X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=6139f2879cbf8e04718e18f7fc7848710c654532;hp=32e9a5670299b9dc00de52256f5081c3b77d49ca;hb=87bec07409c336c956a798556064c6819ad40a4d;hpb=c6ebaefab2aca7df4648dac3ccdd4b52de45d0ed diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 32e9a5670..6139f2879 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -3,17 +3,19 @@ #include "selection.qh" #include "../command/common.qh" -#include "../mutators/all.qh" +#include "../mutators/_mod.qh" #include "../round_handler.qh" #include #include #include -#include +#include +#include #include #include -#include +#include #include #include +#include .int state; @@ -21,7 +23,9 @@ float W_WeaponRateFactor(entity this) { - float t = 1.0 / g_weaponratefactor; + float t = 1; + if(g_weaponratefactor > 0) + t = 1.0 / g_weaponratefactor; MUTATOR_CALLHOOK(WeaponRateFactor, t, this); t = M_ARGV(0, float); @@ -54,12 +58,14 @@ 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; +.string w_weaponname; +.int w_dmg; +.int w_deadflag; void CL_Weaponentity_Think(entity this) { @@ -69,8 +75,8 @@ void CL_Weaponentity_Think(entity this) if (this.owner.(weaponentity) != this) { // owner has new gun; remove old one - if (this.weaponchild) remove(this.weaponchild); - remove(this); + if (this.weaponchild) delete(this.weaponchild); + delete(this); return; } if (IS_DEAD(this.owner)) @@ -80,16 +86,16 @@ void CL_Weaponentity_Think(entity this) if (this.weaponchild) this.weaponchild.model = ""; return; } - if (this.weaponname != this.owner.weaponname - || this.dmg != this.owner.modelindex - || this.deadflag != this.owner.deadflag) + if (this.w_weaponname != this.weaponname + || this.w_dmg != this.modelindex + || this.w_deadflag != this.deadflag) { // owner changed weapons; update appearance - this.weaponname = this.owner.weaponname; - this.dmg = this.owner.modelindex; - this.deadflag = this.owner.deadflag; + this.w_weaponname = this.weaponname; + this.w_dmg = this.modelindex; + this.w_deadflag = this.deadflag; - CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); + CL_WeaponEntity_SetModel(this, this.weaponname, true); } this.alpha = -1; // TODO: don't render this entity at all @@ -108,9 +114,11 @@ void CL_Weaponentity_Think(entity this) void CL_ExteriorWeaponentity_Think(entity this) { this.nextthink = time; + .entity weaponentity = this.weaponentity_fld; + entity w_ent = this.owner.(weaponentity); if (this.owner.exteriorweaponentity != this) { - remove(this); + delete(this); return; } if (IS_DEAD(this.owner)) @@ -118,15 +126,15 @@ void CL_ExteriorWeaponentity_Think(entity this) this.model = ""; return; } - if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex - || this.deadflag != this.owner.deadflag) + if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex + || this.deadflag != w_ent.deadflag) { - this.weaponname = this.owner.weaponname; - this.dmg = this.owner.modelindex; - this.deadflag = this.owner.deadflag; - if (this.owner.weaponname != "") + this.weaponname = w_ent.weaponname; + this.dmg = w_ent.modelindex; + this.deadflag = w_ent.deadflag; + if (w_ent.weaponname != "") { - _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); + _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3"))); setsize(this, '0 0 0', '0 0 0'); } else this.model = ""; @@ -149,8 +157,8 @@ void CL_ExteriorWeaponentity_Think(entity this) else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; else this.alpha = 1; - Weapon wep = PS(this.owner).m_weapon; - if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); + Weapon wep = this.owner.(weaponentity).m_weapon; + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity)); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); @@ -170,11 +178,14 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) view.viewmodelforclient = actor; setcefc(view, CL_Weaponentity_CustomizeEntityForClient); - if (weaponentity == weaponentities[0]) + wepent_link(view); + + if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much { entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity); exterior.solid = SOLID_NOT; exterior.owner = actor; + exterior.weaponentity_fld = weaponentity; setorigin(exterior, '0 0 0'); setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; @@ -186,8 +197,8 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) // Weapon subs void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - PS(actor).m_weapon = WEP_Null; - PS(actor).m_switchingweapon = WEP_Null; + actor.(weaponentity).m_weapon = WEP_Null; + actor.(weaponentity).m_switchingweapon = WEP_Null; entity this = actor.(weaponentity); if (this) { @@ -205,27 +216,26 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) .float prevdryfire; .float prevwarntime; -bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary) +bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity) { if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; - if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); - else ammo = thiswep.wr_checkammo1(thiswep, actor); + if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity); + else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity); if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) { - FOREACH_ENTITY_ENT(owner, actor, + IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity, { - if(it.classname != "mine") continue; - if(it.owner == actor) return false; + return false; }); } if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow - if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons + if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; @@ -233,8 +243,8 @@ 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) ammo_other = thiswep.wr_checkammo1(thiswep, actor); - else ammo_other = thiswep.wr_checkammo2(thiswep, actor); + if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity); + else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity); if (ammo_other) { if (time - actor.prevwarntime > 1) @@ -253,7 +263,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary } else // this weapon is totally unable to fire, switch to another one { - W_SwitchToOtherWeapon(actor); + W_SwitchToOtherWeapon(actor, weaponentity); } return false; @@ -263,7 +273,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { if (actor.weaponentity == NULL) return true; - if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; + if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false; // if sv_ready_restart_after_countdown is set, don't allow the player to shoot // if all players readied up and the countdown is running @@ -273,13 +283,13 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti return false; // do not even think about shooting if switching - if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false; + if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false; if (attacktime >= 0) { int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished - if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false; + if (ATTACK_FINISHED(actor, slot) > 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; @@ -299,14 +309,14 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, if (attacktime >= 0) { int slot = weaponslot(weaponentity); - if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5) + if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5) { ATTACK_FINISHED(actor, slot) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); } - actor.bulletcounter += 1; + this.bulletcounter += 1; // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); } @@ -370,14 +380,13 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( this.weapon_nextthink = time; // dprint("started firing at ", ftos(time), "\n"); } - if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5 - || this.weapon_nextthink > time + actor.weapon_frametime * 1.5) + if (this.weapon_nextthink < time - this.weapon_frametime * 1.5 + || this.weapon_nextthink > time + this.weapon_frametime * 1.5) { this.weapon_nextthink = time; // dprint("reset weapon animation timer at ", ftos(time), "\n"); } this.weapon_nextthink += t; - if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink; this.weapon_think = func; // dprint("next ", ftos(this.weapon_nextthink), "\n"); @@ -391,7 +400,9 @@ 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 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI)); + bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC)); + int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT ; @@ -411,38 +422,38 @@ bool forbidWeaponUse(entity player) 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; + if (frametime) this.weapon_frametime = frametime; if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands if (forbidWeaponUse(actor)) { - if (actor.(weaponentity).state != WS_CLEAR) + if (this.state != WS_CLEAR) { - Weapon wpn = PS(actor).m_weapon; + Weapon wpn = this.m_weapon; w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); return; } } - if (PS(actor).m_switchweapon == WEP_Null) + if (this.m_switchweapon == WEP_Null) { - PS(actor).m_weapon = WEP_Null; - PS(actor).m_switchingweapon = WEP_Null; + this.m_weapon = WEP_Null; + this.m_switchingweapon = WEP_Null; this.state = WS_CLEAR; - actor.weaponname = ""; + this.weaponname = ""; // actor.items &= ~IT_AMMO; return; } @@ -453,12 +464,12 @@ void W_WeaponFrame(Player actor) vector up = v_up; // Change weapon - if (PS(actor).m_weapon != PS(actor).m_switchweapon) + if (this.m_weapon != this.m_switchweapon) { 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: @@ -466,26 +477,25 @@ void W_WeaponFrame(Player actor) case WS_CLEAR: { // end switching! - Weapon newwep = PS(actor).m_switchweapon; - PS(actor).m_switchingweapon = newwep; + Weapon newwep = this.m_switchweapon; + this.m_switchingweapon = newwep; // the two weapon entities will notice this has changed and update their models - PS(actor).m_weapon = newwep; - actor.weaponname = newwep.mdl; - actor.bulletcounter = 0; - actor.ammo_field = newwep.ammo_field; - newwep.wr_setup(newwep, actor); + this.m_weapon = newwep; + this.weaponname = newwep.mdl; + this.bulletcounter = 0; + newwep.wr_setup(newwep, actor, weaponentity); this.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars { - actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]); - actor.clip_size = newwep.reloading_ammo; + this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]); + this.clip_size = newwep.reloading_ammo; } else { - actor.clip_load = actor.clip_size = 0; + this.clip_load = this.clip_size = 0; } weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); @@ -494,17 +504,17 @@ void W_WeaponFrame(Player actor) case WS_DROP: { // in dropping phase we can switch at any time - PS(actor).m_switchingweapon = PS(actor).m_switchweapon; + this.m_switchingweapon = this.m_switchweapon; break; } case WS_READY: { // start switching! - PS(actor).m_switchingweapon = PS(actor).m_switchweapon; - entity oldwep = PS(actor).m_weapon; + this.m_switchingweapon = this.m_switchweapon; + 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 + actor.weapon_frametime * 0.5) + if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5) { sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); this.state = WS_DROP; @@ -519,7 +529,7 @@ void W_WeaponFrame(Player actor) // if (actor.