X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qc;h=d7d8fc9c1fbd6b5a854751aed15452ec00585234;hp=d0cb0a82780d26177e41c54633c2b3147be52615;hb=87bec07409c336c956a798556064c6819ad40a4d;hpb=7bcb3a89b3271e018da4d92437dc5ba125ea8698 diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index d0cb0a827..d7d8fc9c1 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -3,10 +3,13 @@ #include "weaponsystem.qh" #include #include +#include #include #include -#include +#include +#include #include +#include // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type) @@ -20,15 +23,13 @@ void Send_WeaponComplain(entity e, float wpn, float type) void Weapon_whereis(Weapon this, entity cl) { if (!autocvar_g_showweaponspawns) return; - for (entity it = NULL; (it = findfloat(it, weapon, this.m_id)); ) + IL_EACH(g_items, it.weapon == this.m_id, { if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2) continue; - if (!(it.flags & FL_ITEM)) - continue; entity wp = WaypointSprite_Spawn( WP_Weapon, - 1, 0, + -2, 0, NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2, cl, 0, NULL, enemy, @@ -36,45 +37,45 @@ void Weapon_whereis(Weapon this, entity cl) RADARICON_NONE ); wp.wp_extra = this.m_id; - } + }); } -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain) { float f = 0; - if (time < cl.hasweapon_complain_spam) + if (time < this.hasweapon_complain_spam) complain = 0; // ignore hook button when using other offhand equipment - if (cl.offhand != OFFHAND_HOOK) - if (wpn == WEP_HOOK && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + if (this.offhand != OFFHAND_HOOK) + if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) complain = 0; if (complain) - cl.hasweapon_complain_spam = time + 0.2; + this.hasweapon_complain_spam = time + 0.2; if (wpn == WEP_Null) { if (complain) - sprint(cl, "Invalid weapon\n"); + sprint(this, "Invalid weapon\n"); return false; } - if (cl.weapons & WepSet_FromWeapon(wpn)) + if (this.weapons & WepSet_FromWeapon(wpn)) { if (andammo) { - if(cl.items & IT_UNLIMITED_WEAPON_AMMO) + if(this.items & IT_UNLIMITED_WEAPON_AMMO) { f = 1; } else { - WITH(entity, self, cl, f = wpn.wr_checkammo1(wpn) + wpn.wr_checkammo2(wpn)); + f = wpn.wr_checkammo1(wpn, this, weaponentity) + wpn.wr_checkammo2(wpn, this, weaponentity); // always allow selecting the Mine Layer if we placed mines, so that we can detonate them if(wpn == WEP_MINE_LAYER) - FOREACH_ENTITY_CLASS("mine", it.owner == cl, + IL_EACH(g_mines, it.owner == this && it.weaponentity_fld == weaponentity, { f = 1; break; // no need to continue @@ -83,10 +84,10 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) if (!f) { if (complain) - if(IS_REAL_CLIENT(cl)) + if(IS_REAL_CLIENT(this)) { - play2(cl, SND(UNAVAILABLE)); - Send_WeaponComplain (cl, wpn.m_id, 0); + play2(this, SND(UNAVAILABLE)); + Send_WeaponComplain (this, wpn.m_id, 0); } return false; } @@ -99,21 +100,29 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) // Report Proper Weapon Status / Modified Weapon Ownership Message if (weaponsInMap & WepSet_FromWeapon(wpn)) { - Send_WeaponComplain(cl, wpn.m_id, 1); - Weapon_whereis(wpn, cl); + Send_WeaponComplain(this, wpn.m_id, 1); + if(autocvar_g_showweaponspawns < 3) + Weapon_whereis(wpn, this); + else + { + FOREACH(Weapons, it.impulse == wpn.impulse, + { + Weapon_whereis(it, this); + }); + } } else { - Send_WeaponComplain (cl, wpn.m_id, 2); + Send_WeaponComplain (this, wpn.m_id, 2); } - play2(cl, SND(UNAVAILABLE)); + play2(this, SND(UNAVAILABLE)); } return false; } -float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) -{SELFPARAM(); +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity) +{ // We cannot tokenize in this function, as GiveItems calls this // function. Thus we must use car/cdr. float weaponwant, first_valid, prev_valid, switchtonext, switchtolast; @@ -123,10 +132,10 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa float weaponcur; entity wep; - if(skipmissing || pl.selectweapon == 0) - weaponcur = PS(pl).m_switchweapon.m_id; + if(skipmissing || this.(weaponentity).selectweapon == 0) + weaponcur = this.(weaponentity).m_switchweapon.m_id; else - weaponcur = pl.selectweapon; + weaponcur = this.(weaponentity).selectweapon; if(dir == 0) switchtonext = 1; @@ -147,19 +156,19 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(pl.weapons & wepset)) + if(!(this.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; ++c; - if(!skipmissing || client_hasweapon(pl, wep, true, false)) + if(!skipmissing || client_hasweapon(this, wep, weaponentity, true, false)) { if(switchtonext) return weaponwant; @@ -187,8 +196,8 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa // complain (but only for one weapon on the button that has been pressed) if(complain) { - self.weaponcomplainindex += 1; - c = (self.weaponcomplainindex % c) + 1; + this.weaponcomplainindex += 1; + c = (this.weaponcomplainindex % c) + 1; rest = weaponorder; while(rest != "") { @@ -203,12 +212,12 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(pl.weapons & wepset)) + if(!