]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 3b8047efa19184abedfa0da26394ec0fdb0797f9..6139f2879cbf8e04718e18f7fc7848710c654532 100644 (file)
@@ -8,12 +8,14 @@
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
+#include <common/net_linked.qh>
 #include <common/monsters/_mod.qh>
 #include <common/notifications/all.qh>
 #include <common/util.qh>
 #include <common/weapons/_all.qh>
 #include <common/state.qh>
 #include <lib/csqcmodel/sv_model.qh>
+#include <common/wepent.qh>
 
 .int state;
 
@@ -60,7 +62,6 @@ vector CL_Weapon_GetShotOrg(int wpn)
        return ret;
 }
 
-..entity weaponentity_fld;
 .float m_alpha;
 .string w_weaponname;
 .int w_dmg;
@@ -108,15 +109,13 @@ void CL_Weaponentity_Think(entity this)
                this.weaponchild.alpha = this.alpha;
                this.weaponchild.effects = this.effects;
        }
-
-       wepent_update(this);
 }
 
 void CL_ExteriorWeaponentity_Think(entity this)
 {
        this.nextthink = time;
        .entity weaponentity = this.weaponentity_fld;
-       entity wepent = this.owner.(weaponentity);
+       entity w_ent = this.owner.(weaponentity);
        if (this.owner.exteriorweaponentity != this)
        {
                delete(this);
@@ -127,15 +126,15 @@ void CL_ExteriorWeaponentity_Think(entity this)
                this.model = "";
                return;
        }
-       if (this.weaponname != wepent.weaponname || this.dmg != wepent.modelindex
-           || this.deadflag != wepent.deadflag)
+       if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
+           || this.deadflag != w_ent.deadflag)
        {
-               this.weaponname = wepent.weaponname;
-               this.dmg = wepent.modelindex;
-               this.deadflag = wepent.deadflag;
-               if (wepent.weaponname != "")
+               this.weaponname = w_ent.weaponname;
+               this.dmg = w_ent.modelindex;
+               this.deadflag = w_ent.deadflag;
+               if (w_ent.weaponname != "")
                {
-                       _setmodel(this, W_Model(strcat("v_", wepent.weaponname, ".md3")));
+                       _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
                        setsize(this, '0 0 0', '0 0 0');
                }
                else this.model = "";
@@ -159,7 +158,7 @@ void CL_ExteriorWeaponentity_Think(entity this)
        else this.alpha = 1;
 
     Weapon wep = this.owner.(weaponentity).m_weapon;
-       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -181,7 +180,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 
        wepent_link(view);
 
-       if (weaponentity == weaponentities[0])
+       if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
@@ -221,13 +220,13 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 {
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
-       else ammo = thiswep.wr_checkammo1(thiswep, actor);
+       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
+       else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
        {
-               IL_EACH(g_mines, it.owner == actor,
+               IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
                {
                        return false;
                });
@@ -244,8 +243,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
-       else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
+       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
+       else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -290,7 +289,7 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
        {
                int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
-               if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
+               if (ATTACK_FINISHED(actor, slot) > 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;
@@ -310,14 +309,14 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
        if (attacktime >= 0)
        {
                int slot = weaponslot(weaponentity);
-               if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
+               if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
                {
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
                ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
-       actor.bulletcounter += 1;
+       this.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
 }
 
@@ -381,8 +380,8 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
                this.weapon_nextthink = time;
                // dprint("started firing at ", ftos(time), "\n");
        }
-       if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
-           || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
+       if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
+           || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
        {
                this.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
@@ -401,8 +400,8 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               bool primary_melee = boolean(fr == WFRAME_FIRE1 && (actor.(weaponentity).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
-               bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (actor.(weaponentity).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+               bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+               bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
                int act = (primary_melee || secondary_melee)
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
@@ -434,14 +433,14 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
     TC(Player, actor);
     TC(PlayerState, PS(actor));
        entity this = actor.(weaponentity);
-       if (frametime) actor.weapon_frametime = frametime;
+       if (frametime) this.weapon_frametime = frametime;
 
