From: Samual Lenks Date: Mon, 1 Jul 2013 19:48:35 +0000 (-0400) Subject: Remove some more stupidity... X-Git-Tag: xonotic-v0.8.0~152^2~339 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=742cfeda21712e0f167877a4a71a7c146533d76f;p=xonotic%2Fxonotic-data.pk3dir.git Remove some more stupidity... --- diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 7f2631e4d..f6ece6e92 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -191,10 +191,6 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; - // weapon states (self.weaponentity.state) float WS_CLEAR = 0; // no weapon selected float WS_RAISE = 1; // raise frame diff --git a/qcsrc/server/weapons/spawning.qc b/qcsrc/server/weapons/spawning.qc index 1091853af..30b7b0beb 100644 --- a/qcsrc/server/weapons/spawning.qc +++ b/qcsrc/server/weapons/spawning.qc @@ -1,169 +1,3 @@ -float forbidWeaponUse() -{ - if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown) - return 1; - if(round_handler_IsActive() && !round_handler_IsRoundStarted()) - return 1; - if(self.player_blocked) - return 1; - if(self.freezetag_frozen) - return 1; - return 0; -} - -void W_WeaponFrame() -{ - vector fo, ri, up; - - if (frametime) - self.weapon_frametime = frametime; - - if (!self.weaponentity || self.health < 1) - return; // Dead player can't use weapons and injure impulse commands - - if(forbidWeaponUse()) - if(self.weaponentity.state != WS_CLEAR) - { - w_ready(); - return; - } - - if(!self.switchweapon) - { - self.weapon = 0; - self.switchingweapon = 0; - self.weaponentity.state = WS_CLEAR; - self.weaponname = ""; - self.items &~= IT_AMMO; - return; - } - - makevectors(self.v_angle); - fo = v_forward; // save them in case the weapon think functions change it - ri = v_right; - up = v_up; - - // Change weapon - if (self.weapon != self.switchweapon) - { - if (self.weaponentity.state == WS_CLEAR) - { - // end switching! - self.switchingweapon = self.switchweapon; - entity newwep = get_weaponinfo(self.switchweapon); - - self.items &~= IT_AMMO; - self.items = self.items | (newwep.items & IT_AMMO); - - // the two weapon entities will notice this has changed and update their models - self.weapon = self.switchweapon; - self.weaponname = newwep.mdl; - self.bulletcounter = 0; // WEAPONTODO - WEP_ACTION(self.switchweapon, WR_SETUP); - self.weaponentity.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 && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars - { - self.clip_load = self.(weapon_load[self.switchweapon]); - self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo")); - } - else - self.clip_load = self.clip_size = 0; - - // VorteX: add player model weapon select frame here - // setcustomframe(PlayerWeaponRaise); - weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready); - //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)))); - weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); - } - else if (self.weaponentity.state == WS_DROP) - { - // in dropping phase we can switch at any time - self.switchingweapon = self.switchweapon; - } - else if (self.weaponentity.state == WS_READY) - { - // start switching! - self.switchingweapon = self.switchweapon; - - entity oldwep = get_weaponinfo(self.weapon); - -#ifndef INDEPENDENT_ATTACK_FINISHED - if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) - { -#endif - sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); - self.weaponentity.state = WS_DROP; - // set up weapon switch think in the future, and start drop anim - weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); - //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)))); - weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); -#ifndef INDEPENDENT_ATTACK_FINISHED - } -#endif - } - } - - // LordHavoc: network timing test code - //if (self.button0) - // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); - - float w; - w = self.weapon; - - // call the think code which may fire the weapon - // and do so multiple times to resolve framerate dependency issues if the - // server framerate is very low and the weapon fire rate very high - float c; - c = 0; - while (c < W_TICSPERFRAME) - { - c = c + 1; - if(w && !WEPSET_CONTAINS_EW(self, w)) - { - if(self.weapon == self.switchweapon) - W_SwitchWeapon_Force(self, w_getbestweapon(self)); - w = 0; - } - - v_forward = fo; - v_right = ri; - v_up = up; - - if(w) - WEP_ACTION(self.weapon, WR_THINK); - else - WEP_ACTION(self.weapon, WR_GONETHINK); - - if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) - { - if(self.weapon_think) - { - v_forward = fo; - v_right = ri; - v_up = up; - self.weapon_think(); - } - else - bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n"); - } - } - -#if 0 - if (self.items & IT_CELLS) - self.currentammo = self.ammo_cells; - else if (self.items & IT_ROCKETS) - self.currentammo = self.ammo_rockets; - else if (self.items & IT_NAILS) - self.currentammo = self.ammo_nails; - else if (self.items & IT_SHELLS) - self.currentammo = self.ammo_shells; - else - self.currentammo = 1; -#endif -} - string W_Apply_Weaponreplace(string in) { float n = tokenize_console(in); diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 9e08f866e..70588b29d 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -716,7 +716,6 @@ void W_WeaponFrame() // setcustomframe(PlayerWeaponRaise); weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready); //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)))); - weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_DROP) { @@ -739,7 +738,6 @@ void W_WeaponFrame() // set up weapon switch think in the future, and start drop anim weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)))); - weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } #endif @@ -805,10 +803,6 @@ void W_WeaponFrame() #endif } -void weapon_boblayer1(float spd, vector org) -{ - // VorteX: haste can be added here -} void W_AttachToShotorg(entity flash, vector offset) { entity xflash;