1 #include "weaponsystem.qh"
3 #include <common/animdecide.qh>
4 #include <common/constants.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/platforms.qh>
7 #include <common/monsters/_mod.qh>
8 #include <common/net_linked.qh>
9 #include <common/notifications/all.qh>
10 #include <common/state.qh>
11 #include <common/util.qh>
12 #include <common/vehicles/all.qh>
13 #include <common/weapons/_all.qh>
14 #include <common/wepent.qh>
15 #include <lib/csqcmodel/sv_model.qh>
16 #include <server/cheats.qh>
17 #include <server/client.qh>
18 #include <server/command/common.qh>
19 #include <server/damage.qh>
20 #include <server/items/items.qh>
21 #include <server/hook.qh>
22 #include <server/mutators/_mod.qh>
23 #include <server/resources.qh>
24 #include <server/round_handler.qh>
25 #include <server/weapons/selection.qh>
26 #include <server/world.qh>
30 .float weapon_frametime;
32 float W_WeaponRateFactor(entity this)
35 if(autocvar_g_weaponratefactor > 0)
36 t = 1.0 / autocvar_g_weaponratefactor;
38 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
44 float W_WeaponSpeedFactor(entity this)
46 float t = 1.0 * autocvar_g_weaponspeedfactor;
48 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
55 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
57 this.viewmodelforclient = this.owner;
58 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
62 vector CL_Weapon_GetShotOrg(int wpn)
64 entity wi = REGISTRY_GET(Weapons, wpn);
66 CL_WeaponEntity_SetModel(e, wi.mdl, false);
67 vector ret = e.movedir;
68 CL_WeaponEntity_SetModel(e, "", false);
78 void CL_Weaponentity_Think(entity this)
80 this.nextthink = time;
81 if (game_stopped) this.frame = this.anim_idle.x;
82 .entity weaponentity = this.weaponentity_fld;
83 if (this.owner.(weaponentity) != this)
85 // owner has new gun; remove old one
86 if (this.weaponchild) delete(this.weaponchild);
87 if (this.hook) delete(this.hook);
91 if (IS_DEAD(this.owner))
93 // owner died; disappear
95 if (this.weaponchild) this.weaponchild.model = "";
98 if (this.w_weaponname != this.weaponname
99 || this.w_dmg != this.modelindex
100 || this.w_deadflag != this.deadflag)
102 // owner changed weapons; update appearance
103 this.w_weaponname = this.weaponname;
104 this.w_dmg = this.modelindex;
105 this.w_deadflag = this.deadflag;
107 CL_WeaponEntity_SetModel(this, this.weaponname, true);
110 this.alpha = -1; // TODO: don't render this entity at all
112 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
113 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
114 else this.m_alpha = 1;
116 if (this.weaponchild)
118 this.weaponchild.alpha = this.alpha;
119 this.weaponchild.effects = this.effects;
123 void CL_ExteriorWeaponentity_Think(entity this)
125 this.nextthink = time;
126 .entity weaponentity = this.weaponentity_fld;
127 entity w_ent = this.owner.(weaponentity);
128 if (this.owner.exteriorweaponentity != this)
133 if (IS_DEAD(this.owner))
138 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
139 || this.deadflag != w_ent.deadflag)
141 this.weaponname = w_ent.weaponname;
142 this.dmg = w_ent.modelindex;
143 this.deadflag = w_ent.deadflag;
144 if (w_ent.weaponname != "")
146 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
147 setsize(this, '0 0 0', '0 0 0');
149 else this.model = "";
152 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
154 this.tag_index = tag_found;
155 this.tag_entity = this.owner;
159 setattachment(this, this.owner, "bip01 r hand");
162 this.effects = this.owner.effects;
163 this.effects |= EF_LOWPRECISION;
164 this.effects = this.effects & EFMASK_CHEAP; // eat performance
165 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
166 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
169 Weapon wep = this.owner.(weaponentity).m_weapon;
170 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
171 this.colormap = this.owner.colormap;
172 this.skin = w_ent.skin;
174 CSQCMODEL_AUTOUPDATE(this);
177 // spawning weaponentity for client
178 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
180 entity view = actor.(weaponentity) = new(weaponentity);
181 view.solid = SOLID_NOT;
183 setmodel(view, MDL_Null); // precision set when changed
184 setorigin(view, '0 0 0');
185 view.weaponentity_fld = weaponentity;
186 setthink(view, CL_Weaponentity_Think);
187 view.nextthink = time;
188 view.viewmodelforclient = actor;
189 view.draggable = drag_undraggable;
190 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
194 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
196 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
197 exterior.solid = SOLID_NOT;
198 exterior.owner = actor;
199 exterior.draggable = drag_undraggable;
200 exterior.weaponentity_fld = weaponentity;
201 setorigin(exterior, '0 0 0');
202 setthink(exterior, CL_ExteriorWeaponentity_Think);
203 exterior.nextthink = time;
205 CSQCMODEL_AUTOINIT(exterior);
210 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
212 actor.(weaponentity).m_weapon = WEP_Null;
213 actor.(weaponentity).m_switchingweapon = WEP_Null;
214 entity this = actor.(weaponentity);
217 this.state = WS_CLEAR;
222 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
224 entity this = actor.(weaponentity);
225 if (this) this.state = WS_READY;
226 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
231 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
233 if ((actor.items & IT_UNLIMITED_AMMO)) return true;
