From cbdbdfdc8a308c86c3936d3a9c020eca999c94b1 Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 22 May 2016 08:37:00 +1000 Subject: [PATCH] Clean out self use from the weapon selection code --- .../gamemodes/gamemode/nexball/nexball.qc | 4 +- qcsrc/common/mutators/mutator/nix/nix.qc | 2 +- qcsrc/server/cl_impulse.qc | 20 +-- qcsrc/server/defs.qh | 2 +- qcsrc/server/weapons/selection.qc | 129 +++++++++--------- qcsrc/server/weapons/selection.qh | 16 +-- qcsrc/server/weapons/throwing.qc | 18 +-- qcsrc/server/weapons/weaponsystem.qc | 2 +- 8 files changed, 96 insertions(+), 97 deletions(-) diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc index dd844e77e..184055d55 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc +++ b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc @@ -188,7 +188,7 @@ void GiveBall(entity plyr, entity ball) Weapon w = WEP_NEXBALL; w.wr_resetplayer(w); PS(plyr).m_switchweapon = WEP_NEXBALL; - W_SwitchWeapon(WEP_NEXBALL); + W_SwitchWeapon(plyr, WEP_NEXBALL); setself(this); } @@ -985,7 +985,7 @@ MUTATOR_HOOKFUNCTION(nb, PlayerPreThink) Weapon w = WEP_NEXBALL; w.wr_resetplayer(w); PS(self).m_switchweapon = self.(weaponentity).m_switchweapon; - W_SwitchWeapon(PS(self).m_switchweapon); + W_SwitchWeapon(self, PS(self).m_switchweapon); self.(weaponentity).weapons = '0 0 0'; } diff --git a/qcsrc/common/mutators/mutator/nix/nix.qc b/qcsrc/common/mutators/mutator/nix/nix.qc index 0b6908a8b..0c18993db 100644 --- a/qcsrc/common/mutators/mutator/nix/nix.qc +++ b/qcsrc/common/mutators/mutator/nix/nix.qc @@ -209,7 +209,7 @@ void NIX_GiveCurrentWeapon() if(!client_hasweapon(self, PS(self).m_switchweapon, true, false)) { if(client_hasweapon(self, w, true, false)) - W_SwitchWeapon(w); + W_SwitchWeapon(self, w); } } diff --git a/qcsrc/server/cl_impulse.qc b/qcsrc/server/cl_impulse.qc index 3d0ab995c..251c6921e 100644 --- a/qcsrc/server/cl_impulse.qc +++ b/qcsrc/server/cl_impulse.qc @@ -61,7 +61,7 @@ this.impulse = IMP_weapon_group_##slot.impulse; \ return; \ } \ - W_NextWeaponOnImpulse(slot); \ + W_NextWeaponOnImpulse(this, slot); \ } X(1) X(2) @@ -89,7 +89,7 @@ X(0) noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ - W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \ + W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \ } X(0, prev) X(1, prev) @@ -136,7 +136,7 @@ X(9, next) this.impulse = IMP_weapon_byid_##i.impulse; \ return; \ } \ - W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \ + W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \ } X(0) X(1) @@ -172,7 +172,7 @@ IMPULSE(weapon_next_byid) this.impulse = IMP_weapon_next_byid.impulse; return; } - W_NextWeapon(0); + W_NextWeapon(this, 0); } IMPULSE(weapon_prev_byid) @@ -183,7 +183,7 @@ IMPULSE(weapon_prev_byid) this.impulse = IMP_weapon_prev_byid.impulse; return; } - W_PreviousWeapon(0); + W_PreviousWeapon(this, 0); } IMPULSE(weapon_next_bygroup) @@ -194,7 +194,7 @@ IMPULSE(weapon_next_bygroup) this.impulse = IMP_weapon_next_bygroup.impulse; return; } - W_NextWeapon(1); + W_NextWeapon(this, 1); } IMPULSE(weapon_prev_bygroup) @@ -205,7 +205,7 @@ IMPULSE(weapon_prev_bygroup) this.impulse = IMP_weapon_prev_bygroup.impulse; return; } - W_PreviousWeapon(1); + W_PreviousWeapon(this, 1); } IMPULSE(weapon_next_bypriority) @@ -216,7 +216,7 @@ IMPULSE(weapon_next_bypriority) this.impulse = IMP_weapon_next_bypriority.impulse; return; } - W_NextWeapon(2); + W_NextWeapon(this, 2); } IMPULSE(weapon_prev_bypriority) @@ -227,7 +227,7 @@ IMPULSE(weapon_prev_bypriority) this.impulse = IMP_weapon_prev_bypriority.impulse; return; } - W_PreviousWeapon(2); + W_PreviousWeapon(this, 2); } IMPULSE(weapon_last) @@ -241,7 +241,7 @@ IMPULSE(weapon_best) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_SwitchWeapon(w_getbestweapon(this)); + W_SwitchWeapon(this, w_getbestweapon(this)); } IMPULSE(weapon_drop) diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 1ad60e868..fd6bf7293 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -130,7 +130,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain); void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index 27d35643d..18dc4001a 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -40,43 +40,42 @@ void Weapon_whereis(Weapon this, entity cl) } } -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) +bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain) { - SELFPARAM(); float f = 0; - if (time < cl.hasweapon_complain_spam) + if (time < this.hasweapon_complain_spam) complain = 0; // ignore hook button when using other offhand equipment - if (cl.offhand != OFFHAND_HOOK) - if (wpn == WEP_HOOK && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + if (this.offhand != OFFHAND_HOOK) + if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) complain = 0; if (complain) - cl.hasweapon_complain_spam = time + 0.2; + this.hasweapon_complain_spam = time + 0.2; if (wpn == WEP_Null) { if (complain) - sprint(cl, "Invalid weapon\n"); + sprint(this, "Invalid weapon\n"); return false; } - if (cl.weapons & WepSet_FromWeapon(wpn)) + if (this.weapons & WepSet_FromWeapon(wpn)) { if (andammo) { - if(cl.items & IT_UNLIMITED_WEAPON_AMMO) + if(this.items & IT_UNLIMITED_WEAPON_AMMO) { f = 1; } else { - WITHSELF(cl, f = wpn.wr_checkammo1(wpn) + wpn.wr_checkammo2(wpn)); + WITHSELF(this, f = wpn.wr_checkammo1(wpn) + wpn.wr_checkammo2(wpn)); // always allow selecting the Mine Layer if we placed mines, so that we can detonate them if(wpn == WEP_MINE_LAYER) - FOREACH_ENTITY_CLASS("mine", it.owner == cl, + FOREACH_ENTITY_CLASS("mine", it.owner == this, { f = 1; break; // no need to continue @@ -85,10 +84,10 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) if (!f) { if (complain) - if(IS_REAL_CLIENT(cl)) + if(IS_REAL_CLIENT(this)) { - play2(cl, SND(UNAVAILABLE)); - Send_WeaponComplain (cl, wpn.m_id, 0); + play2(this, SND(UNAVAILABLE)); + Send_WeaponComplain (this, wpn.m_id, 0); } return false; } @@ -101,21 +100,21 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain) // Report Proper Weapon Status / Modified Weapon Ownership Message if (weaponsInMap & WepSet_FromWeapon(wpn)) { - Send_WeaponComplain(cl, wpn.m_id, 1); - Weapon_whereis(wpn, cl); + Send_WeaponComplain(this, wpn.m_id, 1); + Weapon_whereis(wpn, this); } else { - Send_WeaponComplain (cl, wpn.m_id, 2); + Send_WeaponComplain (this, wpn.m_id, 2); } - play2(cl, SND(UNAVAILABLE)); + play2(this, SND(UNAVAILABLE)); } return false; } -float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) -{SELFPARAM(); +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing) +{ // We cannot tokenize in this function, as GiveItems calls this // function. Thus we must use car/cdr. float weaponwant, first_valid, prev_valid, switchtonext, switchtolast; @@ -125,10 +124,10 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa float weaponcur; entity wep; - if(skipmissing || pl.selectweapon == 0) - weaponcur = PS(pl).m_switchweapon.m_id; + if(skipmissing || this.selectweapon == 0) + weaponcur = PS(this).m_switchweapon.m_id; else - weaponcur = pl.selectweapon; + weaponcur = this.selectweapon; if(dir == 0) switchtonext = 1; @@ -149,19 +148,19 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(pl.weapons & wepset)) + if(!(this.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; ++c; - if(!skipmissing || client_hasweapon(pl, wep, true, false)) + if(!skipmissing || client_hasweapon(this, wep, true, false)) { if(switchtonext) return weaponwant; @@ -189,8 +188,8 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa // complain (but only for one weapon on the button that has been pressed) if(complain) { - self.weaponcomplainindex += 1; - c = (self.weaponcomplainindex % c) + 1; + this.weaponcomplainindex += 1; + c = (this.weaponcomplainindex % c) + 1; rest = weaponorder; while(rest != "") { @@ -205,12 +204,12 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa FOREACH(Weapons, it != WEP_Null, { if(i != weaponwant) if(it.impulse == imp || imp < 0) - if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) + if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset))) have_other = true; }); // skip weapons we don't own that aren't normal and aren't in the map - if(!(pl.weapons & wepset)) + if(!(this.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; @@ -218,7 +217,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa --c; if(c == 0) { - client_hasweapon(pl, wep, true, true); + client_hasweapon(this, wep, true, true); break; } } @@ -235,77 +234,77 @@ void W_SwitchWeapon_Force(Player this, Weapon wep) } // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity pl) +void W_SwitchToOtherWeapon(entity this) { // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) Weapon ww; - WepSet set = WepSet_FromWeapon(PS(pl).m_weapon); - if (pl.weapons & set) + WepSet set = WepSet_FromWeapon(PS(this).m_weapon); + if (this.weapons & set) { - pl.weapons &= ~set; - ww = w_getbestweapon(pl); - pl.weapons |= set; + this.weapons &= ~set; + ww = w_getbestweapon(this); + this.weapons |= set; } else { - ww = w_getbestweapon(pl); + ww = w_getbestweapon(this); } if (ww == WEP_Null) return; - W_SwitchWeapon_Force(pl, ww); + W_SwitchWeapon_Force(this, ww); } -void W_SwitchWeapon(Weapon w) -{SELFPARAM(); - if (PS(self).m_switchweapon != w) +void W_SwitchWeapon(entity this, Weapon w) +{ + if (PS(this).m_switchweapon != w) { - if (client_hasweapon(self, w, true, true)) - W_SwitchWeapon_Force(self, w); + if (client_hasweapon(this, w, true, true)) + W_SwitchWeapon_Force(this, w); else - self.selectweapon = w.m_id; // update selectweapon ANYWAY + this.selectweapon = w.m_id; // update selectweapon ANYWAY } - else if(!forbidWeaponUse(self)) { + else if(!forbidWeaponUse(this)) { entity actor = this; .entity weaponentity = weaponentities[0]; // TODO: unhardcode w.wr_reload(w, actor, weaponentity); } } -void W_CycleWeapon(string weaponorder, float dir) -{SELFPARAM(); +void W_CycleWeapon(entity this, string weaponorder, float dir) +{ float w; - w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true); + w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true); if(w > 0) - W_SwitchWeapon(Weapons_from(w)); + W_SwitchWeapon(this, Weapons_from(w)); } -void W_NextWeaponOnImpulse(float imp) -{SELFPARAM(); +void W_NextWeaponOnImpulse(entity this, float imp) +{ float w; - w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); + w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0)); if(w > 0) - W_SwitchWeapon(Weapons_from(w)); + W_SwitchWeapon(this, Weapons_from(w)); } // next weapon -void W_NextWeapon(float list) -{SELFPARAM(); +void W_NextWeapon(entity this, int list) +{ if(list == 0) - W_CycleWeapon(weaponorder_byid, -1); + W_CycleWeapon(this, weaponorder_byid, -1); else if(list == 1) - W_CycleWeapon(self.weaponorder_byimpulse, -1); + W_CycleWeapon(this, this.weaponorder_byimpulse, -1); else if(list == 2) - W_CycleWeapon(self.cvar_cl_weaponpriority, -1); + W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1); } // prev weapon -void W_PreviousWeapon(float list) -{SELFPARAM(); +void W_PreviousWeapon(entity this, float list) +{ if(list == 0) - W_CycleWeapon(weaponorder_byid, +1); + W_CycleWeapon(this, weaponorder_byid, +1); else if(list == 1) - W_CycleWeapon(self.weaponorder_byimpulse, +1); + W_CycleWeapon(this, this.weaponorder_byimpulse, +1); else if(list == 2) - W_CycleWeapon(self.cvar_cl_weaponpriority, +1); + W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1); } // previously used if exists and has ammo, (second) best otherwise @@ -313,7 +312,7 @@ void W_LastWeapon(entity this) { Weapon wep = Weapons_from(this.cnt); if (client_hasweapon(this, wep, true, false)) - W_SwitchWeapon(wep); + W_SwitchWeapon(this, wep); else W_SwitchToOtherWeapon(this); } diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 07f27f5b5..0c30b7c12 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -4,28 +4,28 @@ void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain); .int weaponcomplainindex; -float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing); +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing); #define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)) void W_SwitchWeapon_Force(Player this, Weapon w); // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity pl); -void W_SwitchWeapon(Weapon imp); +void W_SwitchToOtherWeapon(entity this); +void W_SwitchWeapon(entity this, Weapon imp); -void W_CycleWeapon(string weaponorder, float dir); +void W_CycleWeapon(entity this, string weaponorder, float dir); -void W_NextWeaponOnImpulse(float imp); +void W_NextWeaponOnImpulse(entity this, float imp); // next weapon -void W_NextWeapon(float list); +void W_NextWeapon(entity this, float list); // prev weapon -void W_PreviousWeapon(float list); +void W_PreviousWeapon(entity this, float list); // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(entity this); diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index 43285fb6a..b05405de4 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -14,20 +14,20 @@ void thrown_wep_think() {SELFPARAM(); - self.nextthink = time; - if(self.oldorigin != self.origin) + this.nextthink = time; + if(this.oldorigin != this.origin) { - self.SendFlags |= ISF_LOCATION; - self.oldorigin = self.origin; + this.SendFlags |= ISF_LOCATION; + this.oldorigin = this.origin; } - self.owner = world; - float timeleft = self.savenextthink - time; + this.owner = world; + float timeleft = this.savenextthink - time; if(timeleft > 1) - SUB_SetFade(self, self.savenextthink - 1, 1); + SUB_SetFade(this, this.savenextthink - 1, 1); else if(timeleft > 0) - SUB_SetFade(self, time, timeleft); + SUB_SetFade(this, time, timeleft); else - SUB_VanishOrRemove(self); + SUB_VanishOrRemove(this); } // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 53d421ab6..94805a59b 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -545,7 +545,7 @@ void W_WeaponFrame(Player actor) else { if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK); + W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); -- 2.39.2