X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qc;h=6bf2d105f8d85c4c82299c9a216f3e20cd818062;hb=6b66ed2b7dbd4fb177cb78e2b688045a0dc54cd8;hp=2296ef1389613feb1eaddd154fdbdb7f6d99d70a;hpb=c6494490daa287dd5817c77e9c3d8416df182ed0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index 2296ef138..6bf2d105f 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -3,56 +3,50 @@ #define WEAPONS_ALL_C #if defined(CSQC) - #include - #include "../constants.qh" - #include "../stats.qh" - #include - #include - #include - #include "../util.qh" - #include - #include "../deathtypes/all.qh" - #include - #include "../physics/movetypes/movetypes.qh" #include + #include + #include + #include + #include + #include + #include + #include #include + #include + #include + #include + #include #elif defined(MENUQC) + #include #elif defined(SVQC) + #include + #include #include - #include - #include - #include - #include - #include "../constants.qh" - #include "../stats.qh" - #include "../teams.qh" - #include - #include "../monsters/_mod.qh" - #include "config.qh" - #include - #include - #include "../t_items.qh" - #include - #include - #include - #include "../notifications/all.qh" - #include "../deathtypes/all.qh" - #include - #include "../mapinfo.qh" - #include - #include - #include - #include -#endif -#ifdef GAMEQC - #include "calculations.qc" -#endif -#ifdef SVQC - #include "config.qc" + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include #endif -#include "weapon/_mod.inc" - // WEAPON PLUGIN SYSTEM @@ -67,11 +61,11 @@ WepSet _WepSet_FromWeapon(int a) if (a >= 24) { a -= 24; - return '0 0 1' * (2 ** a); + return '0 0 1' * BIT(a); } - return '0 1 0' * (2 ** a); + return '0 1 0' * BIT(a); } - return '1 0 0' * (2 ** a); + return '1 0 0' * BIT(a); } #ifdef SVQC void WriteWepSet(float dst, WepSet w) @@ -161,12 +155,9 @@ float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) Weapon e2 = REGISTRY_GET(Weapons, sj); int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if (d != 0) return -d; // high impulse first! - return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), - sprintf(" %d ", si), 0) - - - strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), - sprintf(" %d ", sj), 0) - ; // low char index first! + string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "); + return strstrofs(s, sprintf(" %d ", si), 0) + - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { @@ -211,7 +202,8 @@ WepSet W_RandomWeapons(entity e, WepSet remaining, int n) return result; } -string GetAmmoPicture(int ammotype) +// TODO: registry handles for below functions +string GetAmmoPicture(Resource ammotype) { switch (ammotype) { @@ -225,7 +217,7 @@ string GetAmmoPicture(int ammotype) } } -string GetAmmoName(int ammotype) +string GetAmmoName(Resource ammotype) { switch (ammotype) { @@ -239,8 +231,25 @@ string GetAmmoName(int ammotype) } } +entity GetAmmoItem(Resource ammotype) +{ + switch (ammotype) + { + case RES_SHELLS: return ITEM_Shells; + case RES_BULLETS: return ITEM_Bullets; + case RES_ROCKETS: return ITEM_Rockets; + case RES_CELLS: return ITEM_Cells; + case RES_PLASMA: return ITEM_Plasma; + case RES_FUEL: return ITEM_JetpackFuel; + } + LOG_WARNF("Invalid ammo type %d ", ammotype.m_id); + return NULL; + // WEAPONTODO: use this generic func to reduce duplication ? + // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ? +} + #ifdef CSQC -int GetAmmoTypeFromNum(int i) +Resource GetAmmoTypeFromNum(int i) { switch (i) { @@ -254,7 +263,7 @@ int GetAmmoTypeFromNum(int i) } } -int GetAmmoStat(int ammotype) +int GetAmmoStat(Resource ammotype) { switch (ammotype) { @@ -384,7 +393,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn * writes: * this.origin, this.angles * this.weaponchild - * this.movedir, this.view_ofs + * this.movedir, this.view_ofs, this.movedir_aligned * attachment stuff * anim stuff * to free: @@ -477,7 +486,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) int idx = 0; // v_ model attached to invisible h_ model if (this.weaponchild - && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) + && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) { this.spawnorigin = gettaginfo(this.weaponchild, idx); } @@ -526,6 +535,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) } this.view_ofs = '0 0 0'; + this.movedir_aligned = this.movedir; if (this.movedir.x >= 0) { @@ -536,17 +546,16 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) #endif vector v = this.movedir; this.movedir = shotorg_adjust(v, false, false, algn); + this.movedir_aligned = shotorg_adjust(v, false, true, algn); this.view_ofs = shotorg_adjust(v, false, true, algn) - v; } int compressed_shotorg = compressShotOrigin(this.movedir); // make them match perfectly #ifdef SVQC - // null during init - if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg; - this.movedir = decompressShotOrigin(compressed_shotorg); -#else - this.movedir = decompressShotOrigin(compressed_shotorg); + // null during init + if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg; #endif + this.movedir = decompressShotOrigin(compressed_shotorg); this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount @@ -565,9 +574,9 @@ REGISTER_NET_TEMP(wframe) #ifdef CSQC NET_HANDLE(wframe, bool isNew) { - int fr = ReadByte(); + WFRAME fr = ReadByte(); float t = ReadFloat(); - int slot = ReadByte(); + int slot = ReadByte(); bool restartanim = ReadByte(); entity wepent = viewmodels[slot]; if(fr == WFRAME_IDLE) @@ -596,9 +605,9 @@ NET_HANDLE(wframe, bool isNew) case WS_DROP: wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop; break; - default: - wepent.weapon_switchdelay = 0; - break; + default: + wepent.weapon_switchdelay = 0; + break; } return true; } @@ -660,20 +669,193 @@ CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon") }); } default: - { - LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find"); - } + LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0)); case CMD_REQUEST_USAGE: { - LOG_HELP("Usage:^3 cl_cmd weapon_find weapon"); - LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'."); + LOG_HELP("Usage:^3 cl_cmd weapon_find "); + LOG_HELP(" Where is the lowercase weapon name, 'all' or 'unowned'."); return; } } } #endif +#ifdef SVQC +void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset) +{ + flash.owner = actor; + flash.angles_z = random() * 360; + + entity view = actor.(weaponentity); + entity exterior = actor.exteriorweaponentity; + + if (view.oldorigin.x > 0) + { + setattachment(flash, exterior, ""); + setorigin(flash, view.oldorigin + offset); + } + else + { + if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot"); + else setattachment(flash, exterior, "tag_shot"); + setorigin(flash, offset); + } +} +#elif defined(CSQC) +void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset) +{ + flash.owner = wepent; + flash.angles_z = random() * 360; + if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot"); + else setattachment(flash, wepent, "tag_shot"); + setorigin(flash, offset); +} #endif +void W_MuzzleFlash_Model_Think(entity this) +{ + this.frame += 2; + this.scale *= 0.5; + this.alpha -= 0.25; + this.nextthink = time + 0.05; + + if(this.alpha <= 0) + { + setthink(this, SUB_Remove); + this.nextthink = time; + this.realowner.muzzle_flash = NULL; + return; + } +} + +void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel) +{ + if(wepent.muzzle_flash == NULL) + wepent.muzzle_flash = spawn(); + + entity flash = wepent.muzzle_flash; + setmodel(flash, muzzlemodel); // precision set below + + flash.scale = 0.75; + setthink(flash, W_MuzzleFlash_Model_Think); + flash.nextthink = time + 0.02; + flash.frame = 2; + flash.alpha = 0.75; + flash.angles_z = random() * 180; + flash.effects = EF_ADDITIVE | EF_FULLBRIGHT; + flash.owner = flash.realowner = wepent; + +#ifdef CSQC + flash.drawmask = MASK_NORMAL; +#endif +} + +REGISTER_NET_TEMP(w_muzzleflash) + +#ifdef SVQC +void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir) +{ + // don't show an exterior muzzle effect for the off-hand + if(weaponslot(weaponentity) == 0) + { + Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor); + + if(thiswep.m_muzzlemodel != MDL_Null) + { + W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel); + W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0'); + } + } + + FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor), + { + if(!IS_REAL_CLIENT(it)) + continue; + int channel = MSG_ONE; + msg_entity = it; + WriteHeader(channel, w_muzzleflash); + WriteByte(channel, thiswep.m_id); + WriteByte(channel, weaponslot(weaponentity)); + WriteVector(channel, shotorg); + }); +} +#elif defined(CSQC) +NET_HANDLE(w_muzzleflash, bool isNew) +{ + return = true; + int weapon_id = ReadByte(); + int slot = ReadByte(); + vector sv_shotorg = ReadVector(); + + Weapon thiswep = REGISTRY_GET(Weapons, weapon_id); + vector viewangles = getpropertyvec(VF_CL_VIEWANGLES); + vector forward, right, up; + MAKE_VECTORS(viewangles, forward, right, up); + + if(autocvar_chase_active) + { + // in third person mode, show the muzzle flash from the server side weapon position + // we don't have a view model to reference in this case + pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1); + return; + } + if(!autocvar_r_drawviewmodel) return; + + entity wepent = viewmodels[slot]; + // get the local player entity to calculate shot origin + entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1); + if(!rlplayer) + rlplayer = csqcplayer; // fall back to the global + + vector md = wepent.movedir_aligned; + vector vecs = ((md.x > 0) ? md : '0 0 0'); + vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z; + vector org = rlplayer.origin + rlplayer.view_ofs + dv; + + pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1); + + if(thiswep.m_muzzlemodel != MDL_Null) + { + W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel); + W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0'); + } +} +#endif + + +#endif + +#endif + +#ifdef SVQC +string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo) +{ + string o = W_FixWeaponOrder_ForceComplete(wo); + strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o)); + return o; +} +#endif + +#ifdef CSQC +REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share"); +REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive"); +#endif + +#ifdef GAMEQC +REPLICATE(cvar_cl_gunalign, int, "cl_gunalign"); +REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload"); +REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse"); +REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode"); +REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList); +REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete); #endif