.float weapon_frametime;
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
{
float t = 1.0 / g_weaponratefactor;
- MUTATOR_CALLHOOK(WeaponRateFactor, t);
- t = weapon_rate;
+ MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+ t = M_ARGV(0, float);
return t;
}
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
{
float t = 1.0 * g_weaponspeedfactor;
- MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
- t = ret_float;
+ MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+ t = M_ARGV(0, float);
return t;
}
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
{
- SELFPARAM();
this.viewmodelforclient = this.owner;
- if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+ if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
return true;
}
{
entity wi = Weapons_from(wpn);
entity e = spawn();
- CL_WeaponEntity_SetModel(e, wi.mdl);
+ CL_WeaponEntity_SetModel(e, wi.mdl, false);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, "");
+ CL_WeaponEntity_SetModel(e, "", false);
remove(e);
return ret;
}
..entity weaponentity_fld;
.float m_alpha;
-void CL_Weaponentity_Think()
+void CL_Weaponentity_Think(entity this)
{
- SELFPARAM();
this.nextthink = time;
if (intermission_running) this.frame = this.anim_idle.x;
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{
- // owner has new gun; remove self
+ // owner has new gun; remove old one
if (this.weaponchild) remove(this.weaponchild);
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
// owner died; disappear
this.model = "";
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
}
this.alpha = -1; // TODO: don't render this entity at all
}
}
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
{
- SELFPARAM();
this.nextthink = time;
if (this.owner.exteriorweaponentity != this)
{
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
this.model = "";
return;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
+ Weapon wep = PS(this.owner).m_weapon;
+ if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
this.colormap = this.owner.colormap;
CSQCMODEL_AUTOUPDATE(this);
setmodel(view, MDL_Null); // precision set when changed
setorigin(view, '0 0 0');
view.weaponentity_fld = weaponentity;
- view.think = CL_Weaponentity_Think;
+ setthink(view, CL_Weaponentity_Think);
view.nextthink = time;
view.viewmodelforclient = actor;
- view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
if (weaponentity == weaponentities[0])
{
exterior.solid = SOLID_NOT;
exterior.owner = actor;
setorigin(exterior, '0 0 0');
- exterior.think = CL_ExteriorWeaponentity_Think;
+ setthink(exterior, CL_ExteriorWeaponentity_Think);
exterior.nextthink = time;
CSQCMODEL_AUTOINIT(exterior);
{
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
- if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
- else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+ if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
+ else ammo = thiswep.wr_checkammo1(thiswep, actor);
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
- for (entity mine; (mine = find(mine, classname, "mine")); )
- if (mine.owner == actor) return false;
+ {
+ FOREACH_ENTITY_ENT(owner, actor,
+ {
+ if(it.classname != "mine") continue;
+ if(it.owner == actor) return false;
+ });
+ }
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
// check if the other firing mode has enough ammo
bool ammo_other = false;
- if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
- else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+ if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
+ else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
ATTACK_FINISHED(actor, slot) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
- ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+ ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
}
actor.bulletcounter += 1;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
- t *= W_WeaponRateFactor();
+ t *= W_WeaponRateFactor(actor);
// VorteX: haste can be added here
if (this.weapon_think == w_ready)
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+ bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+ bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ int act = (primary_melee || secondary_melee)
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
;
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 (gameover) return true;
if (STAT(FROZEN, player)) return true;
if (player.weapon_blocked) return true;
return false;
.bool hook_switchweapon;
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
{
+ TC(Player, actor);
+ TC(PlayerState, PS(actor));
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
entity this = actor.(weaponentity);
if (frametime) actor.weapon_frametime = frametime;
actor.weaponname = newwep.mdl;
actor.bulletcounter = 0;
actor.ammo_field = newwep.ammo_field;
- newwep.wr_setup(newwep);
+ newwep.wr_setup(newwep, actor);
this.state = WS_RAISE;
// set our clip load to the load of the weapon we switched to, if it's reloadable
else
{
if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
- W_SwitchWeapon(WEP_HOOK);
+ W_SwitchWeapon(actor, WEP_HOOK);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
if (!block_weapon)
{
Weapon e = PS(actor).m_weapon;
+ TC(Weapon, e);
if (w != WEP_Null)
{
e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
- else
+ else if (e)
{
- e.wr_gonethink(e);
+ e.wr_gonethink(e, actor);
}
}
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
{
+ TC(Sound, sent_sound);
.entity weaponentity = weaponentities[0];
// set global values to work with
Weapon e = PS(actor).m_weapon;
actor.reload_ammo_min = sent_ammo_min;
actor.reload_ammo_amount = e.reloading_ammo;
actor.reload_time = e.reloading_time;
- actor.reload_sound = sent_sound;
+ if (actor.reload_sound) strunzone(actor.reload_sound);
+ actor.reload_sound = strzone(Sound_fixpath(sent_sound));
// don't reload weapons that don't have the RELOADABLE flag
if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
}
// switch away if the amount of ammo is not enough to keep using this weapon
Weapon w = PS(actor).m_weapon;
- if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+ if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
{
actor.clip_load = -1; // reload later
W_SwitchToOtherWeapon(actor);
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)
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
{
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- WITH(entity, self, player, w.event(w));
+ w.event(w, player);
}