1 #include "weaponsystem.qh"
4 #include "selection.qh"
6 #include "../command/common.qh"
7 #include "../mutators/mutators_include.qh"
8 #include "../round_handler.qh"
9 #include "../t_items.qh"
10 #include "../../common/animdecide.qh"
11 #include "../../common/constants.qh"
12 #include "../../common/monsters/monsters.qh"
13 #include "../../common/notifications.qh"
14 #include "../../common/util.qh"
15 #include "../../common/weapons/weapons.qh"
16 #include "../../csqcmodellib/sv_model.qh"
19 ===========================================================================
21 CLIENT WEAPONSYSTEM CODE
22 Bring back W_Weaponframe
24 ===========================================================================
27 .float weapon_frametime;
29 float W_WeaponRateFactor()
32 t = 1.0 / g_weaponratefactor;
35 MUTATOR_CALLHOOK(WeaponRateFactor);
42 void(float fr, float t, void() func) weapon_thinkf;
44 float CL_Weaponentity_CustomizeEntityForClient()
46 self.viewmodelforclient = self.owner;
48 if(other.enemy == self.owner)
49 self.viewmodelforclient = other;
56 * 1. simple animated model, muzzle flash handling on h_ model:
57 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
59 * shot = muzzle end (shot origin, also used for muzzle flashes)
60 * shell = casings ejection point (must be on the right hand side of the gun)
61 * weapon = attachment for v_tuba.md3
62 * v_tuba.md3 - first and third person model
63 * g_tuba.md3 - pickup model
65 * 2. simple animated model, muzzle flash handling on v_ model:
66 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
68 * weapon = attachment for v_tuba.md3
69 * v_tuba.md3 - first and third person model
71 * shot = muzzle end (shot origin, also used for muzzle flashes)
72 * shell = casings ejection point (must be on the right hand side of the gun)
73 * g_tuba.md3 - pickup model
75 * 3. fully animated model, muzzle flash handling on h_ model:
76 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
78 * shot = muzzle end (shot origin, also used for muzzle flashes)
79 * shell = casings ejection point (must be on the right hand side of the gun)
80 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
81 * v_tuba.md3 - third person model
82 * g_tuba.md3 - pickup model
84 * 4. fully animated model, muzzle flash handling on v_ model:
85 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
87 * shot = muzzle end (shot origin)
88 * shell = casings ejection point (must be on the right hand side of the gun)
89 * v_tuba.md3 - third person model
91 * shot = muzzle end (for muzzle flashes)
92 * g_tuba.md3 - pickup model
96 // self.origin, self.angles
98 // self.movedir, self.view_ofs
102 // call again with ""
104 void CL_WeaponEntity_SetModel(string name)
109 // if there is a child entity, hide it until we're sure we use it
110 if (self.weaponentity)
111 self.weaponentity.model = "";
112 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
113 v_shot_idx = gettagindex(self, "shot"); // used later
115 v_shot_idx = gettagindex(self, "tag_shot");
117 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
118 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
119 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
120 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
121 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
122 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
124 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
125 // if we don't, this is a "real" animated model
126 if(gettagindex(self, "weapon"))
128 if (!self.weaponentity)
129 self.weaponentity = spawn();
130 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
131 setattachment(self.weaponentity, self, "weapon");
133 else if(gettagindex(self, "tag_weapon"))
135 if (!self.weaponentity)
136 self.weaponentity = spawn();
137 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
138 setattachment(self.weaponentity, self, "tag_weapon");
142 if(self.weaponentity)
143 remove(self.weaponentity);
144 self.weaponentity = world;
147 setorigin(self,'0 0 0');
148 self.angles = '0 0 0';
150 self.viewmodelforclient = world;
154 if(v_shot_idx) // v_ model attached to invisible h_ model
156 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
160 idx = gettagindex(self, "shot");
162 idx = gettagindex(self, "tag_shot");
164 self.movedir = gettaginfo(self, idx);
167 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
168 self.movedir = '0 0 0';
