1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include <server/mutators/_mod.qh>
7 #include "../round_handler.qh"
8 #include <server/resources.qh>
9 #include <common/t_items.qh>
10 #include <common/animdecide.qh>
11 #include <common/constants.qh>
12 #include <common/net_linked.qh>
13 #include <common/monsters/_mod.qh>
14 #include <common/notifications/all.qh>
15 #include <common/util.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/state.qh>
18 #include <lib/csqcmodel/sv_model.qh>
19 #include <common/wepent.qh>
23 .float weapon_frametime;
25 float W_WeaponRateFactor(entity this)
28 if(g_weaponratefactor > 0)
29 t = 1.0 / g_weaponratefactor;
31 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
37 float W_WeaponSpeedFactor(entity this)
39 float t = 1.0 * g_weaponspeedfactor;
41 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
48 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
50 this.viewmodelforclient = this.owner;
51 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
55 vector CL_Weapon_GetShotOrg(int wpn)
57 entity wi = Weapons_from(wpn);
59 CL_WeaponEntity_SetModel(e, wi.mdl, false);
60 vector ret = e.movedir;
61 CL_WeaponEntity_SetModel(e, "", false);
71 void CL_Weaponentity_Think(entity this)
73 this.nextthink = time;
74 if (game_stopped) this.frame = this.anim_idle.x;
75 .entity weaponentity = this.weaponentity_fld;
76 if (this.owner.(weaponentity) != this)
78 // owner has new gun; remove old one
79 if (this.weaponchild) delete(this.weaponchild);
80 if (this.hook) delete(this.hook);
84 if (IS_DEAD(this.owner))
86 // owner died; disappear
88 if (this.weaponchild) this.weaponchild.model = "";
91 if (this.w_weaponname != this.weaponname
92 || this.w_dmg != this.modelindex
93 || this.w_deadflag != this.deadflag)
95 // owner changed weapons; update appearance
96 this.w_weaponname = this.weaponname;
97 this.w_dmg = this.modelindex;
98 this.w_deadflag = this.deadflag;
100 CL_WeaponEntity_SetModel(this, this.weaponname, true);
103 this.alpha = -1; // TODO: don't render this entity at all
105 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
106 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
107 else this.m_alpha = 1;
109 if (this.weaponchild)
111 this.weaponchild.alpha = this.alpha;
112 this.weaponchild.effects = this.effects;
116 void CL_ExteriorWeaponentity_Think(entity this)
118 this.nextthink = time;
119 .entity weaponentity = this.weaponentity_fld;
120 entity w_ent = this.owner.(weaponentity);
121 if (this.owner.exteriorweaponentity != this)
126 if (IS_DEAD(this.owner))
131 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
132 || this.deadflag != w_ent.deadflag)
134 this.weaponname = w_ent.weaponname;
135 this.dmg = w_ent.modelindex;
136 this.deadflag = w_ent.deadflag;
137 if (w_ent.weaponname != "")
139 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
140 setsize(this, '0 0 0', '0 0 0');
142 else this.model = "";
145 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
147 this.tag_index = tag_found;
148 this.tag_entity = this.owner;
152 setattachment(this, this.owner, "bip01 r hand");
155 this.effects = this.owner.effects;
156 this.effects |= EF_LOWPRECISION;
157 this.effects = this.effects & EFMASK_CHEAP; // eat performance
158 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
159 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
162 Weapon wep = this.owner.(weaponentity).m_weapon;
163 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
164 this.colormap = this.owner.colormap;
166 CSQCMODEL_AUTOUPDATE(this);
169 // spawning weaponentity for client
170 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
172 entity view = actor.(weaponentity) = new(weaponentity);
173 view.solid = SOLID_NOT;
175 setmodel(view, MDL_Null); // precision set when changed
176 setorigin(view, '0 0 0');
177 view.weaponentity_fld = weaponentity;
178 setthink(view, CL_Weaponentity_Think);
179 view.nextthink = time;
180 view.viewmodelforclient = actor;
181 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
185 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
187 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
188 exterior.solid = SOLID_NOT;
189 exterior.owner = actor;
190 exterior.weaponentity_fld = weaponentity;
191 setorigin(exterior, '0 0 0');
192 setthink(exterior, CL_ExteriorWeaponentity_Think);
193 exterior.nextthink = time;
195 CSQCMODEL_AUTOINIT(exterior);
200 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
202 actor.(weaponentity).m_weapon = WEP_Null;
203 actor.(weaponentity).m_switchingweapon = WEP_Null;
204 entity this = actor.(weaponentity);
207 this.state = WS_CLEAR;
212 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
214 entity this = actor.(weaponentity);
215 if (this) this.state = WS_READY;
216 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
221 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
223 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
225 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
226 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
227 if (ammo) return true;
228 // always keep the Mine Layer if we placed mines, so that we can detonate them
229 if (thiswep == WEP_MINE_LAYER)
231 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
237 if (thiswep == WEP_SHOTGUN)
238 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
240 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
242 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
243 actor.prevdryfire = time;
246 // check if the other firing mode has enough ammo
247 bool ammo_other = false;
248 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
249 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
252 if (time - actor.prevwarntime > 1)
258 ITEM_WEAPON_PRIMORSEC,
264 actor.prevwarntime = time;
266 else // this weapon is totally unable to fire, switch to another one
268 W_SwitchToOtherWeapon(actor, weaponentity);
275 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
277 if (actor.weaponentity == NULL) return true;
278 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
280 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
281 // if all players readied up and the countdown is running
282 if (time < game_starttime || time < actor.race_penalty) return false;
