]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move weapon load to the weapon entity
authorMario <mario@smbclan.net>
Mon, 3 Oct 2016 07:04:41 +0000 (17:04 +1000)
committerMario <mario@smbclan.net>
Mon, 3 Oct 2016 07:04:41 +0000 (17:04 +1000)
22 files changed:
qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
qcsrc/common/mutators/mutator/nix/sv_nix.qc
qcsrc/common/mutators/mutator/overkill/hmg.qc
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/server/bot/default/havocbot/havocbot.qc
qcsrc/server/client.qc
qcsrc/server/weapons/throwing.qc
qcsrc/server/weapons/weaponsystem.qc

index 6dd82109b32de17854265aa298be74f3f7c70b6a..b1fd56722f7bbf000c11edebb01059e643b0cd25 100644 (file)
@@ -845,7 +845,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
        if(player.buffs & BUFF_AMMO.m_itemid)
        if(player.(weaponentity).clip_size)
-               player.(weaponentity).clip_load = player.(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
+               player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
 
        if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
        if(player.alpha != autocvar_g_buffs_invisible_alpha)
@@ -874,7 +874,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
                        if(player.(weaponentity).clip_load)
                                player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
-                       player.(weaponentity).clip_load = player.(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
+                       player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
                }
 
                BUFF_ONREM(BUFF_AMMO)
index 7804c073298d004df7052047b366a7911b90f36e..8067f791a7e44a5a00f890aff4fc60e0184ac18e 100644 (file)
@@ -165,7 +165,13 @@ void NIX_GiveCurrentWeapon(entity this)
 
                // all weapons must be fully loaded when we spawn
                if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
-                       this.(weapon_load[nix_weapon]) = e.reloading_ammo;
+               {
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               .entity weaponentity = weaponentities[slot];
+                               this.(weaponentity).(weapon_load[nix_weapon]) = e.reloading_ammo;
+                       }
+               }
 
                // vortex too
                if(WEP_CVAR(vortex, charge))
index 05a036379c01f032ecab23150fba56e693eba3b7..30e6174adc7f33c10393f632276734c86e336940 100644 (file)
@@ -86,7 +86,7 @@ METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entit
     float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
 
     if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
 
     return ammo_amount;
 }
@@ -96,7 +96,7 @@ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entit
     float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
 
     if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
 
     return ammo_amount;
 }
index bf37d12fecf9262526ab9b08da2ea8096a57bd5c..b4dec462618b94c86ec6986cf522d025ec7e4de0 100644 (file)
@@ -140,7 +140,7 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en
 METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
-    ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
     return ammo_amount;
 }
 
index c453870127c451eaa140879b2af8a6b7b089a869..b0eafdc0813bc72cbed0a8fa092c77e94c55406a 100644 (file)
@@ -844,7 +844,7 @@ METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponenti
     if(WEP_CVAR(arc, bolt))
     {
         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
-        ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
         return ammo_amount;
     }
     else
index c1fdf553246fd194fe6d44b9647f3894e33df726..b820e94526c5f4741ffd69bb006f201f969a2982 100644 (file)
@@ -650,7 +650,7 @@ METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor, .entity weapon
         return true;
 
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
-    ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
     return ammo_amount;
 }
 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -660,7 +660,7 @@ METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
         return true;
 
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
-    ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
     return ammo_amount;
 }
 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
index 1a74ca1bb91df18aa3459b30b42b9e743e2ee224..db014bb861520fb185204458ee316afe8e544803 100644 (file)
@@ -546,7 +546,7 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
         ammo_amount = false;
         if(WEP_CVAR(devastator, reload_ammo))
         {
-            if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+            if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
                 ammo_amount = true;
         }
         else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
@@ -563,13 +563,13 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
-        ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
         LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
         return ammo_amount;
     }
     #else
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
-    ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
     return ammo_amount;
     #endif
 }
index 732ad0764592af4d8cd1a923284ff18b42577fda..15387a90581141b6bb23d82fda7c6a280bae8903 100644 (file)
@@ -556,7 +556,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
-    ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
     return ammo_amount;
 }
 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -565,12 +565,12 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-        ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
-        ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
     }
     return ammo_amount;
 }
index f459e949b81acec28b5c4cb693129cc431eddc85..a4bf9cfc19415771c187f9ce1a79f75a6bbaa525 100644 (file)
@@ -323,7 +323,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
                enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
 
