]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make auto switch functional for both weapon slots
authorMario <mario@smbclan.net>
Sat, 1 Oct 2016 07:15:43 +0000 (17:15 +1000)
committerMario <mario@smbclan.net>
Sat, 1 Oct 2016 07:15:43 +0000 (17:15 +1000)
qcsrc/common/t_items.qc
qcsrc/server/miscfunctions.qc

index 3c80ae01b9ba3156c04c6128b8a2e78469e737f3..a9e3400b3cbc0f5bcb3fba4a8b8e4ee69afefa76 100644 (file)
@@ -672,23 +672,30 @@ LABEL(YEAH)
 
 float Item_GiveTo(entity item, entity player)
 {
-       float _switchweapon;
        float pickedup;
 
-       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-
        // if nothing happens to player, just return without taking the item
        pickedup = false;
-       _switchweapon = false;
+       int _switchweapon = 0;
        // in case the player has autoswitch enabled do the following:
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
-       if (player.autoswitch)
-       if (player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
-               _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
-               _switchweapon = true;
+       if(player.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       {
+                               if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+                                       _switchweapon |= BIT(slot);
+
+                               if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+                                       _switchweapon |= BIT(slot);
+                       }
+               }
+       }
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
        pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
@@ -711,7 +718,12 @@ float Item_GiveTo(entity item, entity player)
                        FOREACH(Weapons, it != WEP_Null, {
                                if(w & (it.m_wepset))
                                {
-                                       W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+                                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                                       {
+                                               .entity weaponentity = weaponentities[slot];
+                                               if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                                                       W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+                                       }
                                        W_GiveWeapon(player, it.m_id);
                                }
                        });
@@ -762,13 +774,25 @@ LABEL(skip)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+               }
                return 1;
        }
 
-       if (_switchweapon)
-               if (player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+       if(_switchweapon)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                       if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+                               W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+               }
+       }
 
        return 1;
 }
@@ -1647,7 +1671,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
 float GiveItems(entity e, float beginarg, float endarg)
 {
        float got, i, val, op;
-       float _switchweapon;
        string cmd;
 
        val = 999;
@@ -1655,12 +1678,18 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        got = 0;
 
-       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       int _switchweapon = 0;
 
-       _switchweapon = false;
-       if (e.autoswitch)
-               if (e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
-                       _switchweapon = true;
+       if(e.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+                               _switchweapon |= BIT(slot);
+               }
+       }
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
@@ -1825,10 +1854,23 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
-               _switchweapon = true;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+               if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+                       _switchweapon |= BIT(slot);
+       }
+
        if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+               }
+       }
 
        return got;
 }
index e8b32c8049692830571eae42d73e7e9cd1698cee..0237a75ad9c66668abe055948e8145c5a4f79e1e 100644 (file)
@@ -448,9 +448,15 @@ void GetCvars(entity this, int f)
        // fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
        if (f > 0)
        {
-               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if (s == "cl_weaponpriority")
-                       if (this.(weaponentity)) this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+               {
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               .entity weaponentity = weaponentities[slot];
+                               if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
+                                       this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+                       }
+               }
                if (s == "cl_allow_uidtracking")
                        PlayerStats_GameReport_AddPlayer(this);
        }