#include "selection.qh"
#include "../command/common.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
#include "../round_handler.qh"
#include <common/t_items.qh>
#include <common/animdecide.qh>
#include <common/monsters/all.qh>
#include <common/notifications/all.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
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;
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:
}
else if (e)
{
- e.wr_gonethink(e, actor);
+ e.wr_gonethink(e, actor, weaponentity);
}
}
}
}
-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;
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;