#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);
-}
-
.int state;
.float weapon_frametime;
}
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func);
+void weapon_thinkf(entity actor, int slot, float fr, float t,
+ void(Weapon thiswep, entity actor, int slot, int fire) func);
-float CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient()
{
SELFPARAM();
- self.viewmodelforclient = self.owner;
- if (IS_SPEC(other))
- if (other.enemy == self.owner) self.viewmodelforclient = other;
+ this.viewmodelforclient = this.owner;
+ if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
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:
-// self.origin, self.angles
-// self.weaponentity
-// self.movedir, self.view_ofs
-// attachment stuff
-// anim stuff
-// to free:
-// call again with ""
-// remove the ent
-void CL_WeaponEntity_SetModel(string name)
-{
- SELFPARAM();
- float v_shot_idx;
- if (name != "")
- {
- // if there is a child entity, hide it until we're sure we use it
- if (self.weaponentity) self.weaponentity.model = "";
- _setmodel(self, W_Model(strcat("v_", name, ".md3")));
- v_shot_idx = gettagindex(self, "shot"); // used later
- if (!v_shot_idx) v_shot_idx = gettagindex(self, "tag_shot");
-
- _setmodel(self, W_Model(strcat("h_", name, ".iqm")));
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
- self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
- self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
- self.anim_reload = animfixfps(self, '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(self, "weapon"))
- {
- if (!self.weaponentity) self.weaponentity = spawn();
- _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
- setattachment(self.weaponentity, self, "weapon");
- }
- else if (gettagindex(self, "tag_weapon"))
- {
- if (!self.weaponentity) self.weaponentity = spawn();
- _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
- setattachment(self.weaponentity, self, "tag_weapon");
- }
- else
- {
- if (self.weaponentity) remove(self.weaponentity);
- self.weaponentity = world;
- }
-
- setorigin(self, '0 0 0');
- self.angles = '0 0 0';
- self.frame = 0;
- self.viewmodelforclient = world;
-
- float idx;
-
- if (v_shot_idx) // v_ model attached to invisible h_ model
- {
- self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
- }
- else
- {
- idx = gettagindex(self, "shot");
- if (!idx) idx = gettagindex(self, "tag_shot");
- if (idx)
- {
- self.movedir = gettaginfo(self, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", self.model,
- " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
- self.movedir = '0 0 0';
- }
- }
-
- if (self.weaponentity) // v_ model attached to invisible h_ model
- {
- idx = gettagindex(self.weaponentity, "shell");
- if (!idx) idx = gettagindex(self.weaponentity, "tag_shell");
- if (idx) self.spawnorigin = gettaginfo(self.weaponentity, idx);
- }
- else
- {
- idx = 0;
- }
- if (!idx)
- {
- idx = gettagindex(self, "shell");
- if (!idx) idx = gettagindex(self, "tag_shell");
- if (idx)
- {
- self.spawnorigin = gettaginfo(self, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", self.model,
- " does not support the 'shell' tag, will display casings wrong\n");
- self.spawnorigin = self.movedir;
- }
- }
-
- if (v_shot_idx)
- {
- self.oldorigin = '0 0 0'; // use regular attachment
- }
- else
- {
- if (self.weaponentity)
- {
- idx = gettagindex(self, "weapon");
- if (!idx) idx = gettagindex(self, "tag_weapon");
- }
- else
- {
- idx = gettagindex(self, "handle");
- if (!idx) idx = gettagindex(self, "tag_handle");
- }
- if (idx)
- {
- self.oldorigin = self.movedir - gettaginfo(self, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", self.model,
- " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
- self.oldorigin = '0 0 0'; // there is no way to recover from this
- }
- }
-
- self.viewmodelforclient = self.owner;
- }
- else
- {
- self.model = "";
- if (self.weaponentity) remove(self.weaponentity);
- self.weaponentity = world;
- self.movedir = '0 0 0';
- self.spawnorigin = '0 0 0';
- self.oldorigin = '0 0 0';
- self.anim_fire1 = '0 1 0.01';
- self.anim_fire2 = '0 1 0.01';
- self.anim_idle = '0 1 0.01';
- self.anim_reload = '0 1 0.01';
- }
-
- self.view_ofs = '0 0 0';
-
- if (self.movedir.x >= 0)
- {
- vector v0;
- v0 = self.movedir;
- self.movedir = shotorg_adjust(v0, false, false, self.owner.cvar_cl_gunalign);
- self.view_ofs = shotorg_adjust(v0, false, true, self.owner.cvar_cl_gunalign) - v0;
- }
- self.owner.stat_shotorg = compressShotOrigin(self.movedir);
- self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
-
- self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
-
