From: Mario Date: Fri, 16 Dec 2016 18:42:12 +0000 (+1000) Subject: Improve code readability in W_DecreaseAmmo X-Git-Tag: xonotic-v0.8.2~326^2~24 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9ce7a81827159b0bdd4f60e03d167e212122f803;p=xonotic%2Fxonotic-data.pk3dir.git Improve code readability in W_DecreaseAmmo --- diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 2f4160128..18675f0d5 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -635,14 +635,15 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity) { if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return; - if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; + entity w_ent = actor.(weaponentity); + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if (wep.reloading_ammo) { - actor.(weaponentity).clip_load -= ammo_use; - actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load; + w_ent.clip_load -= ammo_use; + w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load; } else if (wep.ammo_field != ammo_none) { @@ -672,29 +673,30 @@ 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; + entity w_ent = actor.(weaponentity); + Weapon wpn = w_ent.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 + w_ent.clip_load = w_ent.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) || wpn.ammo_field == ammo_none) + if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none) { - actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount; + w_ent.clip_load = w_ent.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.(wpn.ammo_field)); - actor.(weaponentity).clip_load += load; + float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field)); + w_ent.clip_load += load; actor.(wpn.ammo_field) -= load; } - actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load; + w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.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.(weaponentity).reload_time - 1; + // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1; w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } @@ -703,13 +705,14 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen { TC(Sound, sent_sound); // set global values to work with - Weapon e = actor.(weaponentity).m_weapon; + entity this = actor.(weaponentity); + Weapon e = this.m_weapon; if (MUTATOR_CALLHOOK(W_Reload, actor)) return; - actor.(weaponentity).reload_ammo_min = sent_ammo_min; - actor.(weaponentity).reload_ammo_amount = e.reloading_ammo; - actor.(weaponentity).reload_time = e.reloading_time; + this.reload_ammo_min = sent_ammo_min; + this.reload_ammo_amount = e.reloading_ammo; + this.reload_time = e.reloading_time; if (actor.reload_sound) strunzone(actor.reload_sound); actor.reload_sound = strzone(Sound_fixpath(sent_sound)); @@ -722,28 +725,28 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen } // return if reloading is disabled for this weapon - if (!actor.(weaponentity).reload_ammo_amount) return; + if (!this.reload_ammo_amount) return; // our weapon is fully loaded, no need to reload - if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return; + if (this.clip_load >= this.reload_ammo_amount) return; // no ammo, so nothing to load if (e.ammo_field != ammo_none) { - if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min) + if (!actor.(e.ammo_field) && this.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", actor.(weaponentity).m_weapon.m_name, "\n")); + sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.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 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity))) { - actor.(weaponentity).clip_load = -1; // reload later + this.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor, weaponentity); } return; @@ -751,7 +754,6 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen } } - entity this = actor.(weaponentity); if (this) { if (this.wframe == WFRAME_RELOAD) return; @@ -768,7 +770,7 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen // 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.(weaponentity).reload_time + 1; + // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1; weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);