]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index f9f89a73fa6ec8a5da6bf70d62227079c8569d5d..6949035771def8d53ad46eddd5885735e02081e0 100644 (file)
@@ -675,6 +675,8 @@ float Item_GiveTo(entity item, entity player)
        float _switchweapon;
        float pickedup;
 
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
        // if nothing happens to player, just return without taking the item
        pickedup = false;
        _switchweapon = false;
@@ -682,10 +684,10 @@ float Item_GiveTo(entity item, entity player)
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
        if (player.autoswitch)
-       if (PS(player).m_switchweapon == w_getbestweapon(player))
+       if (player.(weaponentity).m_switchweapon == w_getbestweapon(player))
                _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
+       if (!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
                _switchweapon = true;
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -760,13 +762,13 @@ LABEL(skip)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
                return 1;
        }
 
        if (_switchweapon)
-               if (PS(player).m_switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+               if (player.(weaponentity).m_switchweapon != w_getbestweapon(player))
+                       W_SwitchWeapon_Force(player, w_getbestweapon(player), weaponentity);
 
        return 1;
 }
@@ -1653,9 +1655,11 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        got = 0;
 
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
        _switchweapon = false;
        if (e.autoswitch)
-               if (PS(e).m_switchweapon == w_getbestweapon(e))
+               if (e.(weaponentity).m_switchweapon == w_getbestweapon(e))
                        _switchweapon = true;
 
        e.strength_finished = max(0, e.strength_finished - time);
@@ -1821,10 +1825,10 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
+       if (!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
                _switchweapon = true;
        if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+               W_SwitchWeapon_Force(e, w_getbestweapon(e), weaponentity);
 
        return got;
 }