X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=0e7f399d01346bb1a2125a63d4bd5d613bb0cd42;hb=daab9330abb8952053b47239d1322cd029b08cd1;hp=e64391d83db1fe6d4bf7f29bf40ea1ef53f57d6e;hpb=349aeb508e5a3d577df60bef8a552da2db7d928d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index e64391d83..0e7f399d0 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -5,67 +5,15 @@ #include "../command/common.qh" #include "../mutators/all.qh" #include "../round_handler.qh" -#include "../t_items.qh" -#include "../../common/animdecide.qh" -#include "../../common/constants.qh" -#include "../../common/monsters/all.qh" -#include "../../common/notifications.qh" -#include "../../common/util.qh" -#include "../../common/weapons/all.qh" -#include "../../lib/csqcmodel/sv_model.qh" - -vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn) -{ - switch (algn) - { - default: case 3: break; // right alignment - case 4: vecs.y = -vecs.y; - break; // left - case 1: case 2: vecs.y = 0; - vecs.z -= 2; - break; // center - } - - return vecs; -} - -vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn) -{ - string s; - - if (visual) - { - vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); - } - else if (autocvar_g_shootfromeye) - { - vecs.y = vecs.z = 0; - } - else if (autocvar_g_shootfromcenter) - { - vecs.y = 0; - vecs.z -= 2; - } - else if ((s = autocvar_g_shootfromfixedorigin) != "") - { - vector v = stov(s); - if (y_is_right) v.y = -v.y; - if (v.x != 0) vecs.x = v.x; - vecs.y = v.y; - vecs.z = v.z; - } - else // just do the same as top - { - vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); - } - - return vecs; -} - -vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn) -{ - return shotorg_adjust_values(vecs, y_is_right, visual, algn); -} +#include +#include +#include +#include +#include +#include +#include +#include +#include .int state; @@ -92,9 +40,6 @@ float W_WeaponSpeedFactor() } -void weapon_thinkf(entity actor, int slot, float fr, float t, - void(Weapon thiswep, entity actor, int slot, int fire) func); - bool CL_Weaponentity_CustomizeEntityForClient() { SELFPARAM(); @@ -103,291 +48,62 @@ bool CL_Weaponentity_CustomizeEntityForClient() return true; } -/* - * supported formats: - * - * 1. simple animated model, muzzle flash handling on h_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * weapon = attachment for v_tuba.md3 - * v_tuba.md3 - first and third person model - * g_tuba.md3 - pickup model - * - * 2. simple animated model, muzzle flash handling on v_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation - * tags: - * weapon = attachment for v_tuba.md3 - * v_tuba.md3 - first and third person model - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * g_tuba.md3 - pickup model - * - * 3. fully animated model, muzzle flash handling on h_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model - * tags: - * shot = muzzle end (shot origin, also used for muzzle flashes) - * shell = casings ejection point (must be on the right hand side of the gun) - * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) - * v_tuba.md3 - third person model - * g_tuba.md3 - pickup model - * - * 4. fully animated model, muzzle flash handling on v_ model: - * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model - * tags: - * shot = muzzle end (shot origin) - * shell = casings ejection point (must be on the right hand side of the gun) - * v_tuba.md3 - third person model - * tags: - * shot = muzzle end (for muzzle flashes) - * g_tuba.md3 - pickup model - */ - -// writes: -// this.origin, this.angles -// this.weaponentity -// this.movedir, this.view_ofs -// attachment stuff -// anim stuff -// to free: -// call again with "" -// remove the ent -void CL_WeaponEntity_SetModel(entity this, int slot, string name) +vector CL_Weapon_GetShotOrg(int wpn) { - if (name != "") - { - // if there is a child entity, hide it until we're sure we use it - if (this.weaponentity[slot]) this.weaponentity[slot].model = ""; - _setmodel(this, W_Model(strcat("v_", name, ".md3"))); - int v_shot_idx = gettagindex(this, "shot"); // used later - if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot"); - - _setmodel(this, W_Model(strcat("h_", name, ".iqm"))); - // preset some defaults that work great for renamed zym files (which don't need an animinfo) - this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0'); - this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0'); - this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0'); - this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0'); - - // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) - // if