From: TimePath Date: Mon, 2 Nov 2015 03:27:53 +0000 (+1100) Subject: Weapons: assert weaponentity.state X-Git-Tag: xonotic-v0.8.2~1739 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=db5f83fa5f9c4611f5c15def90d1326584707031;p=xonotic%2Fxonotic-data.pk3dir.git Weapons: assert weaponentity.state --- diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 94af849ac..71217b9b9 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -92,8 +92,8 @@ float W_WeaponSpeedFactor() } -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, - void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func); +void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, + .entity weaponentity, int fire) func); bool CL_Weaponentity_CustomizeEntityForClient() { @@ -310,7 +310,7 @@ void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name) vector CL_Weapon_GetShotOrg(float wpn) { - entity wi = get_weaponinfo(wpn); + entity wi = Weapons_from(wpn); entity e = spawn(); .entity weaponentity = weaponentities[0]; CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl); @@ -325,7 +325,7 @@ void CL_Weaponentity_Think() SELFPARAM(); this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + .entity weaponentity = weaponentities[0]; // TODO: unhardcode if (this.owner.(weaponentity) != this) { if (this.(weaponentity)) remove(this.(weaponentity)); @@ -375,13 +375,13 @@ void CL_Weaponentity_Think() float f = (this.owner.weapon_nextthink - time); if (this.state == WS_RAISE && !intermission_running) { - entity newwep = get_weaponinfo(this.owner.switchweapon); + entity newwep = Weapons_from(this.owner.switchweapon); f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); this.angles_x = -90 * f * f; } else if (this.state == WS_DROP && !intermission_running) { - entity oldwep = get_weaponinfo(this.owner.weapon); + entity oldwep = Weapons_from(this.owner.weapon); f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); this.angles_x = -90 * f * f; } @@ -508,7 +508,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow - if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons + if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; @@ -599,8 +599,8 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo return false; } -void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, - void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func) +void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, + .entity weaponentity, int fire) func) { bool restartanim; if (fr == WFRAME_DONTCHANGE) @@ -686,22 +686,22 @@ bool forbidWeaponUse(entity player) void W_WeaponFrame(entity actor) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode + .entity weaponentity = weaponentities[0]; // TODO: unhardcode if (frametime) actor.weapon_frametime = frametime; - if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands + if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands if (forbidWeaponUse(actor)) { if (actor.(weaponentity).state != WS_CLEAR) { - Weapon wpn = get_weaponinfo(actor.weapon); + Weapon wpn = Weapons_from(actor.weapon); w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); return; } } - if (!actor.switchweapon) + if (actor.switchweapon == 0) { actor.weapon = 0; actor.switchingweapon = 0; @@ -719,57 +719,68 @@ void W_WeaponFrame(entity actor) // Change weapon if (actor.weapon != actor.switchweapon) { - if (actor.(weaponentity).state == WS_CLEAR) + switch (actor.(weaponentity).state) { - // end switching! - actor.switchingweapon = actor.switchweapon; - entity newwep = get_weaponinfo(actor.switchweapon); - - // the two weapon entities will notice this has changed and update their models - actor.weapon = actor.switchweapon; - actor.weaponname = newwep.mdl; - actor.bulletcounter = 0; - actor.ammo_field = newwep.ammo_field; - Weapon w = get_weaponinfo(actor.switchweapon); - w.wr_setup(w); - actor.(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 && newwep.reloading_ammo) // prevent accessing undefined cvars + default: + LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state); + break; + case WS_INUSE: + case WS_RAISE: + break; + case WS_CLEAR: { - actor.clip_load = actor.(weapon_load[actor.switchweapon]); - actor.clip_size = newwep.reloading_ammo; + // end switching! + actor.switchingweapon = actor.switchweapon; + entity newwep = Weapons_from(actor.switchweapon); + + // the two weapon entities will notice this has changed and update their models + actor.weapon = actor.switchweapon; + actor.weaponname = newwep.mdl; + actor.bulletcounter = 0; + actor.ammo_field = newwep.ammo_field; + newwep.wr_setup(newwep); + actor.(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) && newwep.reloading_ammo) // prevent accessing undefined cvars + { + actor.clip_load = actor.(weapon_load[actor.switchweapon]); + actor.clip_size = newwep.reloading_ammo; + } + else + { + actor.clip_load = actor.clip_size = 0; + } + + weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); + break; } - else + case WS_DROP: { - actor.clip_load = actor.clip_size = 0; + // in dropping phase we can switch at any time + actor.switchingweapon = actor.switchweapon; + break; } + case WS_READY: + { + // start switching! + actor.switchingweapon = actor.switchweapon; + entity oldwep = Weapons_from(actor.weapon); - weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); - } - else if (actor.(weaponentity).state == WS_DROP) - { - // in dropping phase we can switch at any time - actor.switchingweapon = actor.switchweapon; - } - else if (actor.(weaponentity).state == WS_READY) - { - // start switching! - actor.switchingweapon = actor.switchweapon; - entity oldwep = get_weaponinfo(actor.weapon); - - // set up weapon switch think in the future, and start drop anim - if ( + // set up weapon switch think in the future, and start drop anim + if ( #if INDEPENDENT_ATTACK_FINISHED - true + true #else - ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5 + ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5 #endif - ) - { - sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); - actor.(weaponentity).state = WS_DROP; - weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + ) + { + sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); + actor.(weaponentity).state = WS_DROP; + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + } + break; } } } @@ -824,12 +835,12 @@ void W_WeaponFrame(entity actor) { if (w) { - Weapon e = get_weaponinfo(actor.weapon); + Weapon e = Weapons_from(actor.weapon); e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); } else { - Weapon w = get_weaponinfo(actor.weapon); + Weapon w = Weapons_from(actor.weapon); w.wr_gonethink(w); } } @@ -841,8 +852,9 @@ void W_WeaponFrame(entity actor) v_forward = fo; v_right = ri; v_up = up; - Weapon wpn = get_weaponinfo(actor.weapon); - actor.weapon_think(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); + Weapon wpn = Weapons_from(actor.weapon); + actor.weapon_think(wpn, actor, weaponentity, + (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); } else { @@ -949,7 +961,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; - Weapon wpn = get_weaponinfo(actor.weapon); + Weapon wpn = Weapons_from(actor.weapon); w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0)); } @@ -957,7 +969,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) { .entity weaponentity = weaponentities[0]; // set global values to work with - entity e = get_weaponinfo(actor.weapon); + entity e = Weapons_from(actor.weapon); if (cvar("g_overkill")) if (actor.ok_use_ammocharge) return; @@ -996,7 +1008,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) actor.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon - Weapon w = get_weaponinfo(actor.weapon); + Weapon w = Weapons_from(actor.weapon); if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) { actor.clip_load = -1; // reload later @@ -1034,7 +1046,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound) void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item) { - Weapon w = get_weaponinfo(weapon_type); + Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; WITH(entity, self, player, w.event(w)); }