+#include "weaponsystem.qh"
+#include "../_all.qh"
+
+#include "selection.qh"
+
+#include "../command/common.qh"
+#include "../mutators/mutators_include.qh"
+#include "../round_handler.qh"
+#include "../t_items.qh"
+#include "../../common/animdecide.qh"
+#include "../../common/constants.qh"
+#include "../../common/monsters/all.qh"
+#include "../../common/notifications.qh"
+#include "../../common/util.qh"
+#include "../../common/weapons/all.qh"
+#include "../../csqcmodellib/sv_model.qh"
+
/*
===========================================================================
float t;
t = 1.0 / g_weaponratefactor;
+ weapon_rate = t;
+ MUTATOR_CALLHOOK(WeaponRateFactor);
+ t = weapon_rate;
+
+ return t;
+}
+
+float W_WeaponSpeedFactor()
+{
+ float t;
+ t = 1.0 * g_weaponspeedfactor;
+
+ ret_float = t;
+ MUTATOR_CALLHOOK(WeaponSpeedFactor);
+ t = ret_float;
+
return t;
}
-// VorteX: static frame globals
-float WFRAME_DONTCHANGE = -1;
-float WFRAME_FIRE1 = 0;
-float WFRAME_FIRE2 = 1;
-float WFRAME_IDLE = 2;
-float WFRAME_RELOAD = 3;
-.float wframe;
void(float fr, float t, void() func) weapon_thinkf;
if(IS_SPEC(other))
if(other.enemy == self.owner)
self.viewmodelforclient = other;
- return TRUE;
+ return true;
}
/*
self.view_ofs = '0 0 0';
- if(self.movedir_x >= 0)
+ if(self.movedir.x >= 0)
{
vector v0;
v0 = self.movedir;
- self.movedir = shotorg_adjust(v0, FALSE, FALSE);
- self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ self.movedir = shotorg_adjust(v0, false, false);
+ self.view_ofs = shotorg_adjust(v0, false, true) - v0;
}
self.owner.stat_shotorg = compressShotOrigin(self.movedir);
self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
setorigin(self, self.view_ofs);
// reset animstate now
self.wframe = WFRAME_IDLE;
- setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+ setanim(self, self.anim_idle, true, false, true);
}
vector CL_Weapon_GetShotOrg(float wpn)
void CL_Weaponentity_Think()
{
- float tb;
+ int tb;
self.nextthink = time;
if (intermission_running)
- self.frame = self.anim_idle_x;
+ self.frame = self.anim_idle.x;
if (self.owner.weaponentity != self)
{
if (self.weaponentity)
tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
self.effects = self.owner.effects & EFMASK_CHEAP;
- self.effects &~= EF_LOWPRECISION;
- self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
- self.effects &~= EF_TELEPORT_BIT;
- self.effects &~= EF_RESTARTANIM_BIT;
+ self.effects &= ~EF_LOWPRECISION;
+ self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
+ self.effects &= ~EF_TELEPORT_BIT;
+ self.effects &= ~EF_RESTARTANIM_BIT;
self.effects |= tb;
if(self.owner.alpha == default_player_alpha)
}
self.angles = '0 0 0';
-
+
float f = (self.owner.weapon_nextthink - time);
if (self.state == WS_RAISE && !intermission_running)
{
entity newwep = get_weaponinfo(self.owner.switchweapon);
f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
self.angles_x = -90 * f * f;
}
else if (self.state == WS_DROP && !intermission_running)
{
entity oldwep = get_weaponinfo(self.owner.weapon);
f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
self.angles_x = -90 * f * f;
}
else if (self.state == WS_CLEAR)
.float prevwarntime;
float weapon_prepareattack_checkammo(float secondary)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
{
// always keep the Mine Layer if we placed mines, so that we can detonate them
entity mine;
if(self.weapon == WEP_MINE_LAYER)
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- return FALSE;
+ return false;
+
+ if(self.weapon == WEP_SHOTGUN)
+ if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
+ return false; // no clicking, just allow
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
self.prevdryfire = time;
}
{
W_SwitchToOtherWeapon(self);
}
-
- return FALSE;
+
+ return false;
}
- return TRUE;
+ return true;
}
.float race_penalty;
float weapon_prepareattack_check(float secondary, float attacktime)
{
if(!weapon_prepareattack_checkammo(secondary))
- return FALSE;
+ return false;
//if sv_ready_restart_after_countdown is set, don't allow the player to shoot
//if all players readied up and the countdown is running
if(time < game_starttime || time < self.race_penalty) {
- return FALSE;
+ return false;
}
if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
- return FALSE;
+ return false;
// do not even think about shooting if switching
if(self.switchweapon != self.weapon)
- return FALSE;
+ return false;
if(attacktime >= 0)
{
// don't fire if previous attack is not finished
if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
- return FALSE;
+ return