we don't, this is a "real" animated model - if (gettagindex(this, "weapon")) - { - if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn(); - _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3"))); - setattachment(this.weaponentity[slot], this, "weapon"); - } - else if (gettagindex(this, "tag_weapon")) - { - if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn(); - _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3"))); - setattachment(this.weaponentity[slot], this, "tag_weapon"); - } - else - { - if (this.weaponentity[slot]) remove(this.weaponentity[slot]); - this.weaponentity[slot] = NULL; - } - - setorigin(this, '0 0 0'); - this.angles = '0 0 0'; - this.frame = 0; - this.viewmodelforclient = NULL; - - float idx; - - if (v_shot_idx) // v_ model attached to invisible h_ model - { - this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx); - } - else - { - idx = gettagindex(this, "shot"); - if (!idx) idx = gettagindex(this, "tag_shot"); - if (idx) - { - this.movedir = gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'shot' tag, will display shots TOTALLY wrong\n"); - this.movedir = '0 0 0'; - } - } - - if (this.weaponentity[slot]) // v_ model attached to invisible h_ model - { - idx = gettagindex(this.weaponentity[slot], "shell"); - if (!idx) idx = gettagindex(this.weaponentity[slot], "tag_shell"); - if (idx) this.spawnorigin = gettaginfo(this.weaponentity[slot], idx); - } - else - { - idx = 0; - } - if (!idx) - { - idx = gettagindex(this, "shell"); - if (!idx) idx = gettagindex(this, "tag_shell"); - if (idx) - { - this.spawnorigin = gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'shell' tag, will display casings wrong\n"); - this.spawnorigin = this.movedir; - } - } - - if (v_shot_idx) - { - this.oldorigin = '0 0 0'; // use regular attachment - } - else - { - if (this.weaponentity[slot]) - { - idx = gettagindex(this, "weapon"); - if (!idx) idx = gettagindex(this, "tag_weapon"); - } - else - { - idx = gettagindex(this, "handle"); - if (!idx) idx = gettagindex(this, "tag_handle"); - } - if (idx) - { - this.oldorigin = this.movedir - gettaginfo(this, idx); - } - else - { - LOG_INFO("WARNING: weapon model ", this.model, - " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n"); - this.oldorigin = '0 0 0'; // there is no way to recover from this - } - } - - this.viewmodelforclient = this.owner; - } - else - { - this.model = ""; - if (this.weaponentity[slot]) remove(this.weaponentity[slot]); - this.weaponentity[slot] = NULL; - this.movedir = '0 0 0'; - this.spawnorigin = '0 0 0'; - this.oldorigin = '0 0 0'; - this.anim_fire1 = '0 1 0.01'; - this.anim_fire2 = '0 1 0.01'; - this.anim_idle = '0 1 0.01'; - this.anim_reload = '0 1 0.01'; - } - - this.view_ofs = '0 0 0'; - - if (this.movedir.x >= 0) - { - vector v0 = this.movedir; - this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign); - this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0; - } - this.owner.stat_shotorg = compressShotOrigin(this.movedir); - this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly - - this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount - - // check if an instant weapon switch occurred - setorigin(this, this.view_ofs); - // reset animstate now - this.wframe = WFRAME_IDLE; - setanim(this, this.anim_idle, true, false, true); -} - -vector CL_Weapon_GetShotOrg(float wpn) -{ - entity wi = get_weaponinfo(wpn); + entity wi = Weapons_from(wpn); entity e = spawn(); - CL_WeaponEntity_SetModel(e, 0, wi.mdl); + CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; - CL_WeaponEntity_SetModel(e, 0, ""); + CL_WeaponEntity_SetModel(e, "", false); remove(e); return ret; } +..entity weaponentity_fld; +.float m_alpha; + void CL_Weaponentity_Think() { SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; - int slot = 0; // TODO: unhardcode - if (this.owner.weaponentity[slot] != this) + .entity weaponentity = this.weaponentity_fld; + if (this.owner.(weaponentity) != this) { - if (this.weaponentity[slot]) remove(this.weaponentity[slot]); + // owner has new gun; remove self + if (this.weaponchild) remove(this.weaponchild); remove(this); return; } - if (this.owner.deadflag != DEAD_NO) + if (IS_DEAD(this.owner)) { + // owner died; disappear this.model = ""; - if (this.weaponentity[slot]) this.weaponentity[slot].model = ""; + if (this.weaponchild) this.weaponchild.model = ""; return; } - if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex + if (this.weaponname != this.owner.weaponname + || this.dmg != this.owner.modelindex || this.deadflag != this.owner.deadflag) { + // owner changed weapons; update appearance this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname); + CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); } - int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); - this.effects = this.owner.effects & EFMASK_CHEAP; - this.effects &= ~EF_LOWPRECISION; - this.