1 // switch between weapons
2 void Send_WeaponComplain(entity e, float wpn, float type)
5 WriteByte(MSG_ONE, SVC_TEMPENTITY);
6 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
7 WriteByte(MSG_ONE, wpn);
8 WriteByte(MSG_ONE, type);
11 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
16 if(time < self.hasweapon_complain_spam)
19 if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
23 self.hasweapon_complain_spam = time + 0.2;
25 if (wpn < WEP_FIRST || wpn > WEP_LAST)
28 sprint(self, "Invalid weapon\n");
31 if (cl.weapons & WepSet_FromWeapon(wpn))
35 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
43 f = WEP_ACTION(wpn, WR_CHECKAMMO1);
44 f = f + WEP_ACTION(wpn, WR_CHECKAMMO2);
46 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
48 if(wpn == WEP_MINE_LAYER)
49 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
57 if(IS_REAL_CLIENT(cl))
59 play2(cl, "weapons/unavailable.wav");
60 Send_WeaponComplain (cl, wpn, 0);
70 // Report Proper Weapon Status / Modified Weapon Ownership Message
71 if (weaponsInMap & WepSet_FromWeapon(wpn))
73 Send_WeaponComplain(cl, wpn, 1);
75 if(autocvar_g_showweaponspawns)
79 for(e = world; (e = findfloat(e, weapon, wpn)); )
81 if(e.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
83 if(!(e.flags & FL_ITEM))
86 (get_weaponinfo(wpn)).wpmodel,
88 world, e.origin + ('0 0 1' * e.maxs_z) * 1.2,
92 RADARICON_NONE, '0 0 0'
99 Send_WeaponComplain (cl, wpn, 2);
102 play2(cl, "weapons/unavailable.wav");
107 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
109 // We cannot tokenize in this function, as GiveItems calls this
110 // function. Thus we must use car/cdr.
111 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
113 WepSet wepset = '0 0 0';
114 switchtonext = switchtolast = 0;
115 first_valid = prev_valid = 0;
119 if(skipmissing || pl.selectweapon == 0)
120 weaponcur = pl.switchweapon;
122 weaponcur = pl.selectweapon;
132 weaponwant = stof(car(rest)); rest = cdr(rest);
133 wep = get_weaponinfo(weaponwant);
134 wepset = WepSet_FromWeapon(weaponwant);
136 if(wep.impulse != imp)
139 float i, have_other = FALSE;
140 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
143 if((get_weaponinfo(i)).impulse == imp || imp < 0)
144 if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
148 // skip weapons we don't own that aren't normal and aren't in the map
149 if(!(pl.weapons & wepset))
150 if(!(weaponsInMap & wepset))
151 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
156 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
161 first_valid = weaponwant;
162 if(weaponwant == weaponcur)
171 prev_valid = weaponwant;
181 // complain (but only for one weapon on the button that has been pressed)
184 self.weaponcomplainindex += 1;
185 c = mod(self.weaponcomplainindex, c) + 1;
189 weaponwant = stof(car(rest)); rest = cdr(rest);
190 wep = get_weaponinfo(weaponwant);
191 wepset = WepSet_FromWeapon(weaponwant);
193 if(wep.impulse != imp)
196 float i, have_other = FALSE;
197 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
200 if((get_weaponinfo(i)).impulse == imp || imp < 0)
201 if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
205 // skip weapons we don't own that aren't normal and aren't in the map
206 if(!(pl.weapons & wepset))
207 if(!(weaponsInMap & wepset))
208 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
214 client_hasweapon(pl, weaponwant, TRUE, TRUE);
222 void W_SwitchWeapon_Force(entity e, float w)
224 e.cnt = e.switchweapon;
229 // perform weapon to attack (weaponstate and attack_finished check is here)
230 void W_SwitchToOtherWeapon(entity pl)
232 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
235 if(pl.weapons & WepSet_FromWeapon(w))
237 pl.weapons &= ~WepSet_FromWeapon(w);
238 ww = w_getbestweapon(pl);
239 pl.weapons |= WepSet_FromWeapon(w);
242 ww = w_getbestweapon(pl);
244 W_SwitchWeapon_Force(pl, ww);
247 void W_SwitchWeapon(float imp)
249 if (self.switchweapon != imp)
251 if (client_hasweapon(self, imp, TRUE, TRUE))
252 W_SwitchWeapon_Force(self, imp);
254 self.selectweapon = imp; // update selectweapon ANYWAY
256 else if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
259 void W_CycleWeapon(string weaponorder, float dir)
262 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
267 void W_NextWeaponOnImpulse(float imp)
270 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
276 void W_NextWeapon(float list)
279 W_CycleWeapon(weaponorder_byid, -1);
281 W_CycleWeapon(self.weaponorder_byimpulse, -1);
283 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
287 void W_PreviousWeapon(float list)
290 W_CycleWeapon(weaponorder_byid, +1);
292 W_CycleWeapon(self.weaponorder_byimpulse, +1);
294 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
297 // previously used if exists and has ammo, (second) best otherwise
298 void W_LastWeapon(void)
300 if(client_hasweapon(self, self.cnt, TRUE, FALSE))
301 W_SwitchWeapon(self.cnt);
303 W_SwitchToOtherWeapon(self);