284 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
287 // do not even think about shooting if switching
288 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
292 int slot = weaponslot(weaponentity);
293 // don't fire if previous attack is not finished
294 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
295 entity this = actor.(weaponentity);
296 // don't fire while changing weapon
297 if (this.state != WS_READY) return false;
302 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
304 entity this = actor.(weaponentity);
305 if (this == NULL) return;
306 this.state = WS_INUSE;
308 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
310 // if the weapon hasn't been firing continuously, reset the timer
313 int slot = weaponslot(weaponentity);
314 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
316 ATTACK_FINISHED(actor, slot) = time;
317 // dprint("resetting attack finished to ", ftos(time), "\n");
319 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
321 this.bulletcounter += 1;
322 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
325 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
327 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
329 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
336 * @param t defer thinking until time + t
337 * @param func next think function
339 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
340 .entity weaponentity, int fire) func)
342 entity this = actor.(weaponentity);
343 if (this == NULL) return;
345 if (fr == WFRAME_DONTCHANGE)
352 restartanim = fr != WFRAME_IDLE;
355 vector of = v_forward;
361 if (fr == WFRAME_IDLE) a = this.anim_idle;
362 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
363 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
364 else // if (fr == WFRAME_RELOAD)
365 a = this.anim_reload;
366 a.z *= g_weaponratefactor;
372 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
373 "Tried to override initial weapon think function - should this really happen?");
375 t *= W_WeaponRateFactor(actor);
377 // VorteX: haste can be added here
378 if (this.weapon_think == w_ready)
380 this.weapon_nextthink = time;
381 // dprint("started firing at ", ftos(time), "\n");
383 if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
384 || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
386 this.weapon_nextthink = time;
387 // dprint("reset weapon animation timer at ", ftos(time), "\n");
389 this.weapon_nextthink += t;
390 this.weapon_think = func;
391 // dprint("next ", ftos(this.weapon_nextthink), "\n");
395 FOREACH_CLIENT(true, {
396 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
397 wframe_send(it, this, a, restartanim);
401 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
403 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
404 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
405 int act = (primary_melee || secondary_melee)
409 animdecide_setaction(actor, act, restartanim);
411 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
413 actor.anim_upper_action = 0;
417 bool forbidWeaponUse(entity player)
419 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
420 if (player.player_blocked) return true;
421 if (game_stopped) return true;
422 if (STAT(FROZEN, player)) return true;
423 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
427 .bool hook_switchweapon;
429 void W_WeaponFrame(Player actor, .entity weaponentity)
432 TC(PlayerState, PS(actor));
433 entity this = actor.(weaponentity);
434 if (frametime) this.weapon_frametime = frametime;
436 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
438 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
439 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
441 if (round_handler_IsActive() && !round_handler_IsRoundStarted())
442 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
444 if (forbidWeaponUse(actor))
446 if (this.state != WS_CLEAR)
448 Weapon wpn = this.m_weapon;
449 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
454 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
456 .entity wepe1 = weaponentities[0];
457 entity wep1 = actor.(wepe1);
458 this.m_switchweapon = wep1.m_switchweapon;
459 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
460 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
462 this.m_weapon = WEP_Null;
463 this.m_switchingweapon = WEP_Null;
464 this.m_switchweapon = WEP_Null;
465 this.state = WS_CLEAR;
466 this.weaponname = "";
471 if (this.m_switchweapon == WEP_Null)
473 if (this.state != WS_CLEAR)
474 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
475 this.m_weapon = WEP_Null;
476 this.m_switchingweapon = WEP_Null;
477 this.state = WS_CLEAR;
478 this.weaponname = "";
482 makevectors(actor.v_angle);
483 vector fo = v_forward; // save them in case the weapon think functions change it
488 if (this.m_weapon != this.m_switchweapon)
493 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
501 Weapon newwep = this.m_switchweapon;
502 this.m_switchingweapon = newwep;
504 // the two weapon entities will notice this has changed and update their models
505 this.m_weapon = newwep;
506 this.weaponname = newwep.mdl;
507 this.bulletcounter = 0;
508 newwep.wr_setup(newwep, actor, weaponentity);
509 this.state = WS_RAISE;
511 // set our clip load to the load of the weapon we switched to, if it's reloadable
512 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
514 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
515 this.clip_size = newwep.reloading_ammo;
519 this.clip_load = this.clip_size = 0;
522 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
527 // in dropping phase we can switch at any time
528 this.m_switchingweapon = this.m_switchweapon;
534 this.m_switchingweapon = this.m_switchweapon;
535 entity oldwep = this.m_weapon;
537 // set up weapon switch think in the future, and start drop anim
538 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
540 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
541 this.state = WS_DROP;
542 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
549 // LordHavoc: network timing test code
550 // if (actor.button0)
551 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
553 Weapon w = this.m_weapon;