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it - this.effects &= ~EF_TELEPORT_BIT; - this.effects &= ~EF_RESTARTANIM_BIT; - this.effects |= tb; + this.alpha = -1; // TODO: don't render this entity at all - if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha; - else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; - else this.alpha = 1; + if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha; + else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha; + else this.m_alpha = 1; - this.glowmod = this.owner.weaponentity_glowmod; - this.colormap = this.owner.colormap; - if (this.weaponentity[slot]) - { - this.weaponentity[slot].effects = this.effects; - this.weaponentity[slot].alpha = this.alpha; - this.weaponentity[slot].colormap = this.colormap; - this.weaponentity[slot].glowmod = this.glowmod; - } - - this.angles = '0 0 0'; - - float f = (this.owner.weapon_nextthink - time); - if (this.state == WS_RAISE && !intermission_running) - { - entity newwep = get_weaponinfo(this.owner.switchweapon); - f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); - this.angles_x = -90 * f * f; - } - else if (this.state == WS_DROP && !intermission_running) - { - entity oldwep = get_weaponinfo(this.owner.weapon); - f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); - this.angles_x = -90 * f * f; - } - else if (this.state == WS_CLEAR) + if (this.weaponchild) { - f = 1; - this.angles_x = -90 * f * f; + this.weaponchild.alpha = this.alpha; + this.weaponchild.effects = this.effects; } } @@ -400,7 +116,7 @@ void CL_ExteriorWeaponentity_Think() remove(this); return; } - if (this.owner.deadflag != DEAD_NO) + if (IS_DEAD(this.owner)) { this.model = ""; return; @@ -411,7 +127,11 @@ void CL_ExteriorWeaponentity_Think() this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); + if (this.owner.weaponname != "") + { + _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); + setsize(this, '0 0 0', '0 0 0'); + } else this.model = ""; int tag_found; @@ -432,37 +152,34 @@ void CL_ExteriorWeaponentity_Think() else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; else this.alpha = 1; - this.glowmod = this.owner.weaponentity_glowmod; + Weapon wep = PS(this.owner).m_weapon; + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); } // spawning weaponentity for client -void CL_SpawnWeaponentity(entity e, int slot) +void CL_SpawnWeaponentity(entity actor, .entity weaponentity) { - entity view = e.weaponentity[slot] = new(weaponentity); + entity view = actor.(weaponentity) = new(weaponentity); view.solid = SOLID_NOT; - view.owner = e; + view.owner = actor; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); - view.angles = '0 0 0'; - view.viewmodelforclient = e; - view.flags = 0; - view.think = CL_Weaponentity_Think; - view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; + view.weaponentity_fld = weaponentity; + setthink(view, CL_Weaponentity_Think); view.nextthink = time; + view.viewmodelforclient = actor; + view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; - if (slot == 0) + if (weaponentity == weaponentities[0]) { - entity exterior = e.exteriorweaponentity = spawn(); - exterior.classname = "exteriorweaponentity"; + entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity); exterior.solid = SOLID_NOT; - exterior.exteriorweaponentity = exterior; - exterior.owner = e; + exterior.owner = actor; setorigin(exterior, '0 0 0'); - exterior.angles = '0 0 0'; - exterior.think = CL_ExteriorWeaponentity_Think; + setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); @@ -470,24 +187,23 @@ void CL_SpawnWeaponentity(entity e, int slot) } // Weapon subs -void w_clear(Weapon thiswep, entity actor, int slot, int fire) +void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.weapon != -1) - { - actor.weapon = 0; - actor.switchingweapon = 0; - } - if (actor.weaponentity[slot]) + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + entity this = actor.(weaponentity); + if (this) { - actor.weaponentity[slot].state = WS_CLEAR; - actor.weaponentity[slot].effects = 0; + this.state = WS_CLEAR; + this.effects = 0; } } -void w_ready(Weapon thiswep, entity actor, int slot, int fire) +void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY; - weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready); + entity this = actor.