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); - Weapon w = PS(actor).m_weapon; + Weapon w = this.m_weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the @@ -528,7 +538,7 @@ void W_WeaponFrame(Player actor) { if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w))) { - if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w = WEP_Null; } @@ -546,11 +556,11 @@ void W_WeaponFrame(Player actor) } else { - if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) - W_SwitchWeapon(actor, WEP_HOOK); + if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) + W_SwitchWeapon(actor, WEP_HOOK, weaponentity); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; - block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); + block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } @@ -561,7 +571,7 @@ void W_WeaponFrame(Player actor) if (!block_weapon) { - Weapon e = PS(actor).m_weapon; + Weapon e = this.m_weapon; TC(Weapon, e); if (w != WEP_Null) { @@ -569,18 +579,18 @@ void W_WeaponFrame(Player actor) } else if (e) { - e.wr_gonethink(e, actor); + e.wr_gonethink(e, actor, weaponentity); } } - if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink) + if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink) { if (this.weapon_think) { v_forward = fo; v_right = ri; v_up = up; - Weapon wpn = PS(actor).m_weapon; + Weapon wpn = this.m_weapon; this.weapon_think(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } @@ -592,9 +602,8 @@ 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; @@ -623,17 +632,17 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset) } } -void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) +void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity) { - if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return; + if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return; if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if (wep.reloading_ammo) { - actor.clip_load -= ammo_use; - actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; + actor.(weaponentity).clip_load -= ammo_use; + actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load; } else if (wep.ammo_field != ammo_none) { @@ -663,44 +672,44 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int { // finish the reloading process, and do the ammo transfer - actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading + Weapon wpn = actor.(weaponentity).m_weapon; + + actor.(weaponentity).clip_load = actor.(weaponentity).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 (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none) + if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none) { - actor.clip_load = actor.reload_ammo_amount; + actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount; } else { // make sure we don't add more ammo than we have - float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field)); - actor.clip_load += load; - actor.(actor.ammo_field) -= load; + float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field)); + actor.(weaponentity).clip_load += load; + actor.(wpn.ammo_field) -= load; } - actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; + actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load; // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // 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) -= actor.reload_time - 1; + // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1; - Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id); 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; + Weapon e = actor.(weaponentity).m_weapon; if (MUTATOR_CALLHOOK(W_Reload, actor)) return; - actor.reload_ammo_min = sent_ammo_min; - actor.reload_ammo_amount = e.reloading_ammo; - actor.reload_time = e.reloading_time; + actor.(weaponentity).reload_ammo_min = sent_ammo_min; + actor.(weaponentity).reload_ammo_amount = e.reloading_ammo; + actor.(weaponentity).reload_time = e.reloading_time; if (actor.reload_sound) strunzone(actor.reload_sound); actor.reload_sound = strzone(Sound_fixpath(sent_sound)); @@ -713,30 +722,29 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) } // return if reloading is disabled for this weapon - if (!actor.reload_ammo_amount) return; + if (!actor.(weaponentity).reload_ammo_amount) return; // our weapon is fully loaded, no need to reload - if (actor.clip_load >= actor.reload_ammo_amount) return; + if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return; // no ammo, so nothing to load - if (actor.ammo_field != ammo_none) + if (e.ammo_field != ammo_none) { - if (!actor.(actor.ammo_field) && actor.reload_ammo_min) + if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min) { if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { play2(actor, SND(UNAVAILABLE)); - sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n")); + sprint(actor, strcat("You don't have enough ammo to reload the ^2", actor.(weaponentity).m_weapon.m_name, "\n")); actor.reload_complain = time + 1; } // 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, actor) + w.wr_checkammo2(w, actor))) + if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity))) { - actor.clip_load = -1; // reload later - W_SwitchToOtherWeapon(actor); + actor.(weaponentity).clip_load = -1; // reload later + W_SwitchToOtherWeapon(actor, weaponentity); } return; } @@ -760,18 +768,18 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) // 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)) + actor.reload_time + 1; + // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1; - weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady); + weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady); - if (actor.clip_load < 0) actor.clip_load = 0; - actor.old_clip_load = actor.clip_load; - actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1; + if (this.clip_load < 0) this.clip_load = 0; + this.old_clip_load = this.clip_load; + this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1; } -void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item) +void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity) { Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; - w.event(w, player); + w.event(w, player, weaponentity); }