235 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
236 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
237 if (ammo) return true;
238 // always keep the Mine Layer if we placed mines, so that we can detonate them
239 if (thiswep == WEP_MINE_LAYER)
241 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
247 if (thiswep == WEP_SHOTGUN)
248 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
250 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
252 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
253 actor.prevdryfire = time;
256 // check if the other firing mode has enough ammo
257 bool ammo_other = false;
258 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
259 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
262 if (time - actor.prevwarntime > 1)
268 ITEM_WEAPON_PRIMORSEC,
274 actor.prevwarntime = time;
276 else // this weapon is totally unable to fire, switch to another one
278 W_SwitchToOtherWeapon(actor, weaponentity);
285 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
287 if (actor.weaponentity == NULL) return true;
288 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
290 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
291 // if all players readied up and the countdown is running
292 if (time < game_starttime || time < actor.race_penalty) return false;
294 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
297 // do not even think about shooting if switching
298 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
302 // don't fire if previous attack is not finished
303 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
304 entity this = actor.(weaponentity);
305 // don't fire while changing weapon
306 if (this.state != WS_READY) return false;
311 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
313 entity this = actor.(weaponentity);
314 if (this == NULL) return;
315 this.state = WS_INUSE;
317 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
319 // if the weapon hasn't been firing continuously, reset the timer
322 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
324 ATTACK_FINISHED(actor, weaponentity) = time;
325 // dprint("resetting attack finished to ", ftos(time), "\n");
327 float arate = W_WeaponRateFactor(actor);
328 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
330 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
332 int slot = weaponslot(weaponentity);
333 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
337 .entity wepent = weaponentities[wepslot];
338 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
340 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
341 continue; // still cooling down!
342 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
343 ATTACK_FINISHED(actor, wepent) = time;
344 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
349 this.bulletcounter += 1;
350 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
353 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
355 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
357 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
364 * @param t defer thinking until time + t
365 * @param func next think function
367 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
368 .entity weaponentity, int fire) func)
370 entity this = actor.(weaponentity);
371 if (this == NULL) return;
373 if (fr == WFRAME_DONTCHANGE)
375 // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
376 if (this.wframe == WFRAME_DONTCHANGE)
377 this.wframe = WFRAME_IDLE;
383 restartanim = fr != WFRAME_IDLE;
388 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
389 "Tried to override initial weapon think function - should this really happen?");
391 t *= W_WeaponRateFactor(actor);
393 // VorteX: haste can be added here
394 if (this.weapon_think == w_ready)
396 this.weapon_nextthink = time;
397 // dprint("started firing at ", ftos(time), "\n");
399 if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
400 || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
402 this.weapon_nextthink = time;
403 // dprint("reset weapon animation timer at ", ftos(time), "\n");
405 this.weapon_nextthink += t;
406 this.weapon_think = func;
407 // dprint("next ", ftos(this.weapon_nextthink), "\n");
411 FOREACH_CLIENT(true, {
412 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
413 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
417 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
419 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
420 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
421 int act = (primary_melee || secondary_melee)
425 animdecide_setaction(actor, act, restartanim);
427 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
429 actor.anim_upper_action = 0;
433 bool weaponUseForbidden(entity player)
435 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
436 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
440 bool weaponLocked(entity player)
442 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
443 if (player.player_blocked) return true;
444 if (game_stopped) return true;
445 if (STAT(FROZEN, player)) return true;
446 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
450 void W_ResetGunAlign(entity player, int preferred_alignment)
452 if(W_DualWielding(player))
453 preferred_alignment = 3; // right align, the second gun will default to left
455 // clear current weapon slots' alignments so we can redo the calculations!