(weaponentity); + if (this) this.state = WS_READY; + weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready); } .float prevdryfire; @@ -496,8 +212,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary { if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; - if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep)); - else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep)); + if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); + else ammo = thiswep.wr_checkammo1(thiswep, actor); if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) @@ -505,9 +221,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary if (mine.owner == actor) return false; if (thiswep == WEP_SHOTGUN) - if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow + if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow - if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons + if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; @@ -515,8 +231,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary // check if the other firing mode has enough ammo bool ammo_other = false; - if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep)); - else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep)); + if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor); + else ammo_other = thiswep.wr_checkammo2(thiswep, actor); if (ammo_other) { if (time - actor.prevwarntime > 1) @@ -542,8 +258,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary } .float race_penalty; -bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime) +bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { + if (actor.weaponentity == NULL) return true; if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; // if sv_ready_restart_after_countdown is set, don't allow the player to shoot @@ -554,27 +271,32 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool sec return false; // do not even think about shooting if switching - if (actor.switchweapon != actor.weapon) return false; + if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false; if (attacktime >= 0) { + int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false; + entity this = actor.(weaponentity); // don't fire while changing weapon - if (actor.weaponentity[slot].state != WS_READY) return false; + if (this.state != WS_READY) return false; } return true; } -void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime) +void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime) { - actor.weaponentity[slot].state = WS_INUSE; + entity this = actor.(weaponentity); + if (this == NULL) return; + this.state = WS_INUSE; actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire // if the weapon hasn't been firing continuously, reset the timer if (attacktime >= 0) { + int slot = weaponslot(weaponentity); if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5) { ATTACK_FINISHED(actor, slot) = time; @@ -586,86 +308,96 @@ void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attac // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); } -bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime) +bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { - if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime)) + if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime)) { - weapon_prepareattack_do(actor, slot, secondary, attacktime); + weapon_prepareattack_do(actor, weaponentity, secondary, attacktime); return true; } return false; } -void weapon_thinkf(entity actor, int slot, float fr, float t, - void(Weapon thiswep, entity actor, int slot, int fire) func) +void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); + +/** + * @param t defer thinking until time + t + * @param func next think function + */ +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, + .entity weaponentity, int fire) func) { + entity this = actor.