]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weapons.qc
Properly calculate falling damage based on player scale. Don't just offset the damage...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weapons.qc
index 3599e378cfc96669c282450dd2081844fd1d74a0..01ce3ea747d307ea154354b7a56228c25b1f1d3f 100644 (file)
@@ -311,10 +311,125 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        }\r
 };\r
 \r
+.float display_setup;\r
+void W_DisplayDigitThink()\r
+{\r
+       self.nextthink = time;\r
+       float w_load, w_ammo;\r
+       w_load = self.owner.weapon_load[self.owner.weapon];\r
+       w_ammo = self.owner.(self.owner.current_ammo);\r
+\r
+       // the owner has switched to another weapon, remove the digits\r
+       if(!self.owner.display_setup || !self.owner.weapon || self.owner.deadflag != DEAD_NO)\r
+       {\r
+               self.nextthink = 0;\r
+               remove(self);\r
+               self = world;\r
+               return;\r
+       }\r
+\r
+       // copy all properties of the weapon to the digit\r
+       self.origin = self.weaponentity.origin;\r
+       self.angles = self.weaponentity.angles;\r
+       self.scale = self.weaponentity.scale;\r
+       self.effects = self.weaponentity.effects;\r
+       self.alpha = self.weaponentity.alpha;\r
+       self.colormap = self.weaponentity.colormap;\r
+       self.colormod = self.weaponentity.colormod; // used by the regurgitating colors\r
+       self.glowmod = self.weaponentity.glowmod;\r
+\r
+       string txt;\r
+       if(self.team) // weapon load display\r
+       {\r
+               if(w_load <= 0)\r
+               {\r
+                       self.skin = 11; // unavailable digit\r
+                       return;\r
+               }\r
+               else\r
+               {\r
+                       txt = ftos(floor(w_load));\r
+                       txt = substring(txt, self.cnt - 1, 1);\r
+               }\r
+\r
+               entity e;\r
+               e = get_weaponinfo(self.owner.weapon);\r
+               if(self.owner.weapon_load[self.owner.weapon] <= cvar(strcat("g_gundisplay_warn_weapon_", e.netname)))\r
+               {\r
+                       // in warning mode, only keep red color\r
+                       if(!self.colormod)\r
+                               self.colormod = '1 1 1';\r
+                       self.colormod_y = 0;\r
+                       self.colormod_z = 0;\r
+               }\r
+       }\r
+       else // ammo display\r
+       {\r
+               txt = ftos(floor(w_ammo));\r
+               txt = substring(txt, self.cnt - 1, 1);\r
+\r
+               if(w_ammo <= cvar(strcat("g_gundisplay_warn_ammo_", Item_CounterFieldName(W_AmmoItemCode(self.owner.weapon)))))\r
+               {\r
+                       // in warning mode, only keep red color\r
+                       if(!self.colormod)\r
+                               self.colormod = '1 1 1';\r
+                       self.colormod_y = 0;\r
+                       self.colormod_z = 0;\r
+               }\r
+       }\r
+\r
+       if((!txt || txt == ""))\r
+               self.skin = 10; // empty digit\r
+       else\r
+               self.skin = stof(txt);\r
+}\r
+\r
+void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
+{\r
+       entity digit, e;\r
+       digit = spawn();\r
+       digit.owner = own;\r
+       //digit.weapon = own.weapon;\r
+       digit.team = load;\r
+       digit.cnt = num;\r
+       e = get_weaponinfo(own.weapon);\r
+\r
+       if(exterior) // exterior weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               setattachment(digit, digit.owner, "bip01 r hand");\r
+               digit.weaponentity = digit.owner.exteriorweaponentity;\r
+       }\r
+       else // view weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               // TODO: Does this work with self-animated weapons too?\r
+               if(gettagindex(digit.owner.weaponentity, "weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "weapon");\r
+               else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "tag_weapon");\r
+               digit.weaponentity = digit.owner.weaponentity;\r
+       }\r
+\r
+       if(load)\r
+       {\r
+               // weapon load digit\r
+               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
+       }\r
+       else\r
+       {\r
+               // ammo count digit\r
+               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
+       }\r
+       digit.think = W_DisplayDigitThink;\r
+       digit.nextthink = time;\r
+}\r
+\r
 // Bringed back weapon frame\r
 void W_WeaponFrame()\r
 {\r
        vector fo, ri, up;\r
+       entity e;\r
 \r
        if (frametime)\r
                self.weapon_frametime = frametime;\r
@@ -339,6 +454,31 @@ void W_WeaponFrame()
        ri = v_right;\r
        up = v_up;\r
 \r
+       // setup weapon display digits\r
+       if(self.weapon != self.switchweapon || self.classname != "player")\r
+               self.display_setup = FALSE;\r
+       else if(!self.display_setup)\r
+       {\r
+               if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)\r
+               {\r
+                       float i;\r
+                       e = get_weaponinfo(self.weapon);\r
+\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model\r
+                               W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model\r
+                       }\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model\r
+                               W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model\r
+                       }\r
+\r
+                       self.display_setup = TRUE;\r
+               }\r
+       }\r
+\r
        // Change weapon\r
        if (self.weapon != self.switchweapon)\r
        {\r
@@ -349,7 +489,6 @@ void W_WeaponFrame()
                        weapon_action(self.switchweapon, WR_SETUP);\r
 \r
                        // set our clip load to the load of the weapon we switched to, if it's reloadable\r
-                       entity e;\r
                        e = get_weaponinfo(self.switchweapon);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
                        {\r