- // check if an instant weapon switch occurred
- setorigin(self, self.view_ofs);
- // reset animstate now
- self.wframe = WFRAME_IDLE;
- setanim(self, self.anim_idle, true, false, true);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
+vector CL_Weapon_GetShotOrg(int wpn)
{
- SELFPARAM();
entity wi = get_weaponinfo(wpn);
- setself(spawn());
- CL_WeaponEntity_SetModel(wi.mdl);
- vector ret = self.movedir;
- CL_WeaponEntity_SetModel("");
- remove(self);
- setself(this);
+ entity e = spawn();
+ CL_WeaponEntity_SetModel(e, wi.mdl);
+ vector ret = e.movedir;
+ CL_WeaponEntity_SetModel(e, "");
+ remove(e);
return ret;
}
void CL_Weaponentity_Think()
{
SELFPARAM();
- int tb;
- self.nextthink = time;
- if (intermission_running) self.frame = self.anim_idle.x;
- if (self.owner.weaponentity != self)
- {
- if (self.weaponentity) remove(self.weaponentity);
- remove(self);
+ this.nextthink = time;
+ if (intermission_running) this.frame = this.anim_idle.x;
+ int slot = 0; // TODO: unhardcode
+ if (this.owner.weaponentity[slot] != this)
+ {
+ // owner has new gun; remove self
+ if (this.weaponchild) remove(this.weaponchild);
+ remove(this);
return;
}
- if (self.owner.deadflag != DEAD_NO)
+ if (this.owner.deadflag != DEAD_NO)
{
- self.model = "";
- if (self.weaponentity) self.weaponentity.model = "";
+ // owner died; disappear
+ this.model = "";
+ if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex
- || self.deadflag != self.owner.deadflag)
+ if (this.weaponname != this.owner.weaponname
+ || this.dmg != this.owner.modelindex
+ || this.deadflag != this.owner.deadflag)
{
- self.weaponname = self.owner.weaponname;
- self.dmg = self.owner.modelindex;
- self.deadflag = self.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(self.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname);
}
- tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
- self.effects = self.owner.effects & EFMASK_CHEAP;
- self.effects &= ~EF_LOWPRECISION;
- self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
- self.effects &= ~EF_TELEPORT_BIT;
- self.effects &= ~EF_RESTARTANIM_BIT;
- self.effects |= tb;
-
- if (self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha;
- else if (self.owner.alpha != 0) self.alpha = self.owner.alpha;
- else self.alpha = 1;
-
- self.glowmod = self.owner.weaponentity_glowmod;
- self.colormap = self.owner.colormap;
- if (self.weaponentity)
+ int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
+ this.effects = this.owner.effects
+ & EFMASK_CHEAP
+ & ~(
+ EF_LOWPRECISION
+ | EF_FULLBRIGHT // can mask team color, so get rid of it
+ | EF_TELEPORT_BIT
+ | EF_RESTARTANIM_BIT
+ )
+ | tb
+ // TODO: don't render this entity at all
+ | EF_NODRAW;
+
+ 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;
+
+ this.glowmod = this.owner.weaponentity_glowmod;
+ this.colormap = this.owner.colormap;
+ if (this.weaponchild)
{
- self.weaponentity.effects = self.effects;
- self.weaponentity.alpha = self.alpha;
- self.weaponentity.colormap = self.colormap;
- self.weaponentity.glowmod = self.glowmod;
+ this.weaponchild.effects = this.effects;
+ this.weaponchild.alpha = this.alpha;
+ this.weaponchild.colormap = this.colormap;
+ this.weaponchild.glowmod = this.glowmod;
}
- self.angles = '0 0 0';
+ this.angles = '0 0 0';
- float f = (self.owner.weapon_nextthink - time);
- if (self.state == WS_RAISE && !intermission_running)
+ float f = this.owner.weapon_nextthink - time;
+ if (this.state == WS_RAISE && !intermission_running)
{
- entity newwep = get_weaponinfo(self.owner.switchweapon);
+ entity newwep = get_weaponinfo(this.owner.switchweapon);
f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- self.angles_x = -90 * f * f;
+ this.angles_x = -90 * f * f;
}
- else if (self.state == WS_DROP && !intermission_running)
+ else if (this.state == WS_DROP && !intermission_running)
{
- entity oldwep = get_weaponinfo(self.owner.weapon);
+ entity oldwep = get_weaponinfo(this.owner.weapon);
f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- self.angles_x = -90 * f * f;
+ this.angles_x = -90 * f * f;
}
- else if (self.state == WS_CLEAR)
+ else if (this.state == WS_CLEAR)
{
f = 1;
- self.angles_x = -90 * f * f;
+ this.angles_x = -90 * f * f;
}
}
void CL_ExteriorWeaponentity_Think()
{
SELFPARAM();
- float tag_found;
- self.nextthink = time;
- if (self.owner.exteriorweaponentity != self)
+ this.nextthink = time;
+ if (this.owner.exteriorweaponentity != this)
{
- remove(self);
+ remove(this);
return;
}
- if (self.owner.deadflag != DEAD_NO)
+ if (this.owner.deadflag != DEAD_NO)
{
- self.model = "";
+ this.model = "";
return;
}
- if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex
- || self.deadflag != self.owner.deadflag)
+ if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
+ || this.deadflag != this.owner.deadflag)
{
- self.weaponname = self.owner.weaponname;
- self.dmg = self.owner.modelindex;
- self.deadflag = self.owner.deadflag;
- if (self.owner.weaponname != "") _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
- else self.model = "";
+ 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")));
+ else this.model = "";
- if ((tag_found = gettagindex(self.owner, "tag_weapon")))
+ int tag_found;
+ if ((tag_found = gettagindex(this.owner, "tag_weapon")))
{
- self.tag_index = tag_found;
- self.tag_entity = self.owner;
+ this.tag_index = tag_found;
+ this.tag_entity = this.owner;
}
else
{
- setattachment(self, self.owner, "bip01 r hand");
+ setattachment(this, this.owner, "bip01 r hand");
}
}
- self.effects = self.owner.effects;
- self.effects |= EF_LOWPRECISION;
- self.effects = self.effects & EFMASK_CHEAP; // eat performance
- if (self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha;
- else if (self.owner.alpha != 0) self.alpha = self.owner.alpha;
- else self.alpha = 1;
+ this.effects = this.owner.effects;
+ this.effects |= EF_LOWPRECISION;
+ this.effects = this.effects & EFMASK_CHEAP; // eat performance
+ 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;
- self.glowmod = self.owner.weaponentity_glowmod;
- self.colormap = self.owner.colormap;
+ this.glowmod = this.owner.weaponentity_glowmod;
+ this.colormap = this.owner.colormap;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e)
+void CL_SpawnWeaponentity(entity actor, int slot)
{
- entity view = e.weaponentity = spawn();
- view.classname = "weaponentity";
+ entity view = actor.weaponentity[slot] = 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.nextthink = time;
+ view.viewmodelforclient = actor;
+ view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+
+ if (slot == 0)
+ {
+ entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
+ exterior.solid = SOLID_NOT;
+ exterior.owner = actor;
+ setorigin(exterior, '0 0 0');
+ exterior.think = CL_ExteriorWeaponentity_Think;
+ exterior.nextthink = time;
- entity exterior = e.exteriorweaponentity = spawn();
- exterior.classname = "exteriorweaponentity";
- exterior.solid = SOLID_NOT;
- exterior.exteriorweaponentity = exterior;
- exterior.owner = e;
- setorigin(exterior, '0 0 0');
- exterior.angles = '0 0 0';
- exterior.think = CL_ExteriorWeaponentity_Think;
- exterior.nextthink = time;
-
- CSQCMODEL_AUTOINIT(exterior);
+ CSQCMODEL_AUTOINIT(exterior);
+ }
}
// Weapon subs
-void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void w_clear(Weapon thiswep, entity actor, int slot, int fire)
{
if (actor.weapon != -1)
{
actor.weapon = 0;
actor.switchingweapon = 0;
}
- if (actor.weaponentity)
+ if (actor.weaponentity[slot])
{
- actor.weaponentity.state = WS_CLEAR;
- actor.weaponentity.effects = 0;
+ actor.weaponentity[slot].state = WS_CLEAR;
+ actor.weaponentity[slot].effects = 0;
}
}
-void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void w_ready(Weapon thiswep, entity actor, int slot, int fire)
{
- if (actor.weaponentity) actor.weaponentity.state = WS_READY;
- weapon_thinkf(actor, WFRAME_IDLE, 1000000, w_ready);
+ if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
+ weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
}
.float prevdryfire;
.float prevwarntime;
-bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondary)
+bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
{
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
- entity mine;
- if (actor.weapon == WEP_MINE_LAYER.m_id)
- for (mine = world; (mine = find(mine, classname, "mine")); )
+ if (thiswep == WEP_MINE_LAYER)
+ for (entity mine; (mine = find(mine, classname, "mine")); )
if (mine.owner == actor) return false;
- if (actor.weapon == WEP_SHOTGUN.m_id)
- if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;
- // no clicking, just allow
+ if (thiswep == WEP_SHOTGUN)
+ if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (actor.weapon == actor.switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == get_weaponinfo(actor.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;
// check if the other firing mode has enough ammo
bool ammo_other = false;
- if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
- else WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
+ if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
+ else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
actor,
MSG_MULTI,
ITEM_WEAPON_PRIMORSEC,
- actor.weapon,
+ thiswep.m_id,
secondary,
(1 - secondary)
);
return false;
}
+