(weaponentity); + if (this == NULL) return; bool restartanim; if (fr == WFRAME_DONTCHANGE) { - fr = actor.weaponentity[slot].wframe; - restartanim = false; - } - else if (fr == WFRAME_IDLE) - { + fr = this.wframe; restartanim = false; } else { - restartanim = true; + restartanim = fr != WFRAME_IDLE; } vector of = v_forward; vector or = v_right; vector ou = v_up; - if (actor.weaponentity[slot]) - { - actor.weaponentity[slot].wframe = fr; - vector a = '0 0 0'; - if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle; - else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1; - else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2; - else // if (fr == WFRAME_RELOAD) - a = actor.weaponentity[slot].anim_reload; - a.z *= g_weaponratefactor; - setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim); - } + vector a = '0 0 0'; + this.wframe = fr; + if (fr == WFRAME_IDLE) a = this.anim_idle; + else if (fr == WFRAME_FIRE1) a = this.anim_fire1; + else if (fr == WFRAME_FIRE2) a = this.anim_fire2; + else // if (fr == WFRAME_RELOAD) + a = this.anim_reload; + a.z *= g_weaponratefactor; v_forward = of; v_right = or; v_up = ou; - if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace( + 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(); // VorteX: haste can be added here - if (actor.weapon_think == w_ready) + if (this.weapon_think == w_ready) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("started firing at ", ftos(time), "\n"); } - if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5 - || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5) + if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5 + || this.weapon_nextthink > time + actor.weapon_frametime * 1.5) { - actor.weapon_nextthink = time; + this.weapon_nextthink = time; // dprint("reset weapon animation timer at ", ftos(time), "\n"); } - actor.weapon_nextthink = actor.weapon_nextthink + t; - actor.weapon_think = func; - // dprint("next ", ftos(actor.weapon_nextthink), "\n"); + this.weapon_nextthink += t; + if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink; + this.weapon_think = func; + // dprint("next ", ftos(this.weapon_nextthink), "\n"); + + if (this) + { + FOREACH_CLIENT(true, LAMBDA( + if(it == actor || (IS_SPEC(it) && it.enemy == actor)) + wframe_send(it, this, a, restartanim); + )); + } if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id) - && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim); - else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim); + int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN)) + ? ANIMACTION_MELEE + : ANIMACTION_SHOOT + ; + animdecide_setaction(actor, act, restartanim); } - else + else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE) { - if (actor.anim_upper_action == ANIMACTION_SHOOT - || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0; + actor.anim_upper_action = 0; } } @@ -674,35 +406,39 @@ 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 (player.frozen) return true; + if (STAT(FROZEN, player)) return true; if (player.weapon_blocked) return true; return false; } .bool hook_switchweapon; -void W_WeaponFrame(entity actor) +void W_WeaponFrame(Player actor) { - int slot = 0; // TODO: unhardcode + TC(Player, actor); + TC(PlayerState, PS(actor)); + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; - if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (forbidWeaponUse(actor)) { - if (actor.weaponentity[slot].state != WS_CLEAR) + if (actor.(weaponentity).state != WS_CLEAR) { - Weapon wpn = get_weaponinfo(actor.weapon); - w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = PS(actor).m_weapon; + w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); return; } } - if (!actor.switchweapon) + if (PS(actor).m_switchweapon == WEP_Null) { - actor.weapon = 0; - actor.switchingweapon = 0; - actor.weaponentity[slot].state = WS_CLEAR; + PS(actor).m_weapon = WEP_Null; + PS(actor).m_switchingweapon = WEP_Null; + this.state = WS_CLEAR; actor.weaponname = ""; // actor.items &= ~IT_AMMO; return; @@ -714,80 +450,83 @@ void W_WeaponFrame(entity actor) vector up = v_up; // Change weapon - if (actor.weapon != actor.switchweapon) + if (PS(actor).m_weapon != PS(actor).m_switchweapon) { - if (actor.weaponentity[slot].state == WS_CLEAR) + switch (this.state) { - // end switching! - actor.switchingweapon = actor.switchweapon; - entity newwep = get_weaponinfo(actor.switchweapon); - - // the two weapon entities will notice this has changed and update their models - actor.weapon = actor.switchweapon; - actor.weaponname = newwep.mdl; - actor.bulletcounter = 0; - actor.ammo_field = newwep.ammo_field; - Weapon w = get_weaponinfo(actor.switchweapon); - w.wr_setup(w); - actor.weaponentity[slot].state = WS_RAISE; - - // set our clip load to the load of the weapon we switched to, if it's reloadable - if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars + default: + LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); + break; + case WS_INUSE: + case WS_RAISE: + break; + case WS_CLEAR: { - actor.clip_load = actor.