#include "../command/common.qh"
#include <server/mutators/_mod.qh>
#include "../round_handler.qh"
+#include <server/cheats.qh>
#include <server/resources.qh>
#include <common/t_items.qh>
#include <common/animdecide.qh>
setthink(view, CL_Weaponentity_Think);
view.nextthink = time;
view.viewmodelforclient = actor;
+ view.draggable = drag_undraggable;
setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
wepent_link(view);
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
exterior.owner = actor;
+ exterior.draggable = drag_undraggable;
exterior.weaponentity_fld = weaponentity;
setorigin(exterior, '0 0 0');
setthink(exterior, CL_ExteriorWeaponentity_Think);
if (attacktime >= 0)
{
- int slot = weaponslot(weaponentity);
// don't fire if previous attack is not finished
- if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
+ if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
entity this = actor.(weaponentity);
// don't fire while changing weapon
if (this.state != WS_READY) return false;
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
{
- int slot = weaponslot(weaponentity);
- if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
+ if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
{
- ATTACK_FINISHED(actor, slot) = time;
+ ATTACK_FINISHED(actor, weaponentity) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
- ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
+ float arate = W_WeaponRateFactor(actor);
+ ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
+
+ if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
+ {
+ int slot = weaponslot(weaponentity);
+ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
+ {
+ if(slot == wepslot)
+ continue;
+ .entity wepent = weaponentities[wepslot];
+ if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
+ {
+ if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
+ continue; // still cooling down!
+ if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
+ ATTACK_FINISHED(actor, wepent) = time;
+ ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
+ }
+ }
+ }
}
this.bulletcounter += 1;
- // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
+ // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
}
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
entity oldwep = this.m_weapon;
// set up weapon switch think in the future, and start drop anim
- if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
+ if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
{
sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
this.state = WS_DROP;
// LordHavoc: network timing test code
// if (actor.button0)
- // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
Weapon w = this.m_weapon;
{
backtrace(sprintf(
"W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
- "Please notify Samual immediately with a copy of this backtrace!\n",
+ "Please notify the developers immediately with a copy of this backtrace!\n",
ammo_use,
wep.netname,
GetAmmoPicture(wep.ammo_type),
// 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, slot) -= w_ent.reload_time - 1;
+ // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
// 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, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
+ // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);