3 weapon_action(self.weapon, WR_RELOAD);
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
9 if (self.switchweapon != imp)
11 if (client_hasweapon(self, imp, TRUE, TRUE))
12 W_SwitchWeapon_Force(self, imp);
14 self.selectweapon = imp; // update selectweapon ANYWAY
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
25 // We cannot tokenize in this function, as GiveItems calls this
26 // function. Thus we must use car/cdr.
27 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
29 switchtonext = switchtolast = 0;
30 first_valid = prev_valid = 0;
33 if(skipmissing || pl.selectweapon == 0)
34 weaponcur = pl.switchweapon;
36 weaponcur = pl.selectweapon;
46 weaponwant = stof(car(rest)); rest = cdr(rest);
48 if((get_weaponinfo(weaponwant)).impulse != imp)
53 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
58 first_valid = weaponwant;
59 if(weaponwant == weaponcur)
68 prev_valid = weaponwant;
78 // complain (but only for one weapon on the button that has been pressed)
81 self.weaponcomplainindex += 1;
82 c = mod(self.weaponcomplainindex, c) + 1;
86 weaponwant = stof(car(rest)); rest = cdr(rest);
88 if((get_weaponinfo(weaponwant)).impulse != imp)
94 client_hasweapon(pl, weaponwant, TRUE, TRUE);
102 void W_CycleWeapon(string weaponorder, float dir)
105 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
110 void W_NextWeaponOnImpulse(float imp)
113 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
119 void W_NextWeapon(float list)
122 W_CycleWeapon(weaponorder_byid, -1);
124 W_CycleWeapon(self.weaponorder_byimpulse, -1);
126 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
130 void W_PreviousWeapon(float list)
133 W_CycleWeapon(weaponorder_byid, +1);
135 W_CycleWeapon(self.weaponorder_byimpulse, +1);
137 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
140 // previously used if exists and has ammo, (second) best otherwise
143 if(client_hasweapon(self, self.cnt, TRUE, FALSE))
144 W_SwitchWeapon(self.cnt);
146 W_SwitchToOtherWeapon(self);
149 float w_getbestweapon(entity e)
151 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
154 // generic weapons table
155 // TODO should they be macros instead?
156 float weapon_action(float wpn, float wrequest)
158 return (get_weaponinfo(wpn)).weapon_func(wrequest);
161 string W_Name(float weaponid)
163 return (get_weaponinfo(weaponid)).message;
166 float W_AmmoItemCode(float wpn)
168 return (get_weaponinfo(wpn)).items & IT_AMMO;
171 .float savenextthink;
172 void thrown_wep_think()
175 float timeleft = self.savenextthink - time;
177 SUB_SetFade(self, self.savenextthink - 1, 1);
178 else if(timeleft > 0)
179 SUB_SetFade(self, time, timeleft);
181 SUB_VanishOrRemove(self);
184 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
185 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
188 float wa, thisammo, i, j;
190 var .float ammofield;
195 wep.classname = "droppedweapon";
197 wep.owner = wep.enemy = own;
198 wep.flags |= FL_TOSSED;
199 wep.colormap = own.colormap;
201 if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
203 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
205 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
209 float superweapons = 1;
210 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
211 if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
212 if(WEPSET_CONTAINS_EW(own, i))
214 if(superweapons <= 1)
216 wep.superweapons_finished = own.superweapons_finished;
217 own.superweapons_finished = 0;
221 float timeleft = own.superweapons_finished - time;
222 float weptimeleft = timeleft / superweapons;
223 wep.superweapons_finished = time + weptimeleft;
224 own.superweapons_finished -= weptimeleft;
229 wa = W_AmmoItemCode(wpn);
234 weapon_defaultspawnfunc(wpn);
238 wep.glowmod = own.weaponentity_glowmod;
239 wep.think = thrown_wep_think;
240 wep.savenextthink = wep.nextthink;
241 wep.nextthink = min(wep.nextthink, time + 0.5);
242 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
250 weapon_defaultspawnfunc(wpn);
254 if(doreduce && g_weapon_stay == 2)
256 for(i = 0, j = 1; i < 24; ++i, j *= 2)
260 ammofield = Item_CounterField(j);
262 // if our weapon is loaded, give its load back to the player
263 if(self.(weapon_load[self.weapon]) > 0)
265 own.ammofield += self.(weapon_load[self.weapon]);
266 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
275 for(i = 0, j = 1; i < 24; ++i, j *= 2)
279 ammofield = Item_CounterField(j);
281 // if our weapon is loaded, give its load back to the player
282 if(self.(weapon_load[self.weapon]) > 0)
284 own.ammofield += self.(weapon_load[self.weapon]);
285 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
288 thisammo = min(own.ammofield, wep.ammofield);
289 wep.ammofield = thisammo;
290 own.ammofield -= thisammo;
291 s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