        if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
 
 
        if (forbidWeaponUse(actor))
        {
-               if (actor.(weaponentity).state != WS_CLEAR)
+               if (this.state != WS_CLEAR)
                {
                        Weapon wpn = this.m_weapon;
                        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
@@ -484,20 +483,19 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                // the two weapon entities will notice this has changed and update their models
                                this.m_weapon = newwep;
                                this.weaponname = newwep.mdl;
-                               actor.bulletcounter = 0;
-                               actor.ammo_field = newwep.ammo_field;
-                               newwep.wr_setup(newwep, actor);
+                               this.bulletcounter = 0;
+                               newwep.wr_setup(newwep, actor, weaponentity);
                                this.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.(weapon_load[this.m_switchweapon.m_id]);
-                                       actor.clip_size = newwep.reloading_ammo;
+                                       this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
+                                       this.clip_size = newwep.reloading_ammo;
                                }
                                else
                                {
-                                       actor.clip_load = actor.clip_size = 0;
+                                       this.clip_load = this.clip_size = 0;
                                }
 
                                weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
@@ -516,7 +514,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                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 + actor.weapon_frametime * 0.5)
+                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
                                {
                                        sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
                                        this.state = WS_DROP;
@@ -540,7 +538,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        {
                if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
                {
-                       if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+                       if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w = WEP_Null;
                }
 
@@ -585,7 +583,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                        }
                }
 
-               if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
+               if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
                {
                        if (this.weapon_think)
                        {
@@ -636,15 +634,15 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
 {
-       if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
+       if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
 
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if (wep.reloading_ammo)
        {
-               actor.clip_load -= ammo_use;
-               actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.clip_load;
+               actor.(weaponentity).clip_load -= ammo_use;
+               actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@ -674,29 +672,30 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 {
        // finish the reloading process, and do the ammo transfer
 
-       actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       Weapon wpn = actor.(weaponentity).m_weapon;
+
+       actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
 
        // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
-       if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+       if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
        {
-               actor.clip_load = actor.reload_ammo_amount;
+               actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
        }
        else
        {
                // make sure we don't add more ammo than we have
-               float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
-               actor.clip_load += load;
-               actor.(actor.ammo_field) -= load;
+               float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field));
+               actor.(weaponentity).clip_load += load;
+               actor.(wpn.ammo_field) -= load;
        }
-       actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.clip_load;
+       actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
 
        // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
        // 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) -= actor.reload_time - 1;
+       // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
 
-       Weapon wpn = Weapons_from(actor.(weaponentity).m_weapon.m_id);
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
@@ -708,9 +707,9 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 
        if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
-       actor.reload_ammo_min = sent_ammo_min;
-       actor.reload_ammo_amount = e.reloading_ammo;
-       actor.reload_time = e.reloading_time;
+       actor.(weaponentity).reload_ammo_min = sent_ammo_min;
+       actor.(weaponentity).reload_ammo_amount = e.reloading_ammo;
+       actor.(weaponentity).reload_time = e.reloading_time;
        if (actor.reload_sound) strunzone(actor.reload_sound);
        actor.reload_sound = strzone(Sound_fixpath(sent_sound));
 
@@ -723,15 +722,15 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        }
 
        // return if reloading is disabled for this weapon
-       if (!actor.reload_ammo_amount) return;
+       if (!actor.(weaponentity).reload_ammo_amount) return;
 
        // our weapon is fully loaded, no need to reload
-       if (actor.clip_load >= actor.reload_ammo_amount) return;
+       if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if (actor.ammo_field != ammo_none)
+       if (e.ammo_field != ammo_none)
        {
-               if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
+               if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min)
                {
                        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                        {
@@ -742,10 +741,9 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
-                               Weapon w = actor.(weaponentity).m_weapon;
-                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
+                               if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
                                {
-                                       actor.clip_load = -1;  // reload later
+                                       actor.(weaponentity).clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor, weaponentity);
                                }
                                return;
@@ -770,18 +768,18 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        // 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)) + actor.reload_time + 1;
+       // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1;
 
-       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
 
-       if (actor.clip_load < 0) actor.clip_load = 0;
-       actor.old_clip_load = actor.clip_load;
-       actor.clip_load = actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+       if (this.clip_load < 0) this.clip_load = 0;
+       this.old_clip_load = this.clip_load;
+       this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
 }
 
-void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
 {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       w.event(w, player);
+       w.event(w, player, weaponentity);
 }