X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_weaponsystem.qc;h=3d7a33278d15201ce89b789f1a03f9441e0d0be8;hb=e8f8cb2a64ce0944e0ee83d4771f9fbf395863a4;hp=057c5cb1dc767fde25d85b66a61ca8ee519cbf32;hpb=1eadc66440474af5c3d2b2f7e5a24935da3ffbdf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 057c5cb1d..3d7a33278 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -34,6 +34,10 @@ float W_WeaponRateFactor() void W_SwitchWeapon_Force(entity e, float w) { + // don't switch to another weapon if we're not allowed to + if(e.weapon_forbidchange) + return; + e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; @@ -138,7 +142,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m local float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_SNIPERRIFLE) + if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -251,7 +255,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold) ) // prevent insane sound spam { - sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); + sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); ent.prevstrengthsound = time; } ent.prevstrengthsoundattempt = time; @@ -824,33 +828,36 @@ void CL_ExteriorWeaponentity_Think() else self.alpha = 1; - ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); - ang_y = 0; - ang_z = 0; - - if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward - { - ang_y = self.owner.v_angle_y; - makevectors(ang); - var vector v = v_forward; - var float t = self.tag_entity.frame1time; - var float f = self.tag_entity.frame; - self.tag_entity.frame1time = time; - self.tag_entity.frame = self.tag_entity.anim_idle_x; - gettaginfo(self.tag_entity, self.tag_index); - self.tag_entity.frame1time = t; - self.tag_entity.frame = f; - // untransform v according to this coordinate space - vector w; - w_x = v_forward * v; - w_y = -v_right * v; - w_z = v_up * v; - self.angles = vectoangles(w); - } - else + if (!intermission_running) { - ang_x = -/* don't ask */ang_x; - self.angles = ang; + ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); + ang_y = 0; + ang_z = 0; + + if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward + { + ang_y = self.owner.v_angle_y; + makevectors(ang); + var vector v = v_forward; + var float t = self.tag_entity.frame1time; + var float f = self.tag_entity.frame; + self.tag_entity.frame1time = time; + self.tag_entity.frame = self.tag_entity.anim_idle_x; + gettaginfo(self.tag_entity, self.tag_index); + self.tag_entity.frame1time = t; + self.tag_entity.frame = f; + // untransform v according to this coordinate space + vector w; + w_x = v_forward * v; + w_y = -v_right * v; + w_z = v_up * v; + self.angles = vectoangles(w); + } + else + { + ang_x = -/* don't ask */ang_x; + self.angles = ang; + } } self.glowmod = self.owner.weaponentity_glowmod; @@ -979,7 +986,8 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) world, e.origin, self, 0, world, enemy, - 0 + 0, + RADARICON_NONE, '0 0 0' ); } } @@ -1055,7 +1063,7 @@ float weapon_prepareattack_checkammo(float secondary) if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons { - sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); self.prevdryfire = time; } @@ -1253,14 +1261,19 @@ void weapon_thinkf(float fr, float t, void() func) self.weapon_think = func; //dprint("next ", ftos(self.weapon_nextthink), "\n"); + // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! + //anim = self.anim_shoot; if (restartanim) if (t) if (!self.crouch) // shoot anim stands up, this looks bad { - local vector anim; - anim = self.anim_shoot; - anim_z = anim_y / (t + sys_frametime); - setanim(self, anim, FALSE, TRUE, TRUE); + vector anim; + if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) + { + anim = self.anim_melee; + anim_z = anim_y / (t + sys_frametime); + setanim(self, anim, FALSE, TRUE, TRUE); + } } }; @@ -1611,3 +1624,127 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE) #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE) + +void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) +{ + if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload) + return; + + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(ammo_reload) + { + self.clip_load -= ammo_use; + self.weapon_load[self.weapon] = self.clip_load; + } + else + self.(self.current_ammo) -= ammo_use; +} + +// weapon reloading code + +.float reload_ammo_amount, reload_ammo_min, reload_time; +.float reload_complain; +.string reload_sound; + +void W_ReloadedAndReady() +{ + // finish the reloading process, and do the ammo transfer + + self.clip_load = self.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(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO) + self.clip_load = self.reload_ammo_amount; + else + { + while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.(self.current_ammo) -= 1; + } + } + self.weapon_load[self.weapon] = self.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(self) -= self.reload_time - 1; + + w_ready(); +} + +void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound) +{ + // set global values to work with + + self.reload_ammo_min = sent_ammo_min; + self.reload_ammo_amount = sent_ammo_amount; + self.reload_time = sent_time; + self.reload_sound = sent_sound; + + // check if we meet the necessary conditions to reload + + entity e; + e = get_weaponinfo(self.weapon); + + // don't reload weapons that don't have the RELOADABLE flag + if not(e.spawnflags & WEP_FLAG_RELOADABLE) + { + dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); + return; + } + + // return if reloading is disabled for this weapon + if(!self.reload_ammo_amount) + return; + + // our weapon is fully loaded, no need to reload + if (self.clip_load >= self.reload_ammo_amount) + return; + + // no ammo, so nothing to load + if(!self.(self.current_ammo) && self.reload_ammo_min) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + { + if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time) + { + play2(self, "weapons/unavailable.wav"); + sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n")); + self.reload_complain = time + 1; + } + // switch away if the amount of ammo is not enough to keep using this weapon + if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) + { + self.clip_load = -1; // reload later + W_SwitchToOtherWeapon(self); + } + return; + } + + if (self.weaponentity) + { + if (self.weaponentity.wframe == WFRAME_RELOAD) + return; + + // allow switching away while reloading, but this will cause a new reload! + self.weaponentity.state = WS_READY; + } + + // now begin the reloading process + + sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM); + + // 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(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1; + + weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady); + + if(self.clip_load < 0) + self.clip_load = 0; + self.old_clip_load = self.clip_load; + self.clip_load = self.weapon_load[self.weapon] = -1; +}