.float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
{
if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
if (attacktime >= 0)
{
// don't fire if previous attack is not finished
- if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5) return false;
+ if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
// don't fire while changing weapon
- if (actor.weaponentity.state != WS_READY) return false;
+ if (actor.weaponentity[slot].state != WS_READY) return false;
}
return true;
}
-void weapon_prepareattack_do(entity actor, bool secondary, float attacktime)
+
+void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
{
- actor.weaponentity.state = WS_INUSE;
+ actor.weaponentity[slot].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)
{
- if (ATTACK_FINISHED(actor) < time - actor.weapon_frametime * 1.5)
+ if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
{
- ATTACK_FINISHED(actor) = time;
+ ATTACK_FINISHED(actor, slot) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
- ATTACK_FINISHED(actor) = ATTACK_FINISHED(actor) + attacktime * W_WeaponRateFactor();
+ ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
}
actor.bulletcounter += 1;
- // dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n");
+ // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
}
-bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime)
+
+bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
{
- if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime))
+ if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
{
- weapon_prepareattack_do(actor, secondary, attacktime);
+ weapon_prepareattack_do(actor, slot, secondary, attacktime);
return true;
}
return false;
}
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func)
-{
- vector a;
- vector of, or, ou;
- float restartanim;
+void wframe_send(entity actor, vector a, bool restartanim);
+void weapon_thinkf(entity actor, int slot, float fr, float t,
+ void(Weapon thiswep, entity actor, int slot, int fire) func)
+{
+ bool restartanim;
if (fr == WFRAME_DONTCHANGE)
{
- fr = actor.weaponentity.wframe;
+ fr = actor.weaponentity[slot].wframe;
restartanim = false;
}
else if (fr == WFRAME_IDLE)
restartanim = true;
}
- of = v_forward;
- or = v_right;
- ou = v_up;
+ vector of = v_forward;
+ vector or = v_right;
+ vector ou = v_up;
- if (actor.weaponentity)
+ if (actor.weaponentity[slot])
{
- actor.weaponentity.wframe = fr;
- a = '0 0 0';
- if (fr == WFRAME_IDLE) a = actor.weaponentity.anim_idle;
- else if (fr == WFRAME_FIRE1) a = actor.weaponentity.anim_fire1;
- else if (fr == WFRAME_FIRE2) a = actor.weaponentity.anim_fire2;
+ 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.anim_reload;
+ a = actor.weaponentity[slot].anim_reload;
a.z *= g_weaponratefactor;
- setanim(actor.weaponentity, a, restartanim == false, restartanim, restartanim);
+ wframe_send(actor, a, restartanim);
}
v_forward = of;
v_right = or;
v_up = ou;
- if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity.state == WS_RAISE) backtrace(
+ if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
t *= W_WeaponRateFactor();
}
}
-float forbidWeaponUse(entity player)
+bool forbidWeaponUse(entity player)
{
- if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return 1;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return 1;
- if (player.player_blocked) return 1;
- if (player.frozen) return 1;
- if (player.weapon_blocked) return 1;
- return 0;
+ 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 (player.weapon_blocked) return true;
+ return false;
}
.bool hook_switchweapon;
void W_WeaponFrame(entity actor)
{
- vector fo, ri, up;
-
+ int slot = 0; // TODO: unhardcode
if (frametime) actor.weapon_frametime = frametime;
- if (!actor.weaponentity || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
if (forbidWeaponUse(actor))
{
- if (actor.weaponentity.state != WS_CLEAR)
+ if (actor.weaponentity[slot].state != WS_CLEAR)
{
Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+ w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
return;
}
}
{
actor.weapon = 0;
actor.switchingweapon = 0;
- actor.weaponentity.state = WS_CLEAR;
+ actor.weaponentity[slot].state = WS_CLEAR;
actor.weaponname = "";
// actor.items &= ~IT_AMMO;
return;
}
makevectors(actor.v_angle);
- fo = v_forward; // save them in case the weapon think functions change it
- ri = v_right;
- up = v_up;
+ vector fo = v_forward; // save them in case the weapon think functions change it
+ vector ri = v_right;
+ vector up = v_up;
// Change weapon
if (actor.weapon != actor.switchweapon)
{
- if (actor.weaponentity.state == WS_CLEAR)
+ if (actor.weaponentity[slot].state == WS_CLEAR)
{
// end switching!
