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=d9155c2237b5b8f2e8d5582c6dc88e7834e906ce;hb=3b4ecdd4afd99573627e610610dc3908f1003c0b;hpb=1ff1288152dd20786853bed28c9d9aad1f21c8a5 diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index d9155c2237..19ba40aa0b 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -5,6 +5,7 @@ #include "../command/common.qh" #include #include "../round_handler.qh" +#include #include #include #include @@ -49,7 +50,7 @@ bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client) { this.viewmodelforclient = this.owner; if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client; - return true; + return false; } vector CL_Weapon_GetShotOrg(int wpn) @@ -162,6 +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); } @@ -291,9 +293,8 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti if (attacktime >= 0) { - int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished - if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false; + if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false; entity this = actor.(weaponentity); // don't fire while changing weapon if (this.state != WS_READY) return false; @@ -312,16 +313,35 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, // if the weapon hasn't been firing continuously, reset the timer if (attacktime >= 0) { - int slot = weaponslot(weaponentity); - if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5) + if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5) { - ATTACK_FINISHED(actor, slot) = time; + ATTACK_FINISHED(actor, weaponentity) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } - ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); + float arate = W_WeaponRateFactor(actor); + ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate; + + if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor)) + { + int slot = weaponslot(weaponentity); + for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) + { + if(slot == wepslot) + continue; + .entity wepent = weaponentities[wepslot]; + if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null) + { + if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5) + continue; // still cooling down! + if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5) + ATTACK_FINISHED(actor, wepent) = time; + ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS; + } + } + } } this.bulletcounter += 1; - // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); + // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n"); } bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) @@ -416,13 +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; } @@ -435,15 +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) { @@ -537,7 +564,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) entity oldwep = this.m_weapon; // set up weapon switch think in the future, and start drop anim - if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5) + if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5) { sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); this.state = WS_DROP; @@ -550,7 +577,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity) // LordHavoc: network timing test code // if (actor.button0) - // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n"); Weapon w = this.m_weapon; @@ -572,7 +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; @@ -673,14 +700,14 @@ 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( "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... " - "Please notify Samual immediately with a copy of this backtrace!\n", + "Please notify the developers immediately with a copy of this backtrace!\n", ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), @@ -688,7 +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); } } @@ -708,17 +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; @@ -726,7 +753,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason - // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1; + // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1; w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } @@ -760,9 +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)) { @@ -799,7 +826,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason - // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1; + // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1; weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);