void W_SwitchWeapon_Force(entity e, float w)
{
+ // don't switch to another weapon if we're not allowed to
+ if(e.weapon_forbidchange)
+ return;
+
e.cnt = e.switchweapon;
e.switchweapon = w;
e.selectweapon = w;
local float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_SNIPERRIFLE)
+ if(ent.weapon == WEP_RIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
self.alpha = 1;
- ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
- ang_y = 0;
- ang_z = 0;
-
- if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
- {
- ang_y = self.owner.v_angle_y;
- makevectors(ang);
- var vector v = v_forward;
- var float t = self.tag_entity.frame1time;
- var float f = self.tag_entity.frame;
- self.tag_entity.frame1time = time;
- self.tag_entity.frame = self.tag_entity.anim_idle_x;
- gettaginfo(self.tag_entity, self.tag_index);
- self.tag_entity.frame1time = t;
- self.tag_entity.frame = f;
- // untransform v according to this coordinate space
- vector w;
- w_x = v_forward * v;
- w_y = -v_right * v;
- w_z = v_up * v;
- self.angles = vectoangles(w);
- }
- else
+ if (!intermission_running)
{
- ang_x = -/* don't ask */ang_x;
- self.angles = ang;
+ ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
+ ang_y = 0;
+ ang_z = 0;
+
+ if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
+ {
+ ang_y = self.owner.v_angle_y;
+ makevectors(ang);
+ var vector v = v_forward;
+ var float t = self.tag_entity.frame1time;
+ var float f = self.tag_entity.frame;
+ self.tag_entity.frame1time = time;
+ self.tag_entity.frame = self.tag_entity.anim_idle_x;
+ gettaginfo(self.tag_entity, self.tag_index);
+ self.tag_entity.frame1time = t;
+ self.tag_entity.frame = f;
+ // untransform v according to this coordinate space
+ vector w;
+ w_x = v_forward * v;
+ w_y = -v_right * v;
+ w_z = v_up * v;
+ self.angles = vectoangles(w);
+ }
+ else
+ {
+ ang_x = -/* don't ask */ang_x;
+ self.angles = ang;
+ }
}
self.glowmod = self.owner.weaponentity_glowmod;
self.weapon_think = func;
//dprint("next ", ftos(self.weapon_nextthink), "\n");
+ // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
+ //anim = self.anim_shoot;
if (restartanim)
if (t)
if (!self.crouch) // shoot anim stands up, this looks bad
{
- local vector anim;
- anim = self.anim_shoot;
- anim_z = anim_y / (t + sys_frametime);
- setanim(self, anim, FALSE, TRUE, TRUE);
+ vector anim;
+ if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
+ {
+ anim = self.anim_melee;
+ anim_z = anim_y / (t + sys_frametime);
+ setanim(self, anim, FALSE, TRUE, TRUE);
+ }
}
};
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
{
- if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
return;
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
.float reload_complain;
.string reload_sound;
-float W_ReloadCheck(float ammo_amount, float ammo_shot)
+void W_ReloadedAndReady()
+{
+ // finish the reloading process, and do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
{
+ // set global values to work with
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
// check if we meet the necessary conditions to reload
entity e;
if not(e.spawnflags & WEP_FLAG_RELOADABLE)
{
dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
- return FALSE;
+ return;
}
// return if reloading is disabled for this weapon
if(!self.reload_ammo_amount)
- return FALSE;
+ return;
// our weapon is fully loaded, no need to reload
if (self.clip_load >= self.reload_ammo_amount)
- return FALSE;
+ return;
// no ammo, so nothing to load
- if(!ammo_amount && ammo_shot)
+ if(!self.(self.current_ammo) && self.reload_ammo_min)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
{
sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
self.reload_complain = time + 1;
}
-
// switch away if the amount of ammo is not enough to keep using this weapon
if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
}
- return FALSE;
+ return;
}
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return FALSE;
+ return;
// allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return TRUE;
-}
-
-void W_ReloadEnd()
-{
- // now do the ammo transfer
-
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ // now begin the reloading process
- // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if(!self.reload_ammo_min)
- self.clip_load = self.reload_ammo_amount;
- else
- {
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.(self.current_ammo) -= 1;
- }
- }
- self.weapon_load[self.weapon] = self.clip_load;
-
- // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
- // so your weapon is disabled for a few seconds without reason
-
- //ATTACK_FINISHED(self) -= self.reload_time - 1;
-
- w_ready();
-}
-
-void W_ReloadStart()
-{
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
//ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
- weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+ if(self.clip_load < 0)
+ self.clip_load = 0;
self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ self.clip_load = self.weapon_load[self.weapon] = -1;
}
-
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
-{
- // set global values to work with
- self.reload_ammo_min = sent_ammo_min;
- self.reload_ammo_amount = sent_ammo_amount;
- self.reload_time = sent_time;
- self.reload_sound = sent_sound;
-
- if(!W_ReloadCheck(self.(self.current_ammo), self.reload_ammo_min))
- return;
-
- // now we can begin the actual reloading
- W_ReloadStart();
-}
\ No newline at end of file