(weapon_load[actor.switchweapon]); - actor.clip_size = newwep.reloading_ammo; + // end switching! + Weapon newwep = PS(actor).m_switchweapon; + PS(actor).m_switchingweapon = newwep; + + // the two weapon entities will notice this has changed and update their models + PS(actor).m_weapon = newwep; + actor.weaponname = newwep.mdl; + actor.bulletcounter = 0; + actor.ammo_field = newwep.ammo_field; + newwep.wr_setup(newwep); + this.state = WS_RAISE; + + // set our clip load to the load of the weapon we switched to, if it's reloadable + if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars + { + actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]); + actor.clip_size = newwep.reloading_ammo; + } + else + { + actor.clip_load = actor.clip_size = 0; + } + + weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); + break; } - else + case WS_DROP: { - actor.clip_load = actor.clip_size = 0; + // in dropping phase we can switch at any time + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; + break; } - - weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); - } - else if (actor.weaponentity[slot].state == WS_DROP) - { - // in dropping phase we can switch at any time - actor.switchingweapon = actor.switchweapon; - } - else if (actor.weaponentity[slot].state == WS_READY) - { - // start switching! - actor.switchingweapon = actor.switchweapon; - entity oldwep = get_weaponinfo(actor.weapon); - - // set up weapon switch think in the future, and start drop anim - if ( -#if INDEPENDENT_ATTACK_FINISHED - true -#else - ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5 -#endif - ) + case WS_READY: { - sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); - actor.weaponentity[slot].state = WS_DROP; - weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + // start switching! + PS(actor).m_switchingweapon = PS(actor).m_switchweapon; + entity oldwep = PS(actor).m_weapon; + + // set up weapon switch think in the future, and start drop anim + if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5) + { + sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); + this.state = WS_DROP; + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + } + break; } } } // LordHavoc: network timing test code // if (actor.button0) - // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n"); + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); - int w = actor.weapon; + Weapon w = PS(actor).m_weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high - int c = 0; - while (c < W_TICSPERFRAME) + for (int c = 0; c < W_TICSPERFRAME; ++c) { - c += 1; - if (w && !(actor.weapons & WepSet_FromWeapon(w))) + if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w))) { - if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w = 0; + if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w = WEP_Null; } v_forward = fo; @@ -796,7 +535,7 @@ void W_WeaponFrame(entity actor) bool block_weapon = false; { - bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle; + bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle; Weapon off = actor.offhand; if (off && !(actor.weapons & WEPSET(HOOK))) { @@ -804,38 +543,43 @@ void W_WeaponFrame(entity actor) } else { - if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon( - WEP_HOOK.m_id); + if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed)); - h.wr_think(h, actor, 0, block_weapon ? 1 : 0); + block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); + h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } + v_forward = fo; + v_right = ri; + v_up = up; + if (!block_weapon) { - if (w) + Weapon e = PS(actor).m_weapon; + TC(Weapon, e); + if (w != WEP_Null) { - Weapon e = get_weaponinfo(actor.weapon); - e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } - else + else if (e) { - Weapon w = get_weaponinfo(actor.weapon); - w.wr_gonethink(w); + e.wr_gonethink(e); } } - if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink) + if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink) { - if (actor.weapon_think) + if (this.weapon_think) { v_forward = fo; v_right = ri; v_up = up; - Weapon wpn = get_weaponinfo(actor.weapon); - actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = PS(actor).m_weapon; + this.weapon_think(wpn, actor, weaponentity, + PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } else { @@ -847,12 +591,15 @@ void W_WeaponFrame(entity actor) void W_AttachToShotorg(entity actor, entity flash, vector offset) { - int slot = 0; + .entity weaponentity = weaponentities[0]; flash.owner = actor; flash.angles_z = random() * 360; - if (gettagindex(actor.weaponentity[slot], "shot")) setattachment(flash, actor.weaponentity[slot], "shot"); - else setattachment(flash, actor.weaponentity[slot], "tag_shot"); + entity view = actor.