X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=13f32ee14d2a76e9cae1ec69dea3d01b3fa4c1e9;hp=12dcb45144d5a2a5d40662daefb77f5d2e9eef08;hb=f34fd47ee0a7f283ab60592a17399ec5a500416c;hpb=db2efd7cabe9d2eb3e09f330d9e5c8f951fbf194 diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 12dcb4514..13f32ee14 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -3,7 +3,7 @@ #include "selection.qh" #include "../command/common.qh" -#include "../mutators/all.qh" +#include "../mutators/_mod.qh" #include "../round_handler.qh" #include #include @@ -11,7 +11,7 @@ #include #include #include -#include +#include #include #include @@ -19,32 +19,31 @@ .float weapon_frametime; -float W_WeaponRateFactor() +float W_WeaponRateFactor(entity this) { float t = 1.0 / g_weaponratefactor; - MUTATOR_CALLHOOK(WeaponRateFactor, t); - t = weapon_rate; + MUTATOR_CALLHOOK(WeaponRateFactor, t, this); + t = M_ARGV(0, float); return t; } -float W_WeaponSpeedFactor() +float W_WeaponSpeedFactor(entity this) { float t = 1.0 * g_weaponspeedfactor; - MUTATOR_CALLHOOK(WeaponSpeedFactor, t); - t = ret_float; + MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this); + t = M_ARGV(0, float); return t; } -bool CL_Weaponentity_CustomizeEntityForClient() +bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client) { - SELFPARAM(); this.viewmodelforclient = this.owner; - if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other; + if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client; return true; } @@ -52,30 +51,29 @@ vector CL_Weapon_GetShotOrg(int wpn) { entity wi = Weapons_from(wpn); entity e = spawn(); - CL_WeaponEntity_SetModel(e, wi.mdl); + CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; - CL_WeaponEntity_SetModel(e, ""); - remove(e); + CL_WeaponEntity_SetModel(e, "", false); + delete(e); return ret; } ..entity weaponentity_fld; .float m_alpha; -void CL_Weaponentity_Think() +void CL_Weaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; .entity weaponentity = this.weaponentity_fld; if (this.owner.(weaponentity) != this) { - // owner has new gun; remove self - if (this.weaponchild) remove(this.weaponchild); - remove(this); + // owner has new gun; remove old one + if (this.weaponchild) delete(this.weaponchild); + delete(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { // owner died; disappear this.model = ""; @@ -91,7 +89,7 @@ void CL_Weaponentity_Think() this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; - CL_WeaponEntity_SetModel(this, this.owner.weaponname); + CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); } this.alpha = -1; // TODO: don't render this entity at all @@ -107,16 +105,15 @@ void CL_Weaponentity_Think() } } -void CL_ExteriorWeaponentity_Think() +void CL_ExteriorWeaponentity_Think(entity this) { - SELFPARAM(); this.nextthink = time; if (this.owner.exteriorweaponentity != this) { - remove(this); + delete(this); return; } - if (IS_DEAD(self.owner)) + if (IS_DEAD(this.owner)) { this.model = ""; return; @@ -152,7 +149,8 @@ void CL_ExteriorWeaponentity_Think() else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; else this.alpha = 1; - this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors); + Weapon wep = PS(this.owner).m_weapon; + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); @@ -167,10 +165,10 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); view.weaponentity_fld = weaponentity; - view.think = CL_Weaponentity_Think; + setthink(view, CL_Weaponentity_Think); view.nextthink = time; view.viewmodelforclient = actor; - view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; + setcefc(view, CL_Weaponentity_CustomizeEntityForClient); if (weaponentity == weaponentities[0]) { @@ -178,7 +176,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) exterior.solid = SOLID_NOT; exterior.owner = actor; setorigin(exterior, '0 0 0'); - exterior.think = CL_ExteriorWeaponentity_Think; + setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); @@ -211,13 +209,17 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary { if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; - if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep)); - else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep)); + if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); + else ammo = thiswep.wr_checkammo1(thiswep, actor); if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) - for (entity mine; (mine = find(mine, classname, "mine")); ) - if (mine.owner == actor) return false; + { + IL_EACH(g_mines, it.owner == actor, + { + return false; + }); + } if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow @@ -230,8 +232,8 @@ 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) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep)); - else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep)); + if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor); + else ammo_other = thiswep.wr_checkammo2(thiswep, actor); if (ammo_other) { if (time - actor.prevwarntime > 1) @@ -301,7 +303,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, ATTACK_FINISHED(actor, slot) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } - ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); } actor.bulletcounter += 1; // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); @@ -359,7 +361,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); - t *= W_WeaponRateFactor(); + t *= W_WeaponRateFactor(actor); // VorteX: haste can be added here if (this.weapon_think == w_ready) @@ -388,7 +390,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { - int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN)) + bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI)); + bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC)); + int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT ; @@ -405,16 +409,19 @@ 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 (STAT(FROZEN, player)) return true; if (player.weapon_blocked) return true; + if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true; return false; } .bool hook_switchweapon; -void W_WeaponFrame(entity actor) +void W_WeaponFrame(Player actor, .entity weaponentity) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + TC(Player, actor); + TC(PlayerState, PS(actor)); entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; @@ -452,7 +459,7 @@ void W_WeaponFrame(entity actor) switch (this.state) { default: - LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); + LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state); break; case WS_INUSE: case WS_RAISE: @@ -468,7 +475,7 @@ void W_WeaponFrame(entity actor) actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; - newwep.wr_setup(newwep); + newwep.wr_setup(newwep, actor); this.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable @@ -541,7 +548,7 @@ void W_WeaponFrame(entity actor) else { if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK); + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); @@ -556,13 +563,14 @@ void W_WeaponFrame(entity actor) if (!block_weapon) { Weapon e = PS(actor).m_weapon; + TC(Weapon, e); if (w != WEP_Null) { e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } - else + else if (e) { - e.wr_gonethink(e); + e.wr_gonethink(e, actor, weaponentity); } } @@ -585,9 +593,8 @@ void W_WeaponFrame(entity actor) } } -void W_AttachToShotorg(entity actor, entity flash, vector offset) +void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset) { - .entity weaponentity = weaponentities[0]; flash.owner = actor; flash.angles_z = random() * 360; @@ -682,9 +689,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } -void W_Reload(entity actor, float sent_ammo_min, string sent_sound) +void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound) { - .entity weaponentity = weaponentities[0]; + TC(Sound, sent_sound); // set global values to work with Weapon e = PS(actor).m_weapon; @@ -693,7 +700,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; actor.reload_time = e.reloading_time; - actor.reload_sound = sent_sound; + if (actor.reload_sound) strunzone(actor.reload_sound); + actor.reload_sound = strzone(Sound_fixpath(sent_sound)); // don't reload weapons that don't have the RELOADABLE flag if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) @@ -724,7 +732,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) } // switch away if the amount of ammo is not enough to keep using this weapon Weapon w = PS(actor).m_weapon; - if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) + if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); @@ -760,9 +768,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1; } -void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item) +void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item) { Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - WITH(entity, self, player, w.event(w)); + w.event(w, player); }