE_SHELLS: return ITEM_Shells.m_icon; - case RESOURCE_BULLETS: return ITEM_Bullets.m_icon; - case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon; - case RESOURCE_CELLS: return ITEM_Cells.m_icon; - case RESOURCE_PLASMA: return ITEM_Plasma.m_icon; - case RESOURCE_FUEL: return ITEM_JetpackFuel.m_icon; + case RES_SHELLS: return ITEM_Shells.m_icon; + case RES_BULLETS: return ITEM_Bullets.m_icon; + case RES_ROCKETS: return ITEM_Rockets.m_icon; + case RES_CELLS: return ITEM_Cells.m_icon; + case RES_PLASMA: return ITEM_Plasma.m_icon; + case RES_FUEL: return ITEM_JetpackFuel.m_icon; default: return ""; // wtf, no ammo type? } } +string GetAmmoName(int ammotype) +{ + switch (ammotype) + { + case RES_SHELLS: return ITEM_Shells.m_name; + case RES_BULLETS: return ITEM_Bullets.m_name; + case RES_ROCKETS: return ITEM_Rockets.m_name; + case RES_CELLS: return ITEM_Cells.m_name; + case RES_PLASMA: return ITEM_Plasma.m_name; + case RES_FUEL: return ITEM_JetpackFuel.m_name; + default: return "batteries"; + } +} + #ifdef CSQC int GetAmmoTypeFromNum(int i) { switch (i) { - case 0: return RESOURCE_SHELLS; - case 1: return RESOURCE_BULLETS; - case 2: return RESOURCE_ROCKETS; - case 3: return RESOURCE_CELLS; - case 4: return RESOURCE_PLASMA; - case 5: return RESOURCE_FUEL; - default: return RESOURCE_NONE; + case 0: return RES_SHELLS; + case 1: return RES_BULLETS; + case 2: return RES_ROCKETS; + case 3: return RES_CELLS; + case 4: return RES_PLASMA; + case 5: return RES_FUEL; + default: return RES_NONE; } } @@ -244,12 +258,12 @@ int GetAmmoStat(int ammotype) { switch (ammotype) { - case RESOURCE_SHELLS: return STAT_SHELLS; - case RESOURCE_BULLETS: return STAT_NAILS; - case RESOURCE_ROCKETS: return STAT_ROCKETS; - case RESOURCE_CELLS: return STAT_CELLS; - case RESOURCE_PLASMA: return STAT_PLASMA.m_id; - case RESOURCE_FUEL: return STAT_FUEL.m_id; + case RES_SHELLS: return STAT_SHELLS; + case RES_BULLETS: return STAT_NAILS; + case RES_ROCKETS: return STAT_ROCKETS; + case RES_CELLS: return STAT_CELLS; + case RES_PLASMA: return STAT_PLASMA.m_id; + case RES_FUEL: return STAT_FUEL.m_id; default: return -1; } } @@ -370,7 +384,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn * writes: * this.origin, this.angles * this.weaponchild - * this.movedir, this.view_ofs + * this.movedir, this.view_ofs, this.movedir_aligned * attachment stuff * anim stuff * to free: @@ -512,6 +526,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) } this.view_ofs = '0 0 0'; + this.movedir_aligned = this.movedir; if (this.movedir.x >= 0) { @@ -522,6 +537,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) #endif vector v = this.movedir; this.movedir = shotorg_adjust(v, false, false, algn); + this.movedir_aligned = shotorg_adjust(v, false, true, algn); this.view_ofs = shotorg_adjust(v, false, true, algn) - v; } int compressed_shotorg = compressShotOrigin(this.movedir); @@ -551,14 +567,27 @@ REGISTER_NET_TEMP(wframe) #ifdef CSQC NET_HANDLE(wframe, bool isNew) { - vector a = ReadVector(); + int fr = ReadByte(); + float t = ReadFloat(); int slot = ReadByte(); bool restartanim = ReadByte(); entity wepent = viewmodels[slot]; - if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation - wepent.animstate_looping = false; + if(fr == WFRAME_IDLE) + wepent.animstate_looping = false; // we don't need to enforce idle animation else + { + vector a = '0 0 0'; + switch(fr) + { + default: + case WFRAME_IDLE: a = wepent.anim_idle; break; + case WFRAME_FIRE1: a = wepent.anim_fire1; break; + case WFRAME_FIRE2: a = wepent.anim_fire2; break; + case WFRAME_RELOAD: a = wepent.anim_reload; break; + } + a.z *= t; anim_set(wepent, a, !restartanim, restartanim, restartanim); + } wepent.state = ReadByte(); wepent.weapon_nextthink = ReadFloat(); switch (wepent.state) @@ -578,13 +607,14 @@ NET_HANDLE(wframe, bool isNew) #endif #ifdef SVQC -void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim) +void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim) { if (!IS_REAL_CLIENT(actor)) return; int channel = MSG_ONE; msg_entity = actor; WriteHeader(channel, wframe); - WriteVector(channel, a); + WriteByte(channel, wepframe); + WriteFloat(channel, attackrate); WriteByte(channel, weaponslot(weaponentity.weaponentity_fld)); WriteByte(channel, restartanim); WriteByte(channel, weaponentity.state); @@ -632,19 +662,160 @@ CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon") }); } default: - { - LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find"); - } + LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0)); case CMD_REQUEST_USAGE: { - LOG_INFO("Usage:^3 cl_cmd weapon_find weapon"); - LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'."); + LOG_HELP("Usage:^3 cl_cmd weapon_find weapon"); + LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'."); return; } } } #endif +#ifdef SVQC +void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset) +{ + flash.owner = actor; + flash.angles_z = random() * 360; + + entity view = actor.(weaponentity); + entity exterior = actor.exteriorweaponentity; + + if (view.oldorigin.x > 0) + { + setattachment(flash, exterior, ""); + setorigin(flash, view.oldorigin + offset); + } + else + { + if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot"); + else setattachment(flash, exterior, "tag_shot"); + setorigin(flash, offset); + } +} +#elif defined(CSQC) +void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset) +{ + flash.owner = wepent; + flash.angles_z = random() * 360; + + if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot"); + else setattachment(flash, wepent, "tag_shot"); + setorigin(flash, offset); +} +#endif + +void W_MuzzleFlash_Model_Think(entity this) +{ + this.frame += 2; + this.scale *= 0.5; + this.alpha -= 0.25; + this.nextthink = time + 0.05; + + if(this.alpha <= 0) + { + setthink(this, SUB_Remove); + this.nextthink = time; + this.realowner.muzzle_flash = NULL; + return; + } +} + +void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel) +{ + if(wepent.muzzle_flash == NULL) + wepent.muzzle_flash = spawn(); + + entity flash = wepent.muzzle_flash; + setmodel(flash, muzzlemodel); // precision set below + + flash.scale = 0.75; + setthink(flash, W_MuzzleFlash_Model_Think); + flash.nextthink = time + 0.02; + flash.frame = 2; + flash.alpha = 0.75; + flash.angles_z = random() * 180; + flash.effects = EF_ADDITIVE | EF_FULLBRIGHT; + flash.owner = flash.realowner = wepent; + +#ifdef CSQC + flash.drawmask = MASK_NORMAL; +#endif +} + +REGISTER_NET_TEMP(w_muzzleflash) + +#ifdef SVQC +void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir) +{ + // don't show an exterior muzzle effect for the off-hand + if(weaponslot(weaponentity) == 0) + { + Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor); + + if(thiswep.m_muzzlemodel != MDL_Null) + { + W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel); + W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0'); + } + } + + FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor), + { + if(!IS_REAL_CLIENT(it)) + continue; + int channel = MSG_ONE; + msg_entity = it; + WriteHeader(channel, w_muzzleflash); + WriteByte(channel, thiswep.m_id); + WriteByte(channel, weaponslot(weaponentity)); + WriteVector(channel, shotorg); + }); +} +#elif defined(CSQC) +NET_HANDLE(w_muzzleflash, bool isNew) +{ + return = true; + int weapon_id = ReadByte(); + int slot = ReadByte(); + vector sv_shotorg = ReadVector(); + + Weapon thiswep = REGISTRY_GET(Weapons, weapon_id); + vector viewangles = getpropertyvec(VF_CL_VIEWANGLES); + vector forward, right, up; + MAKE_VECTORS(viewangles, forward, right, up); + + if(autocvar_chase_active) + { + // in third person mode, show the muzzle flash from the server side weapon position + // we don't have a view model to reference in this case + pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1); + return; + } + if(!autocvar_r_drawviewmodel) return; + + entity wepent = viewmodels[slot]; + // get the local player entity to calculate shot origin + entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1); + if(!rlplayer) + rlplayer = csqcplayer; // fall back to the global + + vector md = wepent.movedir_aligned; + vector vecs = ((md.x > 0) ? md : '0 0 0'); + vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z; + vector org = rlplayer.origin + rlplayer.view_ofs + dv; + + pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1); + + if(thiswep.m_muzzlemodel != MDL_Null) + { + W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel); + W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0'); + } +} +#endif + #endif