X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weapons.qc;h=236c0923fdc330834469234bc9eb2285a1f6bb26;hb=19a4a52c42e00347a51b62ff1e5adcadecda31e0;hp=4a12ce1850323e10f7b11282a76874cb0f426e66;hpb=2c5bebce47736537b1a2311fb52db41a481f27f1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 4a12ce185..236c0923f 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -163,11 +163,6 @@ string W_Name(float weaponid) return (get_weaponinfo(weaponid)).message; } -float W_WeaponBit(float wpn) -{ - return (get_weaponinfo(wpn)).weapons; -} - float W_AmmoItemCode(float wpn) { return (get_weaponinfo(wpn)).items & IT_AMMO; @@ -203,7 +198,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto wep.flags |= FL_TOSSED; wep.colormap = own.colormap; - if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS) + if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn)) { if(own.items & IT_UNLIMITED_SUPERWEAPONS) { @@ -213,8 +208,9 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto { float superweapons = 1; for(i = WEP_FIRST; i <= WEP_LAST; ++i) - if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i)) - ++superweapons; + if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i)) + if(WEPSET_CONTAINS_EW(own, i)) + ++superweapons; if(superweapons <= 1) { wep.superweapons_finished = own.superweapons_finished; @@ -262,7 +258,6 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto if(wa & j) { ammofield = Item_CounterField(j); - wep.ammofield = 0; // if our weapon is loaded, give its load back to the player if(self.(weapon_load[self.weapon]) > 0) @@ -270,6 +265,8 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto own.ammofield += self.(weapon_load[self.weapon]); self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading } + + wep.ammofield = 0; } } } @@ -280,10 +277,6 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto if(wa & j) { ammofield = Item_CounterField(j); - thisammo = min(own.ammofield, wep.ammofield); - wep.ammofield = thisammo; - own.ammofield -= thisammo; - s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); // if our weapon is loaded, give its load back to the player if(self.(weapon_load[self.weapon]) > 0) @@ -291,6 +284,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto own.ammofield += self.(weapon_load[self.weapon]); self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading } + + thisammo = min(own.ammofield, wep.ammofield); + wep.ammofield = thisammo; + own.ammofield -= thisammo; + s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); } } s = substring(s, 5, -1); @@ -306,7 +304,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto float W_IsWeaponThrowable(float w) { - float wb, wa; + float wa; if (!autocvar_g_pickup_items) return 0; @@ -320,12 +318,11 @@ float W_IsWeaponThrowable(float w) return 0; if (g_nexball && w == WEP_GRENADE_LAUNCHER) return 0; - - wb = W_WeaponBit(w); - if(!wb) - return 0; + if(w == 0) + return 0; + wa = W_AmmoItemCode(w); - if(start_weapons & wb) + if(WEPSET_CONTAINS_AW(start_weapons, w)) { // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo) if(start_items & IT_UNLIMITED_WEAPON_AMMO) @@ -340,7 +337,7 @@ float W_IsWeaponThrowable(float w) // toss current weapon void W_ThrowWeapon(vector velo, vector delta, float doreduce) { - float w, wb; + float w; string a; w = self.weapon; @@ -355,11 +352,10 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) if(!W_IsWeaponThrowable(w)) return; - wb = W_WeaponBit(w); - if(self.weapons & wb != wb) + if(!WEPSET_CONTAINS_EW(self, w)) return; + WEPSET_ANDNOT_EW(self, w); - self.weapons &~= wb; W_SwitchWeapon_Force(self, w_getbestweapon(self)); a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); if not(a) @@ -459,8 +455,8 @@ void W_WeaponFrame() //if (self.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); - float wb; - wb = W_WeaponBit(self.weapon); + float w; + w = self.weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the @@ -470,18 +466,18 @@ void W_WeaponFrame() while (c < W_TICSPERFRAME) { c = c + 1; - if(wb && ((self.weapons & wb) == 0)) + if(w && !WEPSET_CONTAINS_EW(self, w)) { if(self.weapon == self.switchweapon) W_SwitchWeapon_Force(self, w_getbestweapon(self)); - wb = 0; + w = 0; } v_forward = fo; v_right = ri; v_up = up; - if(wb) + if(w) weapon_action(self.weapon, WR_THINK); else weapon_action(self.weapon, WR_GONETHINK); @@ -521,3 +517,20 @@ void W_WeaponFrame() self.currentammo = 1; #endif } + +string W_Apply_Weaponreplace(string in) +{ + float n = tokenize_console(in); + string out = ""; + float i; + for(i = 0; i < n; ++i) + { + string s = argv(i); + string r = cvar_string(strcat("g_weaponreplace_", s)); + if(r == "") + out = strcat(out, " ", s); + else if(r != "0") + out = strcat(out, " ", r); + } + return substring(out, 1, -1); +}