172 if(self.weaponentity) // v_ model attached to invisible h_ model
174 idx = gettagindex(self.weaponentity, "shell");
176 idx = gettagindex(self.weaponentity, "tag_shell");
178 self.spawnorigin = gettaginfo(self.weaponentity, idx);
184 idx = gettagindex(self, "shell");
186 idx = gettagindex(self, "tag_shell");
188 self.spawnorigin = gettaginfo(self, idx);
191 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
192 self.spawnorigin = self.movedir;
198 self.oldorigin = '0 0 0'; // use regular attachment
202 if(self.weaponentity)
204 idx = gettagindex(self, "weapon");
206 idx = gettagindex(self, "tag_weapon");
210 idx = gettagindex(self, "handle");
212 idx = gettagindex(self, "tag_handle");
216 self.oldorigin = self.movedir - gettaginfo(self, idx);
220 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
221 self.oldorigin = '0 0 0'; // there is no way to recover from this
225 self.viewmodelforclient = self.owner;
230 if(self.weaponentity)
231 remove(self.weaponentity);
232 self.weaponentity = world;
233 self.movedir = '0 0 0';
234 self.spawnorigin = '0 0 0';
235 self.oldorigin = '0 0 0';
236 self.anim_fire1 = '0 1 0.01';
237 self.anim_fire2 = '0 1 0.01';
238 self.anim_idle = '0 1 0.01';
239 self.anim_reload = '0 1 0.01';
242 self.view_ofs = '0 0 0';
244 if(self.movedir.x >= 0)
248 self.movedir = shotorg_adjust(v0, false, false);
249 self.view_ofs = shotorg_adjust(v0, false, true) - v0;
251 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
252 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
254 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
256 // check if an instant weapon switch occurred
257 setorigin(self, self.view_ofs);
258 // reset animstate now
259 self.wframe = WFRAME_IDLE;
260 setanim(self, self.anim_idle, true, false, true);
263 vector CL_Weapon_GetShotOrg(float wpn)
267 wi = get_weaponinfo(wpn);
270 CL_WeaponEntity_SetModel(wi.mdl);
272 CL_WeaponEntity_SetModel("");
278 void CL_Weaponentity_Think()
281 self.nextthink = time;
282 if (intermission_running)
283 self.frame = self.anim_idle.x;
284 if (self.owner.weaponentity != self)
286 if (self.weaponentity)
287 remove(self.weaponentity);
291 if (self.owner.deadflag != DEAD_NO)
294 if (self.weaponentity)
295 self.weaponentity.model = "";
298 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
300 self.weaponname = self.owner.weaponname;
301 self.dmg = self.owner.modelindex;
302 self.deadflag = self.owner.deadflag;
304 CL_WeaponEntity_SetModel(self.owner.weaponname);
307 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
308 self.effects = self.owner.effects & EFMASK_CHEAP;
309 self.effects &= ~EF_LOWPRECISION;
310 self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
311 self.effects &= ~EF_TELEPORT_BIT;
312 self.effects &= ~EF_RESTARTANIM_BIT;
315 if(self.owner.alpha == default_player_alpha)
316 self.alpha = default_weapon_alpha;
317 else if(self.owner.alpha != 0)
318 self.alpha = self.owner.alpha;
322 self.glowmod = self.owner.weaponentity_glowmod;
323 self.colormap = self.owner.colormap;
324 if (self.weaponentity)
326 self.weaponentity.effects = self.effects;
327 self.weaponentity.alpha = self.alpha;
328 self.weaponentity.colormap = self.colormap;
329 self.weaponentity.glowmod = self.glowmod;
332 self.angles = '0 0 0';
334 float f = (self.owner.weapon_nextthink - time);
335 if (self.state == WS_RAISE && !intermission_running)
337 entity newwep = get_weaponinfo(self.owner.switchweapon);
338 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
339 self.angles_x = -90 * f * f;
341 else if (self.state == WS_DROP && !intermission_running)
343 entity oldwep = get_weaponinfo(self.owner.weapon);
344 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
345 self.angles_x = -90 * f * f;
347 else if (self.state == WS_CLEAR)
350 self.angles_x = -90 * f * f;
354 void CL_ExteriorWeaponentity_Think()
357 self.nextthink = time;
358 if (self.owner.exteriorweaponentity != self)
363 if (self.owner.deadflag != DEAD_NO)
368 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
370 self.weaponname = self.owner.weaponname;
371 self.dmg = self.owner.modelindex;
372 self.deadflag = self.owner.deadflag;
373 if (self.owner.weaponname != "")
374 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
378 if((tag_found = gettagindex(self.owner, "tag_weapon")))
380 self.tag_index = tag_found;
381 self.tag_entity = self.owner;
384 setattachment(self, self.owner, "bip01 r hand");
386 self.effects = self.owner.effects;
