.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 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;
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])
{
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
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;
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 (e)
{
- e.wr_gonethink(e);
+ e.wr_gonethink(e, 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;
- WITHSELF(player, w.event(w));
+ w.event(w, player);
}