+++ /dev/null
-void W_TriggerReload()
-{
- weapon_action(self.weapon, WR_RELOAD);
-}
-
-// switch between weapons
-void W_SwitchWeapon(float imp)
-{
- if (self.switchweapon != imp)
- {
- if (client_hasweapon(self, imp, TRUE, TRUE))
- W_SwitchWeapon_Force(self, imp);
- else
- self.selectweapon = imp; // update selectweapon ANYWAY
- }
- else
- {
- W_TriggerReload();
- }
-}
-
-.float weaponcomplainindex;
-float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
-{
- // We cannot tokenize in this function, as GiveItems calls this
- // function. Thus we must use car/cdr.
- float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
- string rest;
- switchtonext = switchtolast = 0;
- first_valid = prev_valid = 0;
- float weaponcur;
-
- if(skipmissing || pl.selectweapon == 0)
- weaponcur = pl.switchweapon;
- else
- weaponcur = pl.selectweapon;
-
- if(dir == 0)
- switchtonext = 1;
-
- c = 0;
-
- rest = weaponorder;
- while(rest != "")
- {
- weaponwant = stof(car(rest)); rest = cdr(rest);
- if(imp >= 0)
- if((get_weaponinfo(weaponwant)).impulse != imp)
- continue;
-
- ++c;
-
- if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
- {
- if(switchtonext)
- return weaponwant;
- if(!first_valid)
- first_valid = weaponwant;
- if(weaponwant == weaponcur)
- {
- if(dir >= 0)
- switchtonext = 1;
- else if(prev_valid)
- return prev_valid;
- else
- switchtolast = 1;
- }
- prev_valid = weaponwant;
- }
- }
- if(first_valid)
- {
- if(switchtolast)
- return prev_valid;
- else
- return first_valid;
- }
- // complain (but only for one weapon on the button that has been pressed)
- if(complain)
- {
- self.weaponcomplainindex += 1;
- c = mod(self.weaponcomplainindex, c) + 1;
- rest = weaponorder;
- while(rest != "")
- {
- weaponwant = stof(car(rest)); rest = cdr(rest);
- if(imp >= 0)
- if((get_weaponinfo(weaponwant)).impulse != imp)
- continue;
-
- --c;
- if(c == 0)
- {
- client_hasweapon(pl, weaponwant, TRUE, TRUE);
- break;
- }
- }
- }
- return 0;
-}
-
-void W_CycleWeapon(string weaponorder, float dir)
-{
- float w;
- w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
- if(w > 0)
- W_SwitchWeapon(w);
-}
-
-void W_NextWeaponOnImpulse(float imp)
-{
- float w;
- w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
- if(w > 0)
- W_SwitchWeapon(w);
-}
-
-// next weapon
-void W_NextWeapon(float list)
-{
- if(list == 0)
- W_CycleWeapon(weaponorder_byid, -1);
- else if(list == 1)
- W_CycleWeapon(self.weaponorder_byimpulse, -1);
- else if(list == 2)
- W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
-}
-
-// prev weapon
-void W_PreviousWeapon(float list)
-{
- if(list == 0)
- W_CycleWeapon(weaponorder_byid, +1);
- else if(list == 1)
- W_CycleWeapon(self.weaponorder_byimpulse, +1);
- else if(list == 2)
- W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
-}
-
-// previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon()
-{
- if(client_hasweapon(self, self.cnt, TRUE, FALSE))
- W_SwitchWeapon(self.cnt);
- else
- W_SwitchToOtherWeapon(self);
-}
-
-float w_getbestweapon(entity e)
-{
- return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
-}
-
-// generic weapons table
-// TODO should they be macros instead?
-float weapon_action(float wpn, float wrequest)
-{
- return (get_weaponinfo(wpn)).weapon_func(wrequest);
-}
-
-.float savenextthink;
-void thrown_wep_think()
-{
- self.owner = world;
- float timeleft = self.savenextthink - time;
- if(timeleft > 1)
- SUB_SetFade(self, self.savenextthink - 1, 1);
- else if(timeleft > 0)
- SUB_SetFade(self, time, timeleft);
- else
- SUB_VanishOrRemove(self);
-}
-
-// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
-string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
-{
- entity oldself, wep;
- float wa, thisammo, i, j;
- string s;
- var .float ammofield;
-
- wep = spawn();
-
- setorigin(wep, org);
- wep.classname = "droppedweapon";
- wep.velocity = velo;
- wep.owner = wep.enemy = own;
- wep.flags |= FL_TOSSED;
- wep.colormap = own.colormap;
-
- if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
- {
- if(own.items & IT_UNLIMITED_SUPERWEAPONS)
- {
- wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
- }
- else
- {
- float superweapons = 1;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
- if(own.weapons & WepSet_FromWeapon(i))
- ++superweapons;
- if(superweapons <= 1)
- {
- wep.superweapons_finished = own.superweapons_finished;
- own.superweapons_finished = 0;
- }
- else
- {
- float timeleft = own.superweapons_finished - time;
- float weptimeleft = timeleft / superweapons;
- wep.superweapons_finished = time + weptimeleft;
- own.superweapons_finished -= weptimeleft;
- }
- }
- }
-
- wa = W_AmmoItemCode(wpn);
- if(wa == 0)
- {
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
- return "";
- }
- else
- {
- s = "";
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
- if(doreduce && g_weapon_stay == 2)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- wep.ammofield = 0;
- }
- }
- }
- else if(doreduce)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- thisammo = min(own.ammofield, wep.ammofield);
- wep.ammofield = thisammo;
- own.ammofield -= thisammo;
- s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
- }
- }
- s = substring(s, 5, -1);
- }
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
-
- return s;
- }
-}
-
-float W_IsWeaponThrowable(float w)
-{
- float wa;
-
- if (!autocvar_g_pickup_items)