387 self.effects |= EF_LOWPRECISION;
388 self.effects = self.effects & EFMASK_CHEAP; // eat performance
389 if(self.owner.alpha == default_player_alpha)
390 self.alpha = default_weapon_alpha;
391 else if(self.owner.alpha != 0)
392 self.alpha = self.owner.alpha;
396 self.glowmod = self.owner.weaponentity_glowmod;
397 self.colormap = self.owner.colormap;
399 CSQCMODEL_AUTOUPDATE();
402 // spawning weaponentity for client
403 void CL_SpawnWeaponentity()
405 self.weaponentity = spawn();
406 self.weaponentity.classname = "weaponentity";
407 self.weaponentity.solid = SOLID_NOT;
408 self.weaponentity.owner = self;
409 setmodel(self.weaponentity, ""); // precision set when changed
410 setorigin(self.weaponentity, '0 0 0');
411 self.weaponentity.angles = '0 0 0';
412 self.weaponentity.viewmodelforclient = self;
413 self.weaponentity.flags = 0;
414 self.weaponentity.think = CL_Weaponentity_Think;
415 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
416 self.weaponentity.nextthink = time;
418 self.exteriorweaponentity = spawn();
419 self.exteriorweaponentity.classname = "exteriorweaponentity";
420 self.exteriorweaponentity.solid = SOLID_NOT;
421 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
422 self.exteriorweaponentity.owner = self;
423 setorigin(self.exteriorweaponentity, '0 0 0');
424 self.exteriorweaponentity.angles = '0 0 0';
425 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
426 self.exteriorweaponentity.nextthink = time;
429 entity oldself = self;
430 self = self.exteriorweaponentity;
431 CSQCMODEL_AUTOINIT();
439 if (self.weapon != -1)
442 self.switchingweapon = 0;
444 if (self.weaponentity)
446 self.weaponentity.state = WS_CLEAR;
447 self.weaponentity.effects = 0;
453 if (self.weaponentity)
454 self.weaponentity.state = WS_READY;
455 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
460 float weapon_prepareattack_checkammo(float secondary)
462 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
463 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
465 // always keep the Mine Layer if we placed mines, so that we can detonate them
467 if(self.weapon == WEP_MINE_LAYER)
468 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
471 if(self.weapon == WEP_SHOTGUN)
472 if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
473 return false; // no clicking, just allow
475 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
477 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
478 self.prevdryfire = time;
481 if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
483 if(time - self.prevwarntime > 1)
489 ITEM_WEAPON_PRIMORSEC,
495 self.prevwarntime = time;
497 else // this weapon is totally unable to fire, switch to another one
499 W_SwitchToOtherWeapon(self);
507 float weapon_prepareattack_check(float secondary, float attacktime)
509 if(!weapon_prepareattack_checkammo(secondary))
512 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
513 //if all players readied up and the countdown is running
514 if(time < game_starttime || time < self.race_penalty) {
518 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
521 // do not even think about shooting if switching
522 if(self.switchweapon != self.weapon)
527 // don't fire if previous attack is not finished
528 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
530 // don't fire while changing weapon
531 if (self.weaponentity.state != WS_READY)
537 float weapon_prepareattack_do(float secondary, float attacktime)
539 self.weaponentity.state = WS_INUSE;
541 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
543 // if the weapon hasn't been firing continuously, reset the timer
546 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
548 ATTACK_FINISHED(self) = time;
549 //dprint("resetting attack finished to ", ftos(time), "\n");
551 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
553 self.bulletcounter += 1;
554 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
557 float weapon_prepareattack(float secondary, float attacktime)
559 if(weapon_prepareattack_check(secondary, attacktime))
561 weapon_prepareattack_do(secondary, attacktime);
568 void weapon_thinkf(float fr, float t, void() func)
574 if(fr == WFRAME_DONTCHANGE)
576 fr = self.weaponentity.wframe;
579 else if (fr == WFRAME_IDLE)
588 if (self.weaponentity)
590 self.weaponentity.wframe = fr;
592 if (fr == WFRAME_IDLE)
593 a = self.weaponentity.anim_idle;
594 else if (fr == WFRAME_FIRE1)
