#include "common.qh"
-#include <common/t_items.qh>
#include <common/constants.qh>
#include <common/deathtypes/all.qh>
+#include <common/items/_mod.qh>
+#include <common/net_linked.qh>
#include <common/notifications/all.qh>
+#include <common/state.qh>
+#include <common/stats.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
-#include <common/items/all.qc>
+#include <common/weapons/_all.qh>
+#include <common/weapons/_all.qh>
+#include <common/wepent.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/mutators/_mod.qh>
+
+bool W_DualWielding(entity player)
+{
+ int held_weapons = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity) && player.(weaponentity).m_switchweapon != WEP_Null)
+ ++held_weapons;
+ }
+
+ return held_weapons > 1;
+}
void W_GiveWeapon(entity e, int wep)
{
if (!wep) return;
- e.weapons |= WepSet_FromWeapon(Weapons_from(wep));
+ STAT(WEAPONS, e) |= WepSet_FromWeapon(REGISTRY_GET(Weapons, wep));
if (IS_PLAYER(e)) {
Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep);
}
}
-void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+void W_PlayStrengthSound(entity player)
{
+ entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO
+
if((player.items & ITEM_Strength.m_itemid)
- && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
- || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
- player.prevstrengthsound = time;
+ store.prevstrengthsound = time;
}
- player.prevstrengthsoundattempt = time;
+ store.prevstrengthsoundattempt = time;
}
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
return true; // if none of these return, then allow damage anyway.
}
-void W_PrepareExplosionByDamage(entity attacker, void() explode)
-{SELFPARAM();
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
+void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
+{
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+
+ MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
{
- self.owner = attacker;
- self.realowner = attacker;
+ this.owner = attacker;
+ this.realowner = attacker;
}
- MUTATOR_CALLHOOK(PrepareExplosionByDamage, self, attacker);
-
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
- self.nextthink = time;
- self.think = explode;
+ this.nextthink = time;
+ setthink(this, explode);
+}
+
+void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
+{
+ if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ adaptor_think2use(this);
+}
+
+bool SUB_NoImpactCheck(entity this, entity toucher)
+{
+ // zero hitcontents = this is not the real impact, but either the
+ // mirror-impact of something hitting the projectile instead of the
+ // projectile hitting the something, or a touchareagrid one. Neither of
+ // these stop the projectile from moving, so...
+ if(trace_dphitcontents == 0)
+ {
+ LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
+ checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
+ }
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ return true;
+ if (toucher == NULL && this.size != '0 0 0')
+ {
+ vector tic;
+ tic = this.velocity * sys_frametime;
+ tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
+ traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
+ if (trace_fraction >= 1)
+ {
+ LOG_TRACE("Odd... did not hit...?");
+ }
+ else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ {
+ LOG_TRACE("Detected and prevented the sky-grapple bug.");
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
+{
+ // owner check
+ if(toucher && toucher == this.owner)
+ return true;
+ if(SUB_NoImpactCheck(this, toucher))
+ {
+ if(this.classname == "nade")
+ return false; // no checks here
+ else if(this.classname == "grapplinghook")
+ RemoveHook(this);
+ else
+ delete(this);
+ return true;
+ }
+ if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
+ UpdateCSQCProjectile(this);
+ return false;
}