actor.switchingweapon = actor.switchweapon;
actor.ammo_field = newwep.ammo_field;
Weapon w = get_weaponinfo(actor.switchweapon);
w.wr_setup(w);
- actor.weaponentity.state = WS_RAISE;
+ 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
actor.clip_load = actor.clip_size = 0;
}
- weapon_thinkf(actor, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
}
- else if (actor.weaponentity.state == WS_DROP)
+ 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.state == WS_READY)
+ 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
-#ifndef INDEPENDENT_ATTACK_FINISHED
- if (ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5)
- {
-#endif
- sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
- actor.weaponentity.state = WS_DROP;
- weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
-#ifndef INDEPENDENT_ATTACK_FINISHED
- }
+ if (
+#if INDEPENDENT_ATTACK_FINISHED
+ true
+#else
+ ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
#endif
+ )
+ {
+ 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);
+ }
}
}
// LordHavoc: network timing test code
// if (actor.button0)
- // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor)), " >= ", ftos(actor.weapon_nextthink), "\n");
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
- float w;
- w = actor.weapon;
+ int w = actor.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
- float c;
- c = 0;
+ int c = 0;
while (c < W_TICSPERFRAME)
{
- c = c + 1;
+ c += 1;
if (w && !(actor.weapons & WepSet_FromWeapon(w)))
{
if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
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, block_weapon, false);
+ h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
}
}
if (w)
{
Weapon e = get_weaponinfo(actor.weapon);
- e.wr_think(e, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+ e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
v_right = ri;
v_up = up;
Weapon wpn = get_weaponinfo(actor.weapon);
- actor.weapon_think(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+ actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
else
{
void W_AttachToShotorg(entity actor, entity flash, vector offset)
{
- entity xflash;
+ int slot = 0;
flash.owner = actor;
flash.angles_z = random() * 360;
- if (gettagindex(actor.weaponentity, "shot")) setattachment(flash, actor.weaponentity, "shot");
- else setattachment(flash, actor.weaponentity, "tag_shot");
+ entity view = actor.weaponentity[slot];
+ entity exterior = actor.exteriorweaponentity;
+
+ if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
+ else setattachment(flash, view, "tag_shot");
setorigin(flash, offset);
- xflash = spawn();
+ entity xflash = spawn();
copyentity(flash, xflash);
flash.viewmodelforclient = actor;
- if (actor.weaponentity.oldorigin.x > 0)
+ if (view.oldorigin.x > 0)
{
- setattachment(xflash, actor.exteriorweaponentity, "");
- setorigin(xflash, actor.weaponentity.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);
}
}
.float reload_complain;
.string reload_sound;
-void W_ReloadedAndReady(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
{
// finish the reloading process, and do the ammo transfer
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor) -= actor.reload_time - 1;
+ // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
Weapon wpn = get_weaponinfo(actor.weapon);
- w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+ w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
}
void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
{
+ int slot = 0;
// set global values to work with
- entity e;
- e = get_weaponinfo(actor.weapon);
+ entity e = get_weaponinfo(actor.weapon);
if (cvar("g_overkill"))
if (actor.ok_use_ammocharge) return;
}
}
- if (actor.weaponentity)
+ if (actor.weaponentity[slot])
{
- if (actor.weaponentity.wframe == WFRAME_RELOAD) return;
+ if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
// allow switching away while reloading, but this will cause a new reload!
- actor.weaponentity.state = WS_READY;
+ actor.weaponentity[slot].state = WS_READY;
}
// now begin the reloading process
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// so your weapon is disabled for a few seconds without reason
- // ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1;
+ // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
- weapon_thinkf(actor, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
if (actor.clip_load < 0) actor.clip_load = 0;
actor.old_clip_load = actor.clip_load;
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
- SELFPARAM();
- setself(player);
- weapon_dropevent_item = weapon_item;
Weapon w = get_weaponinfo(weapon_type);
- w.event(w);
- setself(this);
+ weapon_dropevent_item = weapon_item;
+ WITH(entity, self, player, w.event(w));
}