]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'Mario/wepent_experimental' into Mario/wepent_experimental_2
authorMario <mario@smbclan.net>
Mon, 3 Oct 2016 07:32:14 +0000 (17:32 +1000)
committerMario <mario@smbclan.net>
Mon, 3 Oct 2016 07:32:14 +0000 (17:32 +1000)
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/server/weapons/weaponsystem.qc

index c1be1fe7659e8e1362d7261eb1d37911466c22b4..29e9c2a570cd50ca532b6bcccef2ce20760edae1 100644 (file)
@@ -228,11 +228,6 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
     }
 }
 
-METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
-
 METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // infinite ammo
index 703162fd847681f0e321baf22f01dcf8febe1feb..4010def843f9273fc4e5da3b183bfc76c1af610f 100644 (file)
@@ -406,10 +406,6 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
         }
     }
 }
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // infinite ammo
index 6fdedd0d1b273178b27371ddb8bdf2f04583462f..782cb0e3e8b34ba16be8c78304bb589af7fc5107 100644 (file)
@@ -372,10 +372,6 @@ METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this, .entity wea
     // always allow infinite ammo
     return true;
 }
-METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
 METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor))
 {
     actor.porto_current = NULL;
index 3dee669c41c4d7e0ce476b947270c98f0f21a560..26784db887baf085b01d138b5167c7509b4646ce 100644 (file)
@@ -281,10 +281,6 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
     }
 }
-METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
index b3cae67a6a995e4e59f91e53299b0e7bebe280d9..26025a0ca334e1128736ad8536c3974992044695 100644 (file)
@@ -398,7 +398,6 @@ METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int f
 
 METHOD(Tuba, wr_setup, void(Tuba this, entity actor))
 {
-       actor.ammo_field = ammo_none;
        actor.tuba_instrument = 0;
 }
 #endif
index c16371bea06a5d71a2dd3c518ae8f9b83edd3bb5..77595290bd1bd4ecd8fd5beeee3e44107815cd37 100644 (file)
@@ -436,7 +436,6 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
 }
 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
 {
-    actor.ammo_field = (thiswep.ammo_field);
     actor.vaporizer_lasthit = 0;
 }
 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
index f02c8f9814c29a25eff77ab163795cc357176d2a..01d5052988fe2c3968443388e7eec49a22a286d6 100644 (file)
@@ -484,7 +484,6 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                this.m_weapon = newwep;
                                this.weaponname = newwep.mdl;
                                this.bulletcounter = 0;
-                               actor.ammo_field = newwep.ammo_field;
                                newwep.wr_setup(newwep, actor);
                                this.state = WS_RAISE;
 
@@ -673,19 +672,21 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 {
        // finish the reloading process, and do the ammo transfer
 
+       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.(weaponentity).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.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
        }
        else
        {
                // make sure we don't add more ammo than we have
-               float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(actor.ammo_field));
+               float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field));
                actor.(weaponentity).clip_load += load;
-               actor.(actor.ammo_field) -= load;
+               actor.(wpn.ammo_field) -= load;
        }
        actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
 
@@ -695,7 +696,6 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
 
        // ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
 
-       Weapon wpn = Weapons_from(actor.(weaponentity).m_weapon.m_id);
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
@@ -728,9 +728,9 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        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.(weaponentity).reload_ammo_min)
+               if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min)
                {
                        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                        {
@@ -741,8 +741,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
-                               Weapon w = actor.(weaponentity).m_weapon;
-                               if (!(w.wr_checkammo1(w, actor, weaponentity) + w.wr_checkammo2(w, actor, weaponentity)))
+                               if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
                                {
                                        actor.(weaponentity).clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor, weaponentity);
@@ -771,11 +770,11 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
 
        // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1;
 
-       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.(weaponentity).reload_time, W_ReloadedAndReady);
+       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
 
        if (this.clip_load < 0) this.clip_load = 0;
        this.old_clip_load = this.clip_load;
-       this.clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+       this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
 }
 
 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)