}
float client_hasweapon(entity cl, float wpn, float andammo, float complain)
-{
+{SELFPARAM();
float f;
- entity oldself;
if(time < self.hasweapon_complain_spam)
complain = 0;
- if(wpn == WEP_HOOK.m_id && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
- complain = 0;
+ // ignore hook button when using other offhand equipment
+ if (cl.offhand != OFFHAND_HOOK)
+ if (wpn == WEP_HOOK.m_id && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+ complain = 0;
if(complain)
self.hasweapon_complain_spam = time + 0.2;
}
else
{
- oldself = self;
- self = cl;
- f = WEP_ACTION(wpn, WR_CHECKAMMO1);
- f = f + WEP_ACTION(wpn, WR_CHECKAMMO2);
+ setself(cl);
+ Weapon w = get_weaponinfo(wpn);
+ f = w.wr_checkammo1(w) + w.wr_checkammo2(w);
// always allow selecting the Mine Layer if we placed mines, so that we can detonate them
entity mine;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
f = 1;
- self = oldself;
+ setself(this);
}
if (!f)
{
if (complain)
if(IS_REAL_CLIENT(cl))
{
- play2(cl, W_Sound("unavailable"));
+ play2(cl, SND(UNAVAILABLE));
Send_WeaponComplain (cl, wpn, 0);
}
return false;
Send_WeaponComplain (cl, wpn, 2);
}
- play2(cl, W_Sound("unavailable"));
+ play2(cl, SND(UNAVAILABLE));
}
return false;
}
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
-{
+{SELFPARAM();
// We cannot tokenize in this function, as GiveItems calls this
// function. Thus we must use car/cdr.
float weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
}
void W_SwitchWeapon(float imp)
-{
+{SELFPARAM();
if (self.switchweapon != imp)
{
if (client_hasweapon(self, imp, true, true))
else
self.selectweapon = imp; // update selectweapon ANYWAY
}
- else if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); }
+ else if(!forbidWeaponUse(self)) {
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ }
}
void W_CycleWeapon(string weaponorder, float dir)
-{
+{SELFPARAM();
float w;
w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true);
if(w > 0)
}
void W_NextWeaponOnImpulse(float imp)
-{
+{SELFPARAM();
float w;
w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
if(w > 0)
// next weapon
void W_NextWeapon(float list)
-{
+{SELFPARAM();
if(list == 0)
W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
// prev weapon
void W_PreviousWeapon(float list)
-{
+{SELFPARAM();
if(list == 0)
W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
// previously used if exists and has ammo, (second) best otherwise
void W_LastWeapon(void)
-{
+{SELFPARAM();
if(client_hasweapon(self, self.cnt, true, false))
W_SwitchWeapon(self.cnt);
else