X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=7c8061e94e02d24cfd2e08510983296e89ea0ee1;hb=a4bcbda7a1eb2367fae1c2514d474d426803a673;hp=d58e19148ca4872ca9df61eab68a64c6ef1e2b16;hpb=f41d9f31538bef0259d2b2c74536bb977901f99d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index d58e19148..7c8061e94 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -9,41 +9,41 @@ #include #include #include -#include +#include #include #include +#include #include .int state; .float weapon_frametime; -float W_WeaponRateFactor() +float W_WeaponRateFactor(entity this) { float t = 1.0 / g_weaponratefactor; - MUTATOR_CALLHOOK(WeaponRateFactor, t); - t = weapon_rate; + MUTATOR_CALLHOOK(WeaponRateFactor, t, this); + t = M_ARGV(0, float); return t; } -float W_WeaponSpeedFactor() +float W_WeaponSpeedFactor(entity this) { float t = 1.0 * g_weaponspeedfactor; - MUTATOR_CALLHOOK(WeaponSpeedFactor, t); - t = ret_float; + MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this); + t = M_ARGV(0, float); return t; } -bool CL_Weaponentity_CustomizeEntityForClient() +bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client) { - SELFPARAM(); this.viewmodelforclient = this.owner; - if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other; + if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client; return true; } @@ -51,9 +51,9 @@ vector CL_Weapon_GetShotOrg(int wpn) { entity wi = Weapons_from(wpn); entity e = spawn(); - CL_WeaponEntity_SetModel(e, wi.mdl); + CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; - CL_WeaponEntity_SetModel(e, ""); + CL_WeaponEntity_SetModel(e, "", false); remove(e); return ret; } @@ -61,20 +61,19 @@ vector CL_Weapon_GetShotOrg(int wpn) ..entity weaponentity_fld; .float m_alpha; -void CL_Weaponentity_Think() +void CL_Weaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; .entity weaponentity = this.weaponentity_fld; if (this.owner.(weaponentity) != this) { - // owner has new gun; remove self + // owner has new gun; remove old one if (this.weaponchild) remove(this.weaponchild); remove(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { // owner died; disappear this.model = ""; @@ -90,7 +89,7 @@ void CL_Weaponentity_Think() this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - CL_WeaponEntity_SetModel(this, this.owner.weaponname); + CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); } this.alpha = -1; // TODO: don't render this entity at all @@ -106,16 +105,15 @@ void CL_Weaponentity_Think() } } -void CL_ExteriorWeaponentity_Think() +void CL_ExteriorWeaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (this.owner.exteriorweaponentity != this) { remove(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { this.model = ""; return; @@ -126,7 +124,11 @@ 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; @@ -147,7 +149,8 @@ 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); @@ -157,25 +160,23 @@ void CL_ExteriorWeaponentity_Think() void CL_SpawnWeaponentity(entity actor, .entity weaponentity) { entity view = actor.(weaponentity) = new(weaponentity); - make_pure(view); view.solid = SOLID_NOT; view.owner = actor; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); view.weaponentity_fld = weaponentity; - view.think = CL_Weaponentity_Think; + setthink(view, CL_Weaponentity_Think); view.nextthink = time; view.viewmodelforclient = actor; - view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; + setcefc(view, CL_Weaponentity_CustomizeEntityForClient); if (weaponentity == weaponentities[0]) { entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity); - make_pure(exterior); exterior.solid = SOLID_NOT; exterior.owner = actor; setorigin(exterior, '0 0 0'); - exterior.think = CL_ExteriorWeaponentity_Think; + setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); @@ -208,13 +209,18 @@ 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) - for (entity mine; (mine = find(mine, classname, "mine")); ) - if (mine.owner == actor) return false; + { + FOREACH_ENTITY_ENT(owner, actor, + { + if(it.classname != "mine") continue; + if(it.owner == actor) return false; + }); + } if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow @@ -227,8 +233,8 @@ 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) @@ -298,7 +304,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, ATTACK_FINISHED(actor, slot) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } - ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); } actor.bulletcounter += 1; // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); @@ -356,7 +362,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( 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(); + t *= W_WeaponRateFactor(actor); // VorteX: haste can be added here if (this.weapon_think == w_ready) @@ -385,7 +391,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN)) + bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI)); + bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC)); + int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT ; @@ -402,6 +410,7 @@ 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 (STAT(FROZEN, player)) return true; if (player.weapon_blocked) return true; return false; @@ -409,8 +418,10 @@ bool forbidWeaponUse(entity player) .bool hook_switchweapon; -void W_WeaponFrame(entity actor) +void W_WeaponFrame(Player actor) { + TC(Player, actor); + TC(PlayerState, PS(actor)); .entity weaponentity = weaponentities[0]; // TODO: unhardcode entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; @@ -423,7 +434,7 @@ void W_WeaponFrame(entity actor) if (actor.(weaponentity).state != WS_CLEAR) { Weapon wpn = PS(actor).m_weapon; - w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); return; } } @@ -465,7 +476,7 @@ void W_WeaponFrame(entity actor) actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; - newwep.wr_setup(newwep); + newwep.wr_setup(newwep, actor); this.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable @@ -510,17 +521,17 @@ void W_WeaponFrame(entity actor) // if (actor.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); - int w = PS(actor).m_weapon.m_id; + 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 for (int c = 0; c < W_TICSPERFRAME; ++c) { - if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w)))) + if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w))) { if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w = 0; + w = WEP_Null; } v_forward = fo; @@ -529,7 +540,7 @@ 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))) { @@ -538,10 +549,10 @@ void W_WeaponFrame(entity actor) else { if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK); + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed)); + block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } @@ -552,15 +563,15 @@ void W_WeaponFrame(entity actor) if (!block_weapon) { - if (w) + Weapon e = PS(actor).m_weapon; + TC(Weapon, e); + if (w != WEP_Null) { - Weapon e = PS(actor).m_weapon; - e.wr_think(e, actor, weaponentity, (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 = PS(actor).m_weapon; - w.wr_gonethink(w); + e.wr_gonethink(e, actor); } } @@ -573,7 +584,7 @@ void W_WeaponFrame(entity actor) v_up = up; Weapon wpn = PS(actor).m_weapon; this.weapon_think(wpn, actor, weaponentity, - (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } else { @@ -677,11 +688,12 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id); - w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + 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) { + TC(Sound, sent_sound); .entity weaponentity = weaponentities[0]; // set global values to work with Weapon e = PS(actor).m_weapon; @@ -691,7 +703,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) 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)) @@ -722,7 +735,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) } // switch away if the amount of ammo is not enough to keep using this weapon Weapon w = PS(actor).m_weapon; - if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) + if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); @@ -758,9 +771,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) 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) +void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item) { Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - WITH(entity, self, player, w.event(w)); + w.event(w, player); }