595 a = self.weaponentity.anim_fire1;
596 else if (fr == WFRAME_FIRE2)
597 a = self.weaponentity.anim_fire2;
598 else // if (fr == WFRAME_RELOAD)
599 a = self.weaponentity.anim_reload;
600 a.z *= g_weaponratefactor;
601 setanim(self.weaponentity, a, restartanim == false, restartanim, restartanim);
608 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
610 backtrace("Tried to override initial weapon think function - should this really happen?");
613 t *= W_WeaponRateFactor();
615 // VorteX: haste can be added here
616 if (self.weapon_think == w_ready)
618 self.weapon_nextthink = time;
619 //dprint("started firing at ", ftos(time), "\n");
621 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
623 self.weapon_nextthink = time;
624 //dprint("reset weapon animation timer at ", ftos(time), "\n");
626 self.weapon_nextthink = self.weapon_nextthink + t;
627 self.weapon_think = func;
628 //dprint("next ", ftos(self.weapon_nextthink), "\n");
630 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
632 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2)
633 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
635 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
639 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
640 self.anim_upper_action = 0;
644 float forbidWeaponUse()
646 if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
648 if(round_handler_IsActive() && !round_handler_IsRoundStarted())
650 if(self.player_blocked)
654 if(self.weapon_blocked)
664 self.weapon_frametime = frametime;
666 if (!self.weaponentity || self.health < 1)
667 return; // Dead player can't use weapons and injure impulse commands
669 if(forbidWeaponUse())
670 if(self.weaponentity.state != WS_CLEAR)
676 if(!self.switchweapon)
679 self.switchingweapon = 0;
680 self.weaponentity.state = WS_CLEAR;
681 self.weaponname = "";
682 //self.items &= ~IT_AMMO;
686 makevectors(self.v_angle);
687 fo = v_forward; // save them in case the weapon think functions change it
692 if (self.weapon != self.switchweapon)
694 if (self.weaponentity.state == WS_CLEAR)
697 self.switchingweapon = self.switchweapon;
698 entity newwep = get_weaponinfo(self.switchweapon);
700 // the two weapon entities will notice this has changed and update their models
701 self.weapon = self.switchweapon;
702 self.weaponname = newwep.mdl;
703 self.bulletcounter = 0;
704 self.ammo_field = newwep.ammo_field;
705 WEP_ACTION(self.switchweapon, WR_SETUP);
706 self.weaponentity.state = WS_RAISE;
708 // set our clip load to the load of the weapon we switched to, if it's reloadable
709 if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
711 self.clip_load = self.(weapon_load[self.switchweapon]);
712 self.clip_size = newwep.reloading_ammo;
715 self.clip_load = self.clip_size = 0;
717 weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
719 else if (self.weaponentity.state == WS_DROP)
721 // in dropping phase we can switch at any time
722 self.switchingweapon = self.switchweapon;
724 else if (self.weaponentity.state == WS_READY)
727 self.switchingweapon = self.switchweapon;
728 entity oldwep = get_weaponinfo(self.weapon);
730 // set up weapon switch think in the future, and start drop anim
731 #ifndef INDEPENDENT_ATTACK_FINISHED
732 if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
735 sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
736 self.weaponentity.state = WS_DROP;
737 weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
738 #ifndef INDEPENDENT_ATTACK_FINISHED
744 // LordHavoc: network timing test code
746 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
751 // call the think code which may fire the weapon
752 // and do so multiple times to resolve framerate dependency issues if the
753 // server framerate is very low and the weapon fire rate very high
756 while (c < W_TICSPERFRAME)
759 if(w && !(self.weapons & WepSet_FromWeapon(w)))
761 if(self.weapon == self.switchweapon)
762 W_SwitchWeapon_Force(self, w_getbestweapon(self));
771 WEP_ACTION(self.weapon, WR_THINK);
773 WEP_ACTION(self.weapon, WR_GONETHINK);
775 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
777 if(self.weapon_think)
785 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
790 void W_AttachToShotorg(entity flash, vector offset)
794 flash.angles_z = random() * 360;
796 if(gettagindex(self.weaponentity, "shot"))
797 setattachment(flash, self.weaponentity, "shot");
799 setattachment(flash, self.weaponentity, "tag_shot");
