#include <common/t_items.qh>
#include <common/animdecide.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/monsters/_mod.qh>
#include <common/notifications/all.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
+#include <common/wepent.qh>
.int state;
void CL_Weaponentity_Think(entity this)
{
this.nextthink = time;
- if (intermission_running) this.frame = this.anim_idle.x;
+ if (game_stopped) this.frame = this.anim_idle.x;
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{
// owner has new gun; remove old one
if (this.weaponchild) delete(this.weaponchild);
+ if (this.hook) delete(this.hook);
delete(this);
return;
}
this.weaponchild.alpha = this.alpha;
this.weaponchild.effects = this.effects;
}
-
- wepent_update(this);
}
void CL_ExteriorWeaponentity_Think(entity this)
{
this.nextthink = time;
.entity weaponentity = this.weaponentity_fld;
- entity wepent = this.owner.(weaponentity);
+ entity w_ent = this.owner.(weaponentity);
if (this.owner.exteriorweaponentity != this)
{
delete(this);
this.model = "";
return;
}
- if (this.weaponname != wepent.weaponname || this.dmg != wepent.modelindex
- || this.deadflag != wepent.deadflag)
+ if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
+ || this.deadflag != w_ent.deadflag)
{
- this.weaponname = wepent.weaponname;
- this.dmg = wepent.modelindex;
- this.deadflag = wepent.deadflag;
- if (wepent.weaponname != "")
+ this.weaponname = w_ent.weaponname;
+ this.dmg = w_ent.modelindex;
+ this.deadflag = w_ent.deadflag;
+ if (w_ent.weaponname != "")
{
- _setmodel(this, W_Model(strcat("v_", wepent.weaponname, ".md3")));
+ _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
setsize(this, '0 0 0', '0 0 0');
}
else this.model = "";
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
{
- IL_EACH(g_mines, it.owner == actor,
+ IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
{
return false;
});
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 (gameover) return true;
+ if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
- if (player.weapon_blocked) return true;
if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
return false;
}
if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
+ int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
+
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
if (forbidWeaponUse(actor))
{
if (this.state != WS_CLEAR)
{
Weapon wpn = this.m_weapon;
- w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
+ return;
+ }
+ }
+
+ if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+ {
+ .entity wepe1 = weaponentities[0];
+ entity wep1 = actor.(wepe1);
+ this.m_switchweapon = wep1.m_switchweapon;
+ entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+ if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
+ {
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
+ this.m_switchweapon = WEP_Null;
+ this.state = WS_CLEAR;
+ this.weaponname = "";
return;
}
}
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
- // actor.items &= ~IT_AMMO;
return;
}
this.clip_load = this.clip_size = 0;
}
- weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
break;
}
case WS_DROP:
bool block_weapon = false;
{
bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ key_pressed = false;
+
Weapon off = actor.offhand;
if (off && !(actor.weapons & WEPSET(HOOK)))
{
W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+ block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
TC(Weapon, e);
if (w != WEP_Null)
{
- e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else if (e)
{
v_up = up;
Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity,
- PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ button_atck | (button_atck2 << 1));
}
else
{
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
- if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
-
+ if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
+ entity w_ent = actor.(weaponentity);
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if (wep.reloading_ammo)
{
- actor.(weaponentity).clip_load -= ammo_use;
- actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+ w_ent.clip_load -= ammo_use;
+ w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
else if (wep.ammo_field != ammo_none)
{
{
// finish the reloading process, and do the ammo transfer
- Weapon wpn = actor.(weaponentity).m_weapon;
+ entity w_ent = actor.(weaponentity);
+ Weapon wpn = w_ent.m_weapon;
- actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
{
- actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
+ w_ent.clip_load = w_ent.reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field));
- actor.(weaponentity).clip_load += load;
+ float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
+ w_ent.clip_load += load;
actor.(wpn.ammo_field) -= load;
}
- actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+ w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.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,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
+ // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
{
TC(Sound, sent_sound);
// set global values to work with
- Weapon e = actor.(weaponentity).m_weapon;
+ entity this = actor.(weaponentity);
+ Weapon e = this.m_weapon;
if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
- actor.(weaponentity).reload_ammo_min = sent_ammo_min;
- actor.(weaponentity).reload_ammo_amount = e.reloading_ammo;
- actor.(weaponentity).reload_time = e.reloading_time;
+ this.reload_ammo_min = sent_ammo_min;
+ this.reload_ammo_amount = e.reloading_ammo;
+ this.reload_time = e.reloading_time;
if (actor.reload_sound) strunzone(actor.reload_sound);
actor.reload_sound = strzone(Sound_fixpath(sent_sound));
}
// return if reloading is disabled for this weapon
- if (!actor.(weaponentity).reload_ammo_amount) return;
+ if (!this.reload_ammo_amount) return;
// our weapon is fully loaded, no need to reload
- if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return;
+ if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
if (e.ammo_field != ammo_none)
{
- if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min)
+ if (!actor.(e.ammo_field) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
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", actor.(weaponentity).m_weapon.m_name, "\n"));
+ sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.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
if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
{
- actor.(weaponentity).clip_load = -1; // reload later
+ this.clip_load = -1; // reload later
W_SwitchToOtherWeapon(actor, weaponentity);
}
return;
}
}
- entity this = actor.(weaponentity);
if (this)
{
if (this.wframe == WFRAME_RELOAD) return;
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1;
+ // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);