From: terencehill Date: Thu, 8 Apr 2021 12:34:02 +0000 (+0200) Subject: Clean up weapon code X-Git-Tag: xonotic-v0.8.5~461 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c46d740e11e20eea0df3bbad11f4404324f26fe1;p=xonotic%2Fxonotic-data.pk3dir.git Clean up weapon code --- diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 2a31be2a0..4cabc4697 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -775,14 +775,15 @@ void PutPlayerInServer(entity this) for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; + entity w_ent = this.(weaponentity); if(slot == 0 || autocvar_g_weaponswitch_debug == 1) - this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity); + w_ent.m_switchweapon = w_getbestweapon(this, weaponentity); else - this.(weaponentity).m_switchweapon = WEP_Null; - this.(weaponentity).m_weapon = WEP_Null; - this.(weaponentity).weaponname = ""; - this.(weaponentity).m_switchingweapon = WEP_Null; - this.(weaponentity).cnt = -1; + w_ent.m_switchweapon = WEP_Null; + w_ent.m_weapon = WEP_Null; + w_ent.weaponname = ""; + w_ent.m_switchingweapon = WEP_Null; + w_ent.cnt = -1; } MUTATOR_CALLHOOK(PlayerWeaponSelect, this); diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index 09f5e65ca..ca331bb3c 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -243,9 +243,10 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity) { TC(Weapon, wep); - this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id; - this.(weaponentity).m_switchweapon = wep; - this.(weaponentity).selectweapon = wep.m_id; + entity w_ent = this.(weaponentity); + w_ent.cnt = w_ent.m_switchweapon.m_id; + w_ent.m_switchweapon = wep; + w_ent.selectweapon = wep.m_id; } // perform weapon to attack (weaponstate and attack_finished check is here) diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 9a4392ae3..8566b5cdb 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -95,9 +95,7 @@ void CL_Weaponentity_Think(entity this) 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; @@ -135,8 +133,7 @@ void CL_ExteriorWeaponentity_Think(entity this) 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; @@ -166,7 +163,7 @@ void CL_ExteriorWeaponentity_Think(entity this) 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; @@ -177,19 +174,19 @@ void CL_ExteriorWeaponentity_Think(entity this) // 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 { @@ -209,20 +206,20 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity) // 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); } @@ -260,17 +257,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary 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 @@ -383,10 +370,10 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( 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); @@ -396,8 +383,8 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( 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"); @@ -418,10 +405,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void( { 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) @@ -676,11 +660,11 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector 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(); @@ -688,10 +672,10 @@ void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector 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 { @@ -724,12 +708,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti 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); }