]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 54bc2c9a5f2dba2336a7b7a47ed73d9f9d9fe891..0124fa9f5cb08611376e57958fb7ebe573030093 100644 (file)
@@ -59,6 +59,7 @@ vector CL_Weapon_GetShotOrg(int wpn)
 }
 
 ..entity weaponentity_fld;
+.float m_alpha;
 
 void CL_Weaponentity_Think()
 {
@@ -92,13 +93,17 @@ void CL_Weaponentity_Think()
                CL_WeaponEntity_SetModel(this, this.owner.weaponname);
        }
 
-       this.effects = EF_NODRAW;  // TODO: don't render this entity at all
+       this.alpha = -1;  // TODO: don't render this entity at all
 
-       if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
-       else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
-       else this.alpha = 1;
+       if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
+       else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
+       else this.m_alpha  = 1;
 
-       if (this.weaponchild) this.weaponchild.effects = this.effects;
+       if (this.weaponchild)
+       {
+               this.weaponchild.alpha = this.alpha;
+               this.weaponchild.effects = this.effects;
+       }
 }
 
 void CL_ExteriorWeaponentity_Think()
@@ -217,7 +222,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
 
-       if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
        {
                sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
@@ -264,7 +269,7 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
                return false;
 
        // do not even think about shooting if switching
-       if (actor.switchweapon != actor.weapon) return false;
+       if (PS(actor).m_switchweapon.m_id != actor.weapon) return false;
 
        if (attacktime >= 0)
        {
@@ -335,18 +340,16 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        vector or = v_right;
        vector ou = v_up;
 
+       vector a = '0 0 0';
        if (this)
        {
                this.wframe = fr;
-               vector a = '0 0 0';
                if (fr == WFRAME_IDLE) a = this.anim_idle;
                else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
                else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
                else  // if (fr == WFRAME_RELOAD)
                        a = this.anim_reload;
                a.z *= g_weaponratefactor;
-               entity e;
-               FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
        }
 
        v_forward = of;
@@ -371,20 +374,27 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
        this.weapon_nextthink += t;
-       if (weaponentity == weaponentities[0]) actor.weapon_nextthink = this.weapon_nextthink;
+       if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
        this.weapon_think = func;
        // dprint("next ", ftos(this.weapon_nextthink), "\n");
 
+       if (this)
+       {
+               entity e;
+               FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+       }
+
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
-                   && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
-               else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+               int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+                       ? ANIMACTION_MELEE
+                       : ANIMACTION_SHOOT
+                       ;
+               animdecide_setaction(actor, act, restartanim);
        }
-       else
+       else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
        {
-               if (actor.anim_upper_action == ANIMACTION_SHOOT
-                   || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
+               actor.anim_upper_action = 0;
        }
 }
 
@@ -419,7 +429,7 @@ void W_WeaponFrame(entity actor)
                }
        }
 
-       if (actor.switchweapon == 0)
+       if (PS(actor).m_switchweapon.m_id == 0)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
@@ -435,7 +445,7 @@ void W_WeaponFrame(entity actor)
        vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (actor.weapon != PS(actor).m_switchweapon.m_id)
        {
                switch (this.state)
                {
@@ -448,11 +458,11 @@ void W_WeaponFrame(entity actor)
                        case WS_CLEAR:
                        {
                                // end switching!
-                               actor.switchingweapon = actor.switchweapon;
-                               entity newwep = Weapons_from(actor.switchweapon);
+                               Weapon newwep = PS(actor).m_switchweapon;
+                               actor.switchingweapon = newwep.m_id;
 
                                // the two weapon entities will notice this has changed and update their models
-                               actor.weapon = actor.switchweapon;
+                               actor.weapon = newwep.m_id;
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
@@ -462,7 +472,7 @@ void W_WeaponFrame(entity actor)
                                // 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
                                {
-                                       actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+                                       actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
                                        actor.clip_size = newwep.reloading_ammo;
                                }
                                else
@@ -476,23 +486,17 @@ void W_WeaponFrame(entity actor)
                        case WS_DROP:
                        {
                                // in dropping phase we can switch at any time
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                break;
                        }
                        case WS_READY:
                        {
                                // start switching!
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                entity oldwep = Weapons_from(actor.weapon);
 
                                // set up weapon switch think in the future, and start drop anim
-                               if (
-#if INDEPENDENT_ATTACK_FINISHED
-                                           true
-#else
-                                           ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
-#endif
-                                  )
+                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
                                {
                                        sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
                                        this.state = WS_DROP;
@@ -514,9 +518,9 @@ void W_WeaponFrame(entity actor)
        // server framerate is very low and the weapon fire rate very high
        for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               if (w && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
                {
-                       if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       if (actor.weapon == PS(actor).m_switchweapon.m_id) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                        w = 0;
                }
 
@@ -534,8 +538,8 @@ void W_WeaponFrame(entity actor)
                        }
                        else
                        {
-                               if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
-                                               WEP_HOOK.m_id);
+                               if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+                                       W_SwitchWeapon(WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));