]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Style: expand LAMBDA()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 2e0ee09bf8df718d593943e4a777f0b99d1627b5..f8949b15601919e1b863084a1e5653ab3f94d9c2 100644 (file)
@@ -70,7 +70,7 @@ vector CL_Weapon_GetShotOrg(int wpn)
 void CL_Weaponentity_Think(entity this)
 {
        this.nextthink = time;
-       if (gameover) this.frame = this.anim_idle.x;
+       if (game_stopped) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
@@ -393,10 +393,10 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if (this)
        {
-               FOREACH_CLIENT(true, LAMBDA(
+               FOREACH_CLIENT(true, {
                        if(it == actor || (IS_SPEC(it) && it.enemy == actor))
                                wframe_send(it, this, a, restartanim);
-               ));
+               });
        }
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
@@ -418,11 +418,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 bool forbidWeaponUse(entity player)
 {
        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 (gameover) return true;
+       if (game_stopped) return true;
        if (STAT(FROZEN, player)) return true;
-       if (player.weapon_blocked) return true;
        if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
        return false;
 }
@@ -438,13 +436,35 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
 
        if (!this || actor.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);
+
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+               button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
 
        if (forbidWeaponUse(actor))
        {
                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));
+                       w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
+                       return;
+               }
+       }
+
+       if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+       {
+               .entity wepe1 = weaponentities[0];
+               entity wep1 = actor.(wepe1);
+               this.m_switchweapon = wep1.m_switchweapon;
+               entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+               if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
+               {
+                       this.m_weapon = WEP_Null;
+                       this.m_switchingweapon = WEP_Null;
+                       this.m_switchweapon = WEP_Null;
+                       this.state = WS_CLEAR;
+                       this.weaponname = "";
                        return;
                }
        }
@@ -498,7 +518,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                        this.clip_load = this.clip_size = 0;
                                }
 
-                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+                               weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
                                break;
                        }
                        case WS_DROP:
@@ -549,6 +569,9 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                bool block_weapon = false;
                {
                        bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
+                       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+                               key_pressed = false;
+
                        Weapon off = actor.offhand;
                        if (off && !(actor.weapons & WEPSET(HOOK)))
                        {
@@ -560,7 +583,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                        W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
-                               block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+                               block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
                                h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
@@ -575,7 +598,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
             TC(Weapon, e);
                        if (w != WEP_Null)
                        {
-                               e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+                               e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
                        }
                        else if (e)
                        {
@@ -592,7 +615,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                v_up = up;
                                Weapon wpn = this.m_weapon;
                                this.weapon_think(wpn, actor, weaponentity,
-                                       PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+                                       button_atck | (button_atck2 << 1));
                        }
                        else
                        {