X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=c0d302e2232123e9e3c049eed1965f27d750cf7b;hb=275cead32998c415fff49383920c26e21de48662;hp=fded1d7b478345df64353e196968e8a208646462;hpb=a7bdc71738ce2bcabf678c3c78d45baf928d4261;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index fded1d7b4..c0d302e22 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -3,15 +3,16 @@ #include "selection.qh" #include "../command/common.qh" -#include "../mutators/all.qh" +#include "../mutators/_mod.qh" #include "../round_handler.qh" #include #include #include -#include +#include +#include #include #include -#include +#include #include #include @@ -21,7 +22,9 @@ float W_WeaponRateFactor(entity this) { - float t = 1.0 / g_weaponratefactor; + float t = 1; + if(g_weaponratefactor > 0) + t = 1.0 / g_weaponratefactor; MUTATOR_CALLHOOK(WeaponRateFactor, t, this); t = M_ARGV(0, float); @@ -54,7 +57,7 @@ vector CL_Weapon_GetShotOrg(int wpn) CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; CL_WeaponEntity_SetModel(e, "", false); - remove(e); + delete(e); return ret; } @@ -69,8 +72,8 @@ void CL_Weaponentity_Think(entity this) if (this.owner.(weaponentity) != this) { // owner has new gun; remove old one - if (this.weaponchild) remove(this.weaponchild); - remove(this); + if (this.weaponchild) delete(this.weaponchild); + delete(this); return; } if (IS_DEAD(this.owner)) @@ -110,7 +113,7 @@ void CL_ExteriorWeaponentity_Think(entity this) this.nextthink = time; if (this.owner.exteriorweaponentity != this) { - remove(this); + delete(this); return; } if (IS_DEAD(this.owner)) @@ -150,7 +153,7 @@ void CL_ExteriorWeaponentity_Think(entity this) else this.alpha = 1; Weapon wep = PS(this.owner).m_weapon; - if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); @@ -215,10 +218,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) { - FOREACH_ENTITY_ENT(owner, actor, + IL_EACH(g_mines, it.owner == actor, { - if(it.classname != "mine") continue; - if(it.owner == actor) return false; + return false; }); } @@ -391,7 +393,9 @@ 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 ; @@ -408,18 +412,19 @@ 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; + if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true; return false; } .bool hook_switchweapon; -void W_WeaponFrame(Player actor) +void W_WeaponFrame(Player actor, .entity weaponentity) { TC(Player, actor); TC(PlayerState, PS(actor)); - .entity weaponentity = weaponentities[0]; // TODO: unhardcode entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; @@ -457,7 +462,7 @@ void W_WeaponFrame(Player actor) switch (this.state) { default: - LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); + LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state); break; case WS_INUSE: case WS_RAISE: @@ -568,7 +573,7 @@ void W_WeaponFrame(Player actor) } else if (e) { - e.wr_gonethink(e, actor); + e.wr_gonethink(e, actor, weaponentity); } } @@ -591,9 +596,8 @@ void W_WeaponFrame(Player actor) } } -void W_AttachToShotorg(entity actor, entity flash, vector offset) +void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset) { - .entity weaponentity = weaponentities[0]; flash.owner = actor; flash.angles_z = random() * 360; @@ -688,10 +692,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int 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, Sound sent_sound) +void W_Reload(entity actor, .entity weaponentity, 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;