X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=19ba40aa0b6ce6bc6913f0abb2a7ee99a80f5cb0;hp=d791fc798e3056c1eb8dd6c5931561f4b282871e;hb=af43b181a15f348a4de2045b716ebc7765ce8f9f;hpb=a692581c23cc689f1f695dd04b6b2a2b27a567f0 diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index d791fc798e..19ba40aa0b 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -163,6 +163,7 @@ void CL_ExteriorWeaponentity_Think(entity this) Weapon wep = this.owner.(weaponentity).m_weapon; if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity)); this.colormap = this.owner.colormap; + this.skin = w_ent.skin; CSQCMODEL_AUTOUPDATE(this); } @@ -435,13 +436,20 @@ 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; } @@ -454,15 +462,15 @@ void W_WeaponFrame(Player actor, .entity weaponentity) entity this = actor.(weaponentity); if (frametime) this.weapon_frametime = frametime; - if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands + if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands 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) { @@ -591,7 +599,7 @@ 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; @@ -692,9 +700,9 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti w_ent.clip_load -= ammo_use; w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load; } - else if (wep.ammo_type != RESOURCE_NONE) + else if (wep.ammo_type != RES_NONE) { - float ammo = GetResourceAmount(actor, wep.ammo_type); + float ammo = GetResource(actor, wep.ammo_type); if (ammo < ammo_use) { backtrace(sprintf( @@ -707,7 +715,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti ammo )); } - SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use); + SetResource(actor, wep.ammo_type, ammo - ammo_use); } } @@ -727,17 +735,17 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load - if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE) + if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE) { w_ent.clip_load = w_ent.reload_ammo_amount; } else { // make sure we don't add more ammo than we have - float ammo = GetResourceAmount(actor, wpn.ammo_type); + float ammo = GetResource(actor, wpn.ammo_type); float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo); w_ent.clip_load += load; - SetResourceAmount(actor, wpn.ammo_type, ammo - load); + SetResource(actor, wpn.ammo_type, ammo - load); } w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load; @@ -779,9 +787,9 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen if (this.clip_load >= this.reload_ammo_amount) return; // no ammo, so nothing to load - if (e.ammo_type != RESOURCE_NONE) + if (e.ammo_type != RES_NONE) { - if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min) + if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min) { if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) {