]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Regain ~10 fps
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 7e10c8a60bd6bed192533096ca1a45cae6649b4d..4972d818f3a8db4be0c27a0076cef39d2f11f509 100644 (file)
@@ -5,14 +5,14 @@
 #include "../command/common.qh"
 #include "../mutators/all.qh"
 #include "../round_handler.qh"
-#include "../t_items.qh"
-#include "../../common/animdecide.qh"
-#include "../../common/constants.qh"
-#include "../../common/monsters/all.qh"
-#include "../../common/notifications.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
-#include "../../lib/csqcmodel/sv_model.qh"
+#include <common/t_items.qh>
+#include <common/animdecide.qh>
+#include <common/constants.qh>
+#include <common/monsters/all.qh>
+#include <common/notifications.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
+#include <lib/csqcmodel/sv_model.qh>
 
 .int state;
 
@@ -74,7 +74,7 @@ void CL_Weaponentity_Think()
                remove(this);
                return;
        }
-       if (this.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(self.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -115,7 +115,7 @@ void CL_ExteriorWeaponentity_Think()
                remove(this);
                return;
        }
-       if (this.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(self.owner))
        {
                this.model = "";
                return;
@@ -147,7 +147,7 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
+       this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -185,11 +185,8 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 // Weapon subs
 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weapon != -1)
-       {
-               actor.weapon = 0;
-               actor.switchingweapon = 0;
-       }
+       PS(actor).m_weapon = WEP_Null;
+       PS(actor).m_switchingweapon = WEP_Null;
        entity this = actor.(weaponentity);
        if (this)
        {
@@ -222,7 +219,7 @@ 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;
@@ -259,6 +256,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 .float race_penalty;
 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
+       if (actor.weaponentity == NULL) return true;
        if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
 
        // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
@@ -269,7 +267,7 @@ 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 != PS(actor).m_weapon) return false;
 
        if (attacktime >= 0)
        {
@@ -286,6 +284,7 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
        entity this = actor.(weaponentity);
+       if (this == NULL) return;
        this.state = WS_INUSE;
 
        actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
@@ -325,6 +324,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        .entity weaponentity, int fire) func)
 {
        entity this = actor.(weaponentity);
+       if (this == NULL) return;
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
@@ -341,16 +341,13 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        vector ou = v_up;
 
        vector a = '0 0 0';
-       if (this)
-       {
-               this.wframe = fr;
-               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;
-       }
+    this.wframe = fr;
+    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;
 
        v_forward = of;
        v_right = or;
@@ -380,13 +377,15 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if (this)
        {
-               entity e;
-               FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+               FOREACH_CLIENT(true, LAMBDA(
+                       if(it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               wframe_send(it, this, a, restartanim);
+               ));
        }
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+               int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
                        ;
@@ -403,7 +402,7 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
-       if (player.frozen) return true;
+       if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;
 }
@@ -423,16 +422,16 @@ void W_WeaponFrame(entity actor)
        {
                if (actor.(weaponentity).state != WS_CLEAR)
                {
-                       Weapon wpn = Weapons_from(actor.weapon);
+                       Weapon wpn = PS(actor).m_weapon;
                        w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        return;
                }
        }
 
-       if (actor.switchweapon == 0)
+       if (PS(actor).m_switchweapon == WEP_Null)
        {
-               actor.weapon = 0;
-               actor.switchingweapon = 0;
+               PS(actor).m_weapon = WEP_Null;
+               PS(actor).m_switchingweapon = WEP_Null;
                this.state = WS_CLEAR;
                actor.weaponname = "";
                // actor.items &= ~IT_AMMO;
@@ -445,7 +444,7 @@ void W_WeaponFrame(entity actor)
        vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (PS(actor).m_weapon != PS(actor).m_switchweapon)
        {
                switch (this.state)
                {
@@ -458,11 +457,11 @@ 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;
+                               PS(actor).m_switchingweapon = newwep;
 
                                // the two weapon entities will notice this has changed and update their models
-                               actor.weapon = actor.switchweapon;
+                               PS(actor).m_weapon = newwep;
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
@@ -472,7 +471,7 @@ 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
@@ -486,14 +485,14 @@ void W_WeaponFrame(entity actor)
                        case WS_DROP:
                        {
                                // in dropping phase we can switch at any time
-                               actor.switchingweapon = actor.switchweapon;
+                               PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
                                break;
                        }
                        case WS_READY:
                        {
                                // start switching!
-                               actor.switchingweapon = actor.switchweapon;
-                               entity oldwep = Weapons_from(actor.weapon);
+                               PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+                               entity oldwep = PS(actor).m_weapon;
 
                                // set up weapon switch think in the future, and start drop anim
                                if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
@@ -511,16 +510,16 @@ void W_WeaponFrame(entity actor)
        // if (actor.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
 
-       int w = actor.weapon;
+       int w = PS(actor).m_weapon.m_id;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
        // 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 (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                        w = 0;
                }
 
@@ -538,11 +537,11 @@ 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));
+                               block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed));
                                h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
@@ -555,12 +554,12 @@ void W_WeaponFrame(entity actor)
                {
                        if (w)
                        {
-                               Weapon e = Weapons_from(actor.weapon);
+                               Weapon e = PS(actor).m_weapon;
                                e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        }
                        else
                        {
-                               Weapon w = Weapons_from(actor.weapon);
+                               Weapon w = PS(actor).m_weapon;
                                w.wr_gonethink(w);
                        }
                }
@@ -572,7 +571,7 @@ void W_WeaponFrame(entity actor)
                                v_forward = fo;
                                v_right = ri;
                                v_up = up;
-                               Weapon wpn = Weapons_from(actor.weapon);
+                               Weapon wpn = PS(actor).m_weapon;
                                this.weapon_think(wpn, actor, weaponentity,
                                        (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        }
@@ -625,7 +624,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
        if (wep.reloading_ammo)
        {
                actor.clip_load -= ammo_use;
-               actor.(weapon_load[actor.weapon]) = actor.clip_load;
+               actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@ -669,7 +668,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
                actor.clip_load += load;
                actor.(actor.ammo_field) -= load;
        }
-       actor.(weapon_load[actor.weapon]) = actor.clip_load;
+       actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.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,
@@ -677,7 +676,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 
        // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
-       Weapon wpn = Weapons_from(actor.weapon);
+       Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
        w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
 }
 
@@ -685,7 +684,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 {
        .entity weaponentity = weaponentities[0];
        // set global values to work with
-       entity e = Weapons_from(actor.weapon);
+       Weapon e = PS(actor).m_weapon;
 
        if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
@@ -718,11 +717,11 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                                if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
                                {
                                        play2(actor, SND(UNAVAILABLE));
-                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
+                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
-                               Weapon w = Weapons_from(actor.weapon);
+                               Weapon w = PS(actor).m_weapon;
                                if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
                                {
                                        actor.clip_load = -1;  // reload later
@@ -756,7 +755,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 
        if (actor.clip_load < 0) actor.clip_load = 0;
        actor.old_clip_load = actor.clip_load;
-       actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
+       actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)