456 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
458 .entity weaponentity = weaponentities[slot];
459 if (player.(weaponentity))
460 player.(weaponentity).m_gunalign = 0;
463 // now set the new values
464 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
466 .entity weaponentity = weaponentities[slot];
467 if (player.(weaponentity))
468 player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
472 .bool hook_switchweapon;
474 void W_WeaponFrame(Player actor, .entity weaponentity)
477 TC(PlayerState, PS(actor));
478 entity this = actor.(weaponentity);
479 if (frametime) this.weapon_frametime = frametime;
481 if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
483 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
484 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
486 if (weaponUseForbidden(actor))
487 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
489 if (weaponLocked(actor))
491 if (this.state != WS_CLEAR)
493 Weapon wpn = this.m_weapon;
494 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
499 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
501 .entity wepe1 = weaponentities[0];
502 entity wep1 = actor.(wepe1);
503 this.m_switchweapon = wep1.m_switchweapon;
504 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
505 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
507 this.m_weapon = WEP_Null;
508 this.m_switchingweapon = WEP_Null;
509 this.m_switchweapon = WEP_Null;
510 this.state = WS_CLEAR;
511 this.weaponname = "";
516 if (this.m_switchweapon == WEP_Null)
518 if (this.state != WS_CLEAR)
519 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
520 this.m_weapon = WEP_Null;
521 this.m_switchingweapon = WEP_Null;
522 this.state = WS_CLEAR;
523 this.weaponname = "";
528 MAKE_VECTORS(actor.v_angle, fo, ri, up);
531 if (this.m_weapon != this.m_switchweapon)
536 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
544 Weapon newwep = this.m_switchweapon;
545 this.m_switchingweapon = newwep;
547 // the two weapon entities will notice this has changed and update their models
548 this.m_weapon = newwep;
549 this.weaponname = newwep.mdl;
550 this.bulletcounter = 0;
551 newwep.wr_setup(newwep, actor, weaponentity);
552 this.state = WS_RAISE;
554 // set our clip load to the load of the weapon we switched to, if it's reloadable
555 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
557 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
558 this.clip_size = newwep.reloading_ammo;
562 this.clip_load = this.clip_size = 0;
565 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
570 // in dropping phase we can switch at any time
571 this.m_switchingweapon = this.m_switchweapon;
577 this.m_switchingweapon = this.m_switchweapon;
578 entity oldwep = this.m_weapon;
580 // set up weapon switch think in the future, and start drop anim
581 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
583 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
584 this.state = WS_DROP;
585 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
592 // LordHavoc: network timing test code
593 // if (actor.button0)
594 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
596 Weapon w = this.m_weapon;
598 // call the think code which may fire the weapon
599 // and do so multiple times to resolve framerate dependency issues if the
600 // server framerate is very low and the weapon fire rate very high
601 for (int c = 0; c < W_TICSPERFRAME; ++c)
603 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
605 if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
613 bool block_weapon = false;
615 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
616 if (weaponUseForbidden(actor))
619 Weapon off = actor.offhand;
620 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
622 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
626 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
627 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
628 actor.hook_switchweapon = key_pressed;
630 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
631 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
641 Weapon e = this.m_weapon;
645 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
649 e.wr_gonethink(e, actor, weaponentity);
653 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
655 if (this.weapon_think)
660 Weapon wpn = this.m_weapon;
661 this.weapon_think(wpn, actor, weaponentity,
662 button_atck | (button_atck2 << 1));
666 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
672 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
675 flash.angles_z = random() * 360;
677 entity view = actor.(weaponentity);
678 entity exterior = actor.exteriorweaponentity;
680 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