(weaponentity); + entity exterior = actor.exteriorweaponentity; + + if (gettagindex(view, "shot")) setattachment(flash, view, "shot"); + else setattachment(flash, view, "tag_shot"); setorigin(flash, offset); entity xflash = spawn(); @@ -860,29 +607,22 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset) flash.viewmodelforclient = actor; - if (actor.weaponentity[slot].oldorigin.x > 0) + if (view.oldorigin.x > 0) { - setattachment(xflash, actor.exteriorweaponentity, ""); - setorigin(xflash, actor.weaponentity[slot].oldorigin + offset); + setattachment(xflash, exterior, ""); + setorigin(xflash, view.oldorigin + offset); } else { - if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot"); - else setattachment(xflash, actor.exteriorweaponentity, "tag_shot"); + if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot"); + else setattachment(xflash, exterior, "tag_shot"); setorigin(xflash, offset); } } void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) { - if (cvar("g_overkill")) - { - if (actor.ok_use_ammocharge) - { - ok_DecreaseCharge(actor, actor.weapon); - return; // TODO - } - } + if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return; if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; @@ -890,7 +630,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) if (wep.reloading_ammo) { actor.clip_load -= ammo_use; - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; } else if (wep.ammo_field != ammo_none) { @@ -916,7 +656,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) .float reload_complain; .string reload_sound; -void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire) +void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire) { // finish the reloading process, and do the ammo transfer @@ -934,7 +674,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire) actor.clip_load += load; actor.(actor.ammo_field) -= load; } - actor.(weapon_load[actor.weapon]) = actor.clip_load; + actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.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, @@ -942,24 +682,24 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire) // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; - Weapon wpn = get_weaponinfo(actor.weapon); - w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id); + w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } -void W_Reload(entity actor, float sent_ammo_min, string sent_sound) +void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) { - int slot = 0; + TC(Sound, sent_sound); + .entity weaponentity = weaponentities[0]; // set global values to work with - entity e = get_weaponinfo(actor.weapon); + Weapon e = PS(actor).m_weapon; - if (cvar("g_overkill")) - if (actor.ok_use_ammocharge) return; - // TODO + if (MUTATOR_CALLHOOK(W_Reload, actor)) return; actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; actor.reload_time = e.reloading_time; - actor.reload_sound = sent_sound; + if (actor.reload_sound) strunzone(actor.reload_sound); + actor.reload_sound = strzone(Sound_fixpath(sent_sound)); // don't reload weapons that don't have the RELOADABLE flag if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) @@ -985,12 +725,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) 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", WEP_NAME(actor.weapon), "\n")); + sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).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 - Weapon w = get_weaponinfo(actor.weapon); - if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) + Weapon w = PS(actor).m_weapon; + if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); @@ -1000,12 +740,13 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) } } - if (actor.weaponentity[slot]) + entity this = actor.(weaponentity); + if (this) { - if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return; + if (this.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! - actor.weaponentity[slot].state = WS_READY; + this.state = WS_READY; } // now begin the reloading process @@ -1018,16 +759,16 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1; - weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady); + weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady); if (actor.clip_load < 0) actor.clip_load = 0; actor.old_clip_load = actor.clip_load; - actor.clip_load = actor.(weapon_load[actor.weapon]) = -1; + 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) { - Weapon w = get_weaponinfo(weapon_type); + Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - WITH(entity, self, player, w.event(w)); + WITHSELF(player, w.event(w)); }