]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 6e4b05a912fba0188765468b494c0b4ab5bffefb..6949035771def8d53ad46eddd5885735e02081e0 100644 (file)
@@ -18,7 +18,7 @@
        #include "triggers/subs.qh"
     #include "util.qh"
 
-    #include <common/monsters/all.qh>
+    #include <common/monsters/_mod.qh>
 
     #include <common/weapons/_all.qh>
 
@@ -675,6 +675,8 @@ float Item_GiveTo(entity item, entity player)
        float _switchweapon;
        float pickedup;
 
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
        // if nothing happens to player, just return without taking the item
        pickedup = false;
        _switchweapon = false;
@@ -682,10 +684,10 @@ float Item_GiveTo(entity item, entity player)
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
        if (player.autoswitch)
-       if (PS(player).m_switchweapon == w_getbestweapon(player))
+       if (player.(weaponentity).m_switchweapon == w_getbestweapon(player))
                _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
+       if (!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
                _switchweapon = true;
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -760,13 +762,13 @@ LABEL(skip)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
                return 1;
        }
 
        if (_switchweapon)
-               if (PS(player).m_switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+               if (player.(weaponentity).m_switchweapon != w_getbestweapon(player))
+                       W_SwitchWeapon_Force(player, w_getbestweapon(player), weaponentity);
 
        return 1;
 }
@@ -837,7 +839,7 @@ LABEL(pickup)
                        RandomSelection_Init();
                        IL_EACH(g_items, it.team == this.team,
                        {
-                               if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                               if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
                                {
                                        Item_Show(it, -1);
                                        RandomSelection_Add(it, 0, string_null, it.cnt, 0);
@@ -881,7 +883,7 @@ void Item_FindTeam(entity this)
                RandomSelection_Init();
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
                                RandomSelection_Add(it, 0, string_null, it.cnt, 0);
                });
 
@@ -891,7 +893,7 @@ void Item_FindTeam(entity this)
 
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
                        {
                                if(it != e)
                                {
@@ -1653,9 +1655,11 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        got = 0;
 
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
        _switchweapon = false;
        if (e.autoswitch)
-               if (PS(e).m_switchweapon == w_getbestweapon(e))
+               if (e.(weaponentity).m_switchweapon == w_getbestweapon(e))
                        _switchweapon = true;
 
        e.strength_finished = max(0, e.strength_finished - time);
@@ -1821,10 +1825,10 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
+       if (!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
                _switchweapon = true;
        if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+               W_SwitchWeapon_Force(e, w_getbestweapon(e), weaponentity);
 
        return got;
 }