Merge branch 'master' into Mario/hagar_notfixed 297/head
authorMario <mario@smbclan.net>
Tue, 5 Apr 2016 22:55:40 +0000 (08:55 +1000)
committerMario <mario@smbclan.net>
Tue, 5 Apr 2016 22:55:40 +0000 (08:55 +1000)
1  2 
qcsrc/client/view.qc
qcsrc/common/weapons/weapon/hagar.qc

diff --combined qcsrc/client/view.qc
@@@ -309,7 -309,7 +309,7 @@@ void viewmodel_draw(entity this
                        this.viewmodel_angles = this.angles;
                }
                anim_update(this);
 -              if (!this.animstate_override)
 +              if (!this.animstate_override && !this.animstate_looping)
                        anim_set(this, this.anim_idle, true, false, false);
        }
        float f = 0; // 0..1; 0: fully active
@@@ -1468,13 -1468,13 +1468,13 @@@ void CSQC_UpdateView(float w, float h
                        if(!gen)
                                ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
-               if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
                {
                        eventchase_running = true;
  
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
                        if(!local_player)
-                               local_player = self; // fall back!
+                               local_player = this; // fall back!
  
                        // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
  
                        if(view_offset)
                        {
-                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
                                if(trace_fraction == 1) { current_view_origin += view_offset; }
                                else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
                        }
                        makevectors(view_angles);
  
                        vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
  
                        // If the boxtrace fails, revert back to line tracing.
                        if(!local_player.viewloc)
                        if(trace_startsolid)
                        {
                                eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
                                setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
                        }
                        else { setproperty(VF_ORIGIN, trace_endpos); }
@@@ -100,7 -100,7 +100,7 @@@ void W_Hagar_Damage(entity this, entit
        this.angles = vectoangles(this.velocity);
  
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+               WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
  }
  
  void W_Hagar_Touch()
@@@ -397,36 -397,6 +397,36 @@@ void W_Hagar_Attack2_Load(Weapon thiswe
        }
  }
  
 +void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 +{
 +      if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
 +      {
 +              w_ready(thiswep, actor, weaponentity, fire);
 +              return;
 +      }
 +
 +      if(!thiswep.wr_checkammo1(thiswep))
 +      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
 +      {
 +              W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
 +              w_ready(thiswep, actor, weaponentity, fire);
 +              return;
 +      }
 +
 +      W_Hagar_Attack(thiswep);
 +
 +      int slot = weaponslot(weaponentity);
 +      ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
 +      int theframe = WFRAME_FIRE1;
 +      entity this = actor.(weaponentity);
 +      if(this)
 +      {
 +              if(this.wframe == WFRAME_FIRE1)
 +                      theframe = WFRAME_DONTCHANGE;
 +      }
 +      weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 +}
 +
  METHOD(Hagar, wr_aim, void(entity thiswep))
  {
      SELFPARAM();
@@@ -444,12 -414,14 +444,12 @@@ METHOD(Hagar, wr_think, void(entity thi
          W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
      if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
          thiswep.wr_reload(thiswep, actor, weaponentity);
 -    } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
 -    {
 -        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
 -        {
 -            W_Hagar_Attack(thiswep);
 -            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
 -        }
      }
 +    else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
 +      {
 +              if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
 +                      W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
 +      }
      else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
      {
          if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))