681 else setattachment(flash, view, "tag_shot");
682 setorigin(flash, offset);
684 entity xflash = spawn();
685 copyentity(flash, xflash);
687 flash.viewmodelforclient = actor;
689 if (view.oldorigin.x > 0)
691 setattachment(xflash, exterior, "");
692 setorigin(xflash, view.oldorigin + offset);
696 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
697 else setattachment(xflash, exterior, "tag_shot");
698 setorigin(xflash, offset);
702 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
704 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
705 if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
707 ammo_use = M_ARGV(2, float);
709 entity w_ent = actor.(weaponentity);
711 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
712 if (wep.reloading_ammo)
714 w_ent.clip_load -= ammo_use;
715 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
717 else if (wep.ammo_type != RES_NONE)
719 float ammo = GetResource(actor, wep.ammo_type);
723 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
724 "Please notify the developers immediately with a copy of this backtrace!\n",
727 GetAmmoPicture(wep.ammo_type),
732 SetResource(actor, wep.ammo_type, ammo - ammo_use);
736 // weapon reloading code
738 .float reload_ammo_amount, reload_ammo_min, reload_time;
739 .float reload_complain;
740 .string reload_sound;
742 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
744 // finish the reloading process, and do the ammo transfer
746 entity w_ent = actor.(weaponentity);
747 Weapon wpn = w_ent.m_weapon;
749 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
751 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
752 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
754 w_ent.clip_load = w_ent.reload_ammo_amount;
758 // make sure we don't add more ammo than we have
759 float ammo = GetResource(actor, wpn.ammo_type);
760 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
761 w_ent.clip_load += load;
762 SetResource(actor, wpn.ammo_type, ammo - load);
764 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
766 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
767 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
768 // so your weapon is disabled for a few seconds without reason
770 // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
772 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
775 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
777 TC(Sound, sent_sound);
778 // set global values to work with
779 entity this = actor.(weaponentity);
780 Weapon e = this.m_weapon;
782 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
784 this.reload_ammo_min = sent_ammo_min;
785 this.reload_ammo_amount = e.reloading_ammo;
786 this.reload_time = e.reloading_time;
787 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
789 // don't reload weapons that don't have the RELOADABLE flag
790 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
793 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
797 // return if reloading is disabled for this weapon
798 if (!this.reload_ammo_amount) return;
800 // our weapon is fully loaded, no need to reload
801 if (this.clip_load >= this.reload_ammo_amount) return;
803 // no ammo, so nothing to load
804 if (e.ammo_type != RES_NONE)
806 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
808 if (!(actor.items & IT_UNLIMITED_AMMO))
810 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
811 return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
812 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
814 play2(actor, SND(UNAVAILABLE));
815 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
816 actor.reload_complain = time + 1;
818 // switch away if the amount of ammo is not enough to keep using this weapon
819 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
821 this.clip_load = -1; // reload later
822 W_SwitchToOtherWeapon(actor, weaponentity);
830 if (this.wframe == WFRAME_RELOAD) return;
832 // allow switching away while reloading, but this will cause a new reload!
833 this.state = WS_READY;
836 // now begin the reloading process
838 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
840 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
841 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
842 // so your weapon is disabled for a few seconds without reason
844 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
846 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
848 if (this.clip_load < 0) this.clip_load = 0;
849 this.old_clip_load = this.clip_load;
850 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
853 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
855 Weapon w = REGISTRY_GET(Weapons, weapon_type);
856 weapon_dropevent_item = weapon_item;
857 w.event(w, player, weaponentity);