555 // call the think code which may fire the weapon
556 // and do so multiple times to resolve framerate dependency issues if the
557 // server framerate is very low and the weapon fire rate very high
558 for (int c = 0; c < W_TICSPERFRAME; ++c)
560 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
562 if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
570 bool block_weapon = false;
572 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
573 if (round_handler_IsActive() && !round_handler_IsRoundStarted())
576 Weapon off = actor.offhand;
577 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
579 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
583 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
584 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
585 actor.hook_switchweapon = key_pressed;
587 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
588 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
598 Weapon e = this.m_weapon;
602 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
606 e.wr_gonethink(e, actor, weaponentity);
610 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
612 if (this.weapon_think)
617 Weapon wpn = this.m_weapon;
618 this.weapon_think(wpn, actor, weaponentity,
619 button_atck | (button_atck2 << 1));
623 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
629 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
632 flash.angles_z = random() * 360;
634 entity view = actor.(weaponentity);
635 entity exterior = actor.exteriorweaponentity;
637 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
638 else setattachment(flash, view, "tag_shot");
639 setorigin(flash, offset);
641 entity xflash = spawn();
642 copyentity(flash, xflash);
644 flash.viewmodelforclient = actor;
646 if (view.oldorigin.x > 0)
648 setattachment(xflash, exterior, "");
649 setorigin(xflash, view.oldorigin + offset);
653 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
654 else setattachment(xflash, exterior, "tag_shot");
655 setorigin(xflash, offset);
659 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
661 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
662 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
664 ammo_use = M_ARGV(2, float);
666 entity w_ent = actor.(weaponentity);
668 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
669 if (wep.reloading_ammo)
671 w_ent.clip_load -= ammo_use;
672 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
674 else if (wep.ammo_type != RESOURCE_NONE)
676 float ammo = GetResourceAmount(actor, wep.ammo_type);
680 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
681 "Please notify Samual immediately with a copy of this backtrace!\n",
684 GetAmmoPicture(wep.ammo_type),
689 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
693 // weapon reloading code
695 .float reload_ammo_amount, reload_ammo_min, reload_time;
696 .float reload_complain;
697 .string reload_sound;
699 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
701 // finish the reloading process, and do the ammo transfer
703 entity w_ent = actor.(weaponentity);
704 Weapon wpn = w_ent.m_weapon;
706 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
708 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
709 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
711 w_ent.clip_load = w_ent.reload_ammo_amount;
715 // make sure we don't add more ammo than we have
716 float ammo = GetResourceAmount(actor, wpn.ammo_type);
717 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
718 w_ent.clip_load += load;
719 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
721 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
723 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
724 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
725 // so your weapon is disabled for a few seconds without reason
727 // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
729 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
732 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
734 TC(Sound, sent_sound);
735 // set global values to work with
736 entity this = actor.(weaponentity);
737 Weapon e = this.m_weapon;
739 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
741 this.reload_ammo_min = sent_ammo_min;
742 this.reload_ammo_amount = e.reloading_ammo;
743 this.reload_time = e.reloading_time;
744 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
746 // don't reload weapons that don't have the RELOADABLE flag
747 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
750 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
754 // return if reloading is disabled for this weapon
755 if (!this.reload_ammo_amount) return;
757 // our weapon is fully loaded, no need to reload
758 if (this.clip_load >= this.reload_ammo_amount) return;
760 // no ammo, so nothing to load
761 if (e.ammo_type != RESOURCE_NONE)
763 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
765 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
767 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
769 play2(actor, SND(UNAVAILABLE));
770 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
771 actor.reload_complain = time + 1;
773 // switch away if the amount of ammo is not enough to keep using this weapon
774 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
776 this.clip_load = -1; // reload later
777 W_SwitchToOtherWeapon(actor, weaponentity);
786 if (this.wframe == WFRAME_RELOAD) return;
788 // allow switching away while reloading, but this will cause a new reload!
789 this.state = WS_READY;
792 // now begin the reloading process
794 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
796 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
797 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
798 // so your weapon is disabled for a few seconds without reason
800 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
802 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
804 if (this.clip_load < 0) this.clip_load = 0;
805 this.old_clip_load = this.clip_load;
806 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
809 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
811 Weapon w = Weapons_from(weapon_type);
812 weapon_dropevent_item = weapon_item;
813 w.event(w, player, weaponentity);