- return 0;
- if (g_weaponarena)
- return 0;
- if (g_nexball && w == WEP_GRENADE_LAUNCHER)
- return 0;
- if(w == 0)
- return 0;
-
- wa = W_AmmoItemCode(w);
- if(start_weapons & WepSet_FromWeapon(w))
- {
- // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
- if(start_items & IT_UNLIMITED_WEAPON_AMMO)
- return 0;
- if(wa == 0)
- return 0;
- }
-
- return 1;
-}
-
-// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{
- float w;
- string a;
-
- w = self.weapon;
- if (w == 0)
- return; // just in case
- if(self.frozen)
- return;
- if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
- return;
- if(!autocvar_g_weapon_throwable)
- return;
- if(self.weaponentity.state != WS_READY)
- return;
- if(!W_IsWeaponThrowable(w))
- return;
-
- if(!(self.weapons & WepSet_FromWeapon(w)))
- return;
- self.weapons &= ~WepSet_FromWeapon(w);
-
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-
- if (!a) return;
- Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
-}
-
-float forbidWeaponUse()
-{
- if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
- return 1;
- if(round_handler_IsActive() && !round_handler_IsRoundStarted())
- return 1;
- if(self.player_blocked)
- return 1;
- if(self.frozen)
- return 1;
- return 0;
-}
-
-void W_WeaponFrame()
-{
- vector fo, ri, up;
-
- if (frametime)
- self.weapon_frametime = frametime;
-
- if (!self.weaponentity || self.health < 1)
- return; // Dead player can't use weapons and injure impulse commands
-
- if(forbidWeaponUse())
- if(self.weaponentity.state != WS_CLEAR)
- {
- w_ready();
- return;
- }
-
- if(!self.switchweapon)
- {
- self.weapon = 0;
- self.switchingweapon = 0;
- self.weaponentity.state = WS_CLEAR;
- self.weaponname = "";
- self.items &= ~IT_AMMO;
- return;
- }
-
- makevectors(self.v_angle);
- fo = v_forward; // save them in case the weapon think functions change it
- ri = v_right;
- up = v_up;
-
- // Change weapon
- if (self.weapon != self.switchweapon)
- {
- if (self.weaponentity.state == WS_CLEAR)
- {
- // end switching!
- self.switchingweapon = self.switchweapon;
-
- entity newwep = get_weaponinfo(self.switchweapon);
-
- //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
- self.weaponentity.state = WS_RAISE;
- weapon_action(self.switchweapon, WR_SETUP);
-
- // set our clip load to the load of the weapon we switched to, if it's reloadable
- if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
- {
- self.clip_load = self.(weapon_load[self.switchweapon]);
- self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
- }
- else
- self.clip_load = self.clip_size = 0;
-
- // VorteX: add player model weapon select frame here
- // setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
- //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
- }
- else if (self.weaponentity.state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- self.switchingweapon = self.switchweapon;
- }
- else if (self.weaponentity.state == WS_READY)
- {
- // start switching!
- self.switchingweapon = self.switchweapon;
-
- entity oldwep = get_weaponinfo(self.weapon);
-
-#ifndef INDEPENDENT_ATTACK_FINISHED
- if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
- {
-#endif
- sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTEN_NORM);
- self.weaponentity.state = WS_DROP;
- // set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
- //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
-#ifndef INDEPENDENT_ATTACK_FINISHED
- }
-#endif
- }
- }
-
- // LordHavoc: network timing test code
- //if (self.button0)
- // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
-
- float w;
- w = self.weapon;
-
- // call the think code which may fire the weapon
- // and do so multiple times to resolve framerate dependency issues if the
- // server framerate is very low and the weapon fire rate very high
- float c;
- c = 0;
- while (c < W_TICSPERFRAME)
- {
- c = c + 1;
- if(w && !(self.weapons & WepSet_FromWeapon(w)))
- {
- if(self.weapon == self.switchweapon)
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w = 0;
- }
-
- v_forward = fo;
- v_right = ri;
- v_up = up;
-
- if(w)
- weapon_action(self.weapon, WR_THINK);
- else
- weapon_action(self.weapon, WR_GONETHINK);
-
- if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
- {
- if(self.weapon_think)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
- self.weapon_think();
- }
- else
- bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
- }
- }
-
- // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
- //if (ATTACK_FINISHED(self) < time)
- // ATTACK_FINISHED(self) = time;
-
- //if (self.weapon_nextthink < time)
- // self.weapon_nextthink = time;
-
- // update currentammo incase it has changed
-#if 0
- if (self.items & IT_CELLS)
- self.currentammo = self.ammo_cells;
- else if (self.items & IT_ROCKETS)
- self.currentammo = self.ammo_rockets;
- else if (self.items & IT_NAILS)
- self.currentammo = self.ammo_nails;
- else if (self.items & IT_SHELLS)
- self.currentammo = self.ammo_shells;
- else
- self.currentammo = 1;
-#endif
-}
-
-string W_Apply_Weaponreplace(string in)
-{
- float n = tokenize_console(in);
- string out = "";
- float i;
- for(i = 0; i < n; ++i)
- {
- string s = argv(i);
- string r = cvar_string(strcat("g_weaponreplace_", s));
- if(r == "")
- out = strcat(out, " ", s);
- else if(r != "0")
- out = strcat(out, " ", r);
- }
- return substring(out, 1, -1);
-}