@@ -508,13 +508,13 @@ METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
index 93bc52491a097ccc57c7fb6cc3ef645bbbfd2a33..ba2b7f35143116cee4fb32c63382d1c3aa977b01 100644 (file)
@@ -242,13 +242,13 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
index 0c7a59d6ee09cf1547fb8b036d5d18ac5cfd5d1f..009285b8c77e26c7e66f81d6140dd16aea7c8276 100644 (file)
@@ -323,9 +323,9 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
     if(WEP_CVAR(machinegun, reload_ammo))
     {
         if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
         else
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
     return ammo_amount;
 }
@@ -340,9 +340,9 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea
     if(WEP_CVAR(machinegun, reload_ammo))
     {
         if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
         else
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
     return ammo_amount;
 }
index c8d242fa41ea19e8f22c83d460dea9f64d99eafb..4f1ee2aef019697a4e9f97e47003f3e983b2c95d 100644 (file)
@@ -532,7 +532,7 @@ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weap
     //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
     //{
         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
-        ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
         return ammo_amount;
     //}
     //return true;
index ac64e1cc7009dd183f232dfe1fe15c8b13fa269d..43119d45ae717f436328ba70991feca924c4bb48 100644 (file)
@@ -384,13 +384,13 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
 METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
     return ammo_amount;
 }
 METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
     return ammo_amount;
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
index 2972106574172133dbb58cb739051fcd34e621b0..c1835f1007d5136a01ac5ccc676c65d1a145fe91 100644 (file)
@@ -204,13 +204,13 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
-    ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
     return ammo_amount;
 }
 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
-    ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
     return ammo_amount;
 }
 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
index ad93165d44caea81e4dc17df59a9b4cfa2002e3d..24158cc29028c964c83a3e720df01eb8992295f3 100644 (file)
@@ -673,12 +673,12 @@ METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weapone
     if(WEP_CVAR(seeker, type) == 1)
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     return ammo_amount;
 }
@@ -688,12 +688,12 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     if(WEP_CVAR(seeker, type) == 1)
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
     }
     return ammo_amount;
 }
index d9f1d9995a1dde48cd79f2e3a0a4397540f83740..3dee669c41c4d7e0ce476b947270c98f0f21a560 100644 (file)
@@ -288,7 +288,7 @@ METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-    ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -302,7 +302,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
         case 2: // secondary triple shot
         {
             float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-            ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }
         default: return false; // secondary unavailable
index 5e9453222636503af78868229c6b707e51c6afe1..c16371bea06a5d71a2dd3c518ae8f9b83edd3bb5 100644 (file)
@@ -443,7 +443,7 @@ METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weap
 {
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
     return ammo_amount;
 }
 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -451,7 +451,7 @@ METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weap
     if(!WEP_CVAR_SEC(vaporizer, ammo))
         return true;
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
     return ammo_amount;
 }
 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
index 4a185ecb3b3c953dde0c8a1605c97409719bde14..7adfd85101d62c9d0d9c9abdd2783c57fedad8cb 100644 (file)
@@ -297,7 +297,7 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                                     {
                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
                                     }
-                                    actor.(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
+                                    actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
                                 }
                                 else
                                 {
@@ -338,7 +338,7 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
-    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -347,7 +347,7 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     {
         // don't allow charging if we don't have enough ammo
         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
-        ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }
     else
index 71d36ab7ab8f08e2e13bc4e4a05a9089fae0a0e8..159cd6e729022f8807239df88acf430392aa37b1 100644 (file)
@@ -169,7 +169,7 @@ void havocbot_ai(entity this)
                if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
                {
                        FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                               if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
+                               if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
                                        this.(weaponentity).m_switchweapon = it;
                        ));
                }
@@ -996,10 +996,10 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
                return false;
 
        // if this weapon is scheduled for reloading, don't switch to it during combat
-       if (this.weapon_load[new_weapon] < 0)
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       if (this.(weaponentity).weapon_load[new_weapon] < 0)
        {
                bool other_weapon_available = false;
-               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
                        if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
                                other_weapon_available = true;
index a9b9e6e7e265b7480d0432dc0908bcbaebb61659..f936ef782d0a655cf0f583672d9457ed4c02d317 100644 (file)
@@ -671,7 +671,11 @@ void PutClientInServer(entity this)
                        it.wr_resetplayer(it, this);
                        // reload all reloadable weapons
                        if (it.spawnflags & WEP_FLAG_RELOADABLE) {
-                               this.weapon_load[it.m_id] = it.reloading_ammo;
+                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                               {
+                                       .entity weaponentity = weaponentities[slot];
+                                       this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
+                               }
                        }
                ));
 
index e0e1e9db669cc39dc4864eabe57cf7b14fd7dace..10fead1a610099dfcfdfb879a3d47675c656033c 100644 (file)
@@ -98,10 +98,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                {
                        // if our weapon is loaded, give its load back to the player
                        int i = own.(weaponentity).m_weapon.m_id;
-                       if(own.(weapon_load[i]) > 0)
+                       if(own.(weaponentity).(weapon_load[i]) > 0)
                        {
-                               own.(ammotype) += own.(weapon_load[i]);
-                               own.(weapon_load[i]) = -1; // schedule the weapon for reloading
+                               own.(ammotype) += own.(weaponentity).(weapon_load[i]);
+                               own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
 
                        wep.(ammotype) = 0;
@@ -110,10 +110,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                {
                        // if our weapon is loaded, give its load back to the player
                        int i = own.(weaponentity).m_weapon.m_id;
-                       if(own.(weapon_load[i]) > 0)
+                       if(own.(weaponentity).(weapon_load[i]) > 0)
                        {
-                               own.(ammotype) += own.(weapon_load[i]);
-                               own.(weapon_load[i]) = -1; // schedule the weapon for reloading
+                               own.(ammotype) += own.(weaponentity).(weapon_load[i]);
+                               own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
 
                        thisammo = min(own.(ammotype), wep.(ammotype));
index 3b3e1b0e01892bed75eb766bff52783610ec16cd..f02c8f9814c29a25eff77ab163795cc357176d2a 100644 (file)
@@ -491,7 +491,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
                                if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
                                {
-                                       this.clip_load = actor.(weapon_load[this.m_switchweapon.m_id]);
+                                       this.clip_load = actor.(weaponentity).(weapon_load[this.m_switchweapon.m_id]);
                                        this.clip_size = newwep.reloading_ammo;
                                }
                                else
@@ -643,7 +643,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti
        if (wep.reloading_ammo)
        {
                actor.(weaponentity).clip_load -= ammo_use;
-               actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+               actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@ -687,7 +687,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
                actor.(weaponentity).clip_load += load;
                actor.(actor.ammo_field) -= load;
        }
-       actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+       actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
 
        // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
@@ -775,7 +775,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 
        if (this.clip_load < 0) this.clip_load = 0;
        this.old_clip_load = this.clip_load;
-       this.clip_load = actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+       this.clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
 }
 
 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)