(this.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; @@ -216,7 +225,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa --c; if(c == 0) { - client_hasweapon(pl, wep, true, true); + client_hasweapon(this, wep, weaponentity, true, true); break; } } @@ -224,93 +233,94 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa return 0; } -void W_SwitchWeapon_Force(entity e, Weapon wep) +void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity) { - e.cnt = PS(e).m_switchweapon.m_id; - PS(e).m_switchweapon = wep; - e.selectweapon = wep.m_id; + TC(Weapon, wep); + this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id; + this.(weaponentity).m_switchweapon = wep; + this.(weaponentity).selectweapon = wep.m_id; } // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity pl) +void W_SwitchToOtherWeapon(entity this, .entity weaponentity) { // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) Weapon ww; - WepSet set = WepSet_FromWeapon(PS(pl).m_weapon); - if (pl.weapons & set) + WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon); + if (this.weapons & set) { - pl.weapons &= ~set; - ww = w_getbestweapon(pl); - pl.weapons |= set; + this.weapons &= ~set; + ww = w_getbestweapon(this, weaponentity); + this.weapons |= set; } else { - ww = w_getbestweapon(pl); + ww = w_getbestweapon(this, weaponentity); } if (ww == WEP_Null) return; - W_SwitchWeapon_Force(pl, ww); + W_SwitchWeapon_Force(this, ww, weaponentity); } -void W_SwitchWeapon(Weapon w) -{SELFPARAM(); - if (PS(self).m_switchweapon != w) +void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity) +{ + if(this.(weaponentity).m_switchweapon != w) { - if (client_hasweapon(self, w, true, true)) - W_SwitchWeapon_Force(self, w); + if(client_hasweapon(this, w, weaponentity, true, true)) + W_SwitchWeapon_Force(this, w, weaponentity); else - self.selectweapon = w.m_id; // update selectweapon ANYWAY + this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway } - else if(!forbidWeaponUse(self)) { + else if(!forbidWeaponUse(this)) + { entity actor = this; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode w.wr_reload(w, actor, weaponentity); } } -void W_CycleWeapon(string weaponorder, float dir) -{SELFPARAM(); +void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity) +{ float w; - w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true); + w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity); if(w > 0) - W_SwitchWeapon(Weapons_from(w)); + W_SwitchWeapon(this, Weapons_from(w), weaponentity); } -void W_NextWeaponOnImpulse(float imp) -{SELFPARAM(); +void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity) +{ float w; - w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); + w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity); if(w > 0) - W_SwitchWeapon(Weapons_from(w)); + W_SwitchWeapon(this, Weapons_from(w), weaponentity); } // next weapon -void W_NextWeapon(float list) -{SELFPARAM(); +void W_NextWeapon(entity this, int list, .entity weaponentity) +{ if(list == 0) - W_CycleWeapon(weaponorder_byid, -1); + W_CycleWeapon(this, weaponorder_byid, -1, weaponentity); else if(list == 1) - W_CycleWeapon(self.weaponorder_byimpulse, -1); + W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity); else if(list == 2) - W_CycleWeapon(self.cvar_cl_weaponpriority, -1); + W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity); } // prev weapon -void W_PreviousWeapon(float list) -{SELFPARAM(); +void W_PreviousWeapon(entity this, float list, .entity weaponentity) +{ if(list == 0) - W_CycleWeapon(weaponorder_byid, +1); + W_CycleWeapon(this, weaponorder_byid, +1, weaponentity); else if(list == 1) - W_CycleWeapon(self.weaponorder_byimpulse, +1); + W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity); else if(list == 2) - W_CycleWeapon(self.cvar_cl_weaponpriority, +1); + W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity); } // previously used if exists and has ammo, (second) best otherwise -void W_LastWeapon(entity this) +void W_LastWeapon(entity this, .entity weaponentity) { - Weapon wep = Weapons_from(this.cnt); - if (client_hasweapon(this, wep, true, false)) - W_SwitchWeapon(wep); + Weapon wep = Weapons_from(this.(weaponentity).cnt); + if (client_hasweapon(this, wep, weaponentity, true, false)) + W_SwitchWeapon(this, wep, weaponentity); else - W_SwitchToOtherWeapon(this); + W_SwitchToOtherWeapon(this, weaponentity); }