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=db5f9fe9013e4c827c3eed571c560d235556bd88;hb=4ee2807b2d8f808928ef14b3e814945b3edb4350;hpb=537313c9e52ce93b28ad6580b76e92d99f0a9d93 diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index db5f9fe901..13f32ee14d 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; } @@ -55,24 +54,23 @@ vector CL_Weapon_GetShotOrg(int wpn) CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; CL_WeaponEntity_SetModel(e, "", false); - remove(e); + 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(this.owner)) @@ -107,13 +105,12 @@ 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(this.owner)) @@ -168,10 +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]) { @@ -179,7 +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); @@ -210,7 +207,6 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary) { - SELFPARAM(); if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); @@ -218,8 +214,12 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary 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 @@ -303,7 +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"); @@ -361,7 +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) @@ -390,7 +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 ; @@ -407,18 +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(Player actor) +void W_WeaponFrame(Player actor, .entity weaponentity) { TC(Player, actor); TC(PlayerState, PS(actor)); - .entity weaponentity = weaponentities[0]; // TODO: unhardcode entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; @@ -456,7 +459,7 @@ void W_WeaponFrame(Player 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: @@ -472,7 +475,7 @@ void W_WeaponFrame(Player 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 @@ -567,7 +570,7 @@ void W_WeaponFrame(Player actor) } else if (e) { - e.wr_gonethink(e); + e.wr_gonethink(e, actor, weaponentity); } } @@ -590,9 +593,8 @@ void W_WeaponFrame(Player 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; @@ -687,10 +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, Sound sent_sound) +void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound) { TC(Sound, sent_sound); - .entity weaponentity = weaponentities[0]; // set global values to work with Weapon e = PS(actor).m_weapon; @@ -767,9 +768,9 @@ void W_Reload(entity actor, float sent_ammo_min, Sound 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; - WITHSELF(player, w.event(w)); + w.event(w, player); }