294 s = substring(s, 5, -1);
296 wep.glowmod = own.weaponentity_glowmod;
297 wep.think = thrown_wep_think;
298 wep.savenextthink = wep.nextthink;
299 wep.nextthink = min(wep.nextthink, time + 0.5);
300 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
305 float W_IsWeaponThrowable(float w)
309 if (!autocvar_g_pickup_items)
319 if (g_nexball && w == WEP_GRENADE_LAUNCHER)
324 wa = W_AmmoItemCode(w);
325 if(WEPSET_CONTAINS_AW(start_weapons, w))
327 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
328 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
337 // toss current weapon
338 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
345 return; // just in case
346 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
348 if(!autocvar_g_weapon_throwable)
350 if(self.weaponentity.state != WS_READY)
352 if(!W_IsWeaponThrowable(w))
355 if(!WEPSET_CONTAINS_EW(self, w))
357 WEPSET_ANDNOT_EW(self, w);
359 W_SwitchWeapon_Force(self, w_getbestweapon(self));
360 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
364 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
366 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
369 // Bringed back weapon frame
375 self.weapon_frametime = frametime;
377 if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
380 if(self.freezetag_frozen == 1)
383 if (!self.weaponentity || self.health < 1)
384 return; // Dead player can't use weapons and injure impulse commands
386 if(!self.switchweapon)
389 self.switchingweapon = 0;
390 self.weaponentity.state = WS_CLEAR;
391 self.weaponname = "";
392 self.items &~= IT_AMMO;
396 makevectors(self.v_angle);
397 fo = v_forward; // save them in case the weapon think functions change it
402 if (self.weapon != self.switchweapon)
404 if (self.weaponentity.state == WS_CLEAR)
407 self.switchingweapon = self.switchweapon;
409 //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
410 self.weaponentity.state = WS_RAISE;
411 weapon_action(self.switchweapon, WR_SETUP);
413 // set our clip load to the load of the weapon we switched to, if it's reloadable
415 e = get_weaponinfo(self.switchweapon);
416 if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
418 self.clip_load = self.(weapon_load[self.switchweapon]);
419 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
422 self.clip_load = self.clip_size = 0;
424 // VorteX: add player model weapon select frame here
425 // setcustomframe(PlayerWeaponRaise);
426 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
427 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
429 else if (self.weaponentity.state == WS_DROP)
431 // in dropping phase we can switch at any time
432 self.switchingweapon = self.switchweapon;
434 else if (self.weaponentity.state == WS_READY)
437 self.switchingweapon = self.switchweapon;
439 #ifndef INDEPENDENT_ATTACK_FINISHED
440 if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
443 sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
444 self.weaponentity.state = WS_DROP;
445 // set up weapon switch think in the future, and start drop anim
446 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
447 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
448 #ifndef INDEPENDENT_ATTACK_FINISHED
454 // LordHavoc: network timing test code
456 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
461 // call the think code which may fire the weapon
462 // and do so multiple times to resolve framerate dependency issues if the
463 // server framerate is very low and the weapon fire rate very high
466 while (c < W_TICSPERFRAME)
469 if(w && !WEPSET_CONTAINS_EW(self, w))
471 if(self.weapon == self.switchweapon)
472 W_SwitchWeapon_Force(self, w_getbestweapon(self));
481 weapon_action(self.weapon, WR_THINK);
483 weapon_action(self.weapon, WR_GONETHINK);
485 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
487 if(self.weapon_think)
495 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
499 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
500 //if (ATTACK_FINISHED(self) < time)
501 // ATTACK_FINISHED(self) = time;
503 //if (self.weapon_nextthink < time)
504 // self.weapon_nextthink = time;
506 // update currentammo incase it has changed
508 if (self.items & IT_CELLS)
509 self.currentammo = self.ammo_cells;
510 else if (self.items & IT_ROCKETS)
511 self.currentammo = self.ammo_rockets;
512 else if (self.items & IT_NAILS)
513 self.currentammo = self.ammo_nails;
514 else if (self.items & IT_SHELLS)
515 self.currentammo = self.ammo_shells;
517 self.currentammo = 1;
521 string W_Apply_Weaponreplace(string in)
523 float n = tokenize_console(in);
526 for(i = 0; i < n; ++i)
529 string r = cvar_string(strcat("g_weaponreplace_", s));
531 out = strcat(out, " ", s);
533 out = strcat(out, " ", r);
535 return substring(out, 1, -1);