800 setorigin(flash, offset);
803 copyentity(flash, xflash);
805 flash.viewmodelforclient = self;
807 if(self.weaponentity.oldorigin.x > 0)
809 setattachment(xflash, self.exteriorweaponentity, "");
810 setorigin(xflash, self.weaponentity.oldorigin + offset);
814 if(gettagindex(self.exteriorweaponentity, "shot"))
815 setattachment(xflash, self.exteriorweaponentity, "shot");
817 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
818 setorigin(xflash, offset);
822 void W_DecreaseAmmo(float ammo_use)
824 entity wep = get_weaponinfo(self.weapon);
826 if(cvar("g_overkill"))
827 if(self.ok_use_ammocharge)
829 ok_DecreaseCharge(self, self.weapon);
833 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
836 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
837 if(wep.reloading_ammo)
839 self.clip_load -= ammo_use;
840 self.(weapon_load[self.weapon]) = self.clip_load;
842 else if(wep.ammo_field != ammo_none)
844 self.(wep.ammo_field) -= ammo_use;
845 if(self.(wep.ammo_field) < 0)
848 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
849 "Please notify Samual immediately with a copy of this backtrace!\n",
852 GetAmmoPicture(wep.ammo_field),
854 self.(wep.ammo_field)
860 // weapon reloading code
862 .float reload_ammo_amount, reload_ammo_min, reload_time;
863 .float reload_complain;
864 .string reload_sound;
866 void W_ReloadedAndReady()
868 // finish the reloading process, and do the ammo transfer
870 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
872 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
873 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO || self.ammo_field == ammo_none)
874 self.clip_load = self.reload_ammo_amount;
877 // make sure we don't add more ammo than we have
878 float load = min(self.reload_ammo_amount - self.clip_load, self.(self.ammo_field));
879 self.clip_load += load;
880 self.(self.ammo_field) -= load;
882 self.(weapon_load[self.weapon]) = self.clip_load;
884 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
885 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
886 // so your weapon is disabled for a few seconds without reason
888 //ATTACK_FINISHED(self) -= self.reload_time - 1;
893 void W_Reload(float sent_ammo_min, string sent_sound)
895 // set global values to work with
897 e = get_weaponinfo(self.weapon);
899 if(cvar("g_overkill"))
900 if(self.ok_use_ammocharge)
903 self.reload_ammo_min = sent_ammo_min;
904 self.reload_ammo_amount = e.reloading_ammo;
905 self.reload_time = e.reloading_time;
906 self.reload_sound = sent_sound;
908 // don't reload weapons that don't have the RELOADABLE flag
909 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
911 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
915 // return if reloading is disabled for this weapon
916 if(!self.reload_ammo_amount)
919 // our weapon is fully loaded, no need to reload
920 if (self.clip_load >= self.reload_ammo_amount)
923 // no ammo, so nothing to load
924 if(self.ammo_field != ammo_none)
925 if(!self.(self.ammo_field) && self.reload_ammo_min)
926 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
928 if(IS_REAL_CLIENT(self) && self.reload_complain < time)
930 play2(self, "weapons/unavailable.wav");
931 sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n"));
932 self.reload_complain = time + 1;
934 // switch away if the amount of ammo is not enough to keep using this weapon
935 if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
937 self.clip_load = -1; // reload later
938 W_SwitchToOtherWeapon(self);
943 if (self.weaponentity)
945 if (self.weaponentity.wframe == WFRAME_RELOAD)
948 // allow switching away while reloading, but this will cause a new reload!
949 self.weaponentity.state = WS_READY;
952 // now begin the reloading process
954 sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
956 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
957 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
958 // so your weapon is disabled for a few seconds without reason
960 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
962 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
964 if(self.clip_load < 0)
966 self.old_clip_load = self.clip_load;
967 self.clip_load = self.(weapon_load[self.weapon]) = -1;
970 void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
972 entity oldself = self;
974 weapon_dropevent_item = weapon_item;
975 WEP_ACTION(weapon_type, event);