if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.w_weaponname != this.weaponname
- || this.w_dmg != this.modelindex
- || this.w_deadflag != this.deadflag)
+ if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
{
// owner changed weapons; update appearance
this.w_weaponname = this.weaponname;
this.model = "";
return;
}
- if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
- || this.deadflag != w_ent.deadflag)
+ if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
{
this.weaponname = w_ent.weaponname;
this.dmg = w_ent.modelindex;
else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
else this.alpha = 1;
- Weapon wep = this.owner.(weaponentity).m_weapon;
+ 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;
this.skin = w_ent.skin;
// spawning weaponentity for client
void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
- entity view = actor.(weaponentity) = new(weaponentity);
- view.solid = SOLID_NOT;
- view.owner = actor;
- setmodel(view, MDL_Null); // precision set when changed
- setorigin(view, '0 0 0');
- view.weaponentity_fld = weaponentity;
- setthink(view, CL_Weaponentity_Think);
- view.nextthink = time;
- view.viewmodelforclient = actor;
- view.draggable = drag_undraggable;
- setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
-
- wepent_link(view);
+ entity w_ent = actor.(weaponentity) = new(weaponentity);
+ w_ent.solid = SOLID_NOT;
+ w_ent.owner = actor;
+ setmodel(w_ent, MDL_Null); // precision set when changed
+ setorigin(w_ent, '0 0 0');
+ w_ent.weaponentity_fld = weaponentity;
+ setthink(w_ent, CL_Weaponentity_Think);
+ w_ent.nextthink = time;
+ w_ent.viewmodelforclient = actor;
+ w_ent.draggable = drag_undraggable;
+ setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
+
+ wepent_link(w_ent);
if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
{
// Weapon subs
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- actor.(weaponentity).m_weapon = WEP_Null;
- actor.(weaponentity).m_switchingweapon = WEP_Null;
- entity this = actor.(weaponentity);
- if (this)
+ entity w_ent = actor.(weaponentity);
+ if (w_ent)
{
- this.state = WS_CLEAR;
- this.effects = 0;
+ w_ent.m_weapon = WEP_Null;
+ w_ent.m_switchingweapon = WEP_Null;
+ w_ent.state = WS_CLEAR;
+ w_ent.effects = 0;
}
}
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- entity this = actor.(weaponentity);
- if (this) this.state = WS_READY;
+ entity w_ent = actor.(weaponentity);
+ if (w_ent) w_ent.state = WS_READY;
weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
}
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
- {
- Send_Notification(
- NOTIF_ONE,
- actor,
- MSG_MULTI,
- ITEM_WEAPON_PRIMORSEC,
- thiswep.m_id,
- secondary,
- (1 - secondary)
- );
- }
+ Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
actor.prevwarntime = time;
}
else // this weapon is totally unable to fire, switch to another one
restartanim = fr != WFRAME_IDLE;
}
- this.wframe = fr;
+ this.wframe = fr;
- 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?");
+ 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(actor);
this.weapon_nextthink = time;
// dprint("started firing at ", ftos(time), "\n");
}
- if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
- || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
+ float w_frametime_limit = this.weapon_frametime * 1.5;
+ if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
{
this.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\n");
{
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
- ;
+ int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
animdecide_setaction(actor, act, restartanim);
}
else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
flash.owner = actor;
flash.angles_z = random() * 360;
- entity view = actor.(weaponentity);
+ entity w_ent = actor.(weaponentity);
entity exterior = actor.exteriorweaponentity;
- if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
- else setattachment(flash, view, "tag_shot");
+ if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
+ else setattachment(flash, w_ent, "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
flash.viewmodelforclient = actor;
- if (view.oldorigin.x > 0)
+ if (w_ent.oldorigin.x > 0)
{
setattachment(xflash, exterior, "");
- setorigin(xflash, view.oldorigin + offset);
+ setorigin(xflash, w_ent.oldorigin + offset);
}
else
{
backtrace(sprintf(
"W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
"Please notify the developers immediately with a copy of this backtrace!\n",
- ammo_use,
- wep.netname,
- GetAmmoPicture(wep.ammo_type),
- actor.netname,
- ammo
- ));
+ ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), actor.netname, ammo));
}
SetResource(actor, wep.ammo_type, ammo - ammo_use);
}