]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Reduce name space of resource constants and variables (RESOURCE_* --> RES_*, resour...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 2017e65a760792fd3d8f0db24603729a139e4cc5..9c0c402e34722b1a03064d694a77cbf454c677b6 100644 (file)
@@ -5,6 +5,7 @@
 #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>
@@ -49,7 +50,7 @@ bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
        this.viewmodelforclient = this.owner;
        if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
-       return true;
+       return false;
 }
 
 vector CL_Weapon_GetShotOrg(int wpn)
@@ -178,6 +179,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
+       view.draggable = drag_undraggable;
        setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        wepent_link(view);
@@ -187,6 +189,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                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);
@@ -289,9 +292,8 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
 
        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;
@@ -310,16 +312,35 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
        // 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)
@@ -433,7 +454,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
        entity this = actor.(weaponentity);
        if (frametime) this.weapon_frametime = frametime;
 
-       if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
+       if (!this || GetResourceAmount(actor, RES_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
 
        int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
        int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
@@ -535,7 +556,7 @@ 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 + 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;
@@ -548,7 +569,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
 
        // 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;
 
@@ -671,14 +692,14 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti
                w_ent.clip_load -= ammo_use;
                w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
        }
-       else if (wep.ammo_type != RESOURCE_NONE)
+       else if (wep.ammo_type != RES_NONE)
        {
                float ammo = GetResourceAmount(actor, wep.ammo_type);
                if (ammo < ammo_use)
                {
                        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),
@@ -706,7 +727,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ent.clip_load = w_ent.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 (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
+       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
        {
                w_ent.clip_load = w_ent.reload_ammo_amount;
        }
@@ -724,7 +745,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        // 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));
 }
@@ -758,7 +779,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        if (this.clip_load >= this.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if (e.ammo_type != RESOURCE_NONE)
+       if (e.ammo_type != RES_NONE)
        {
                if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
                {
@@ -797,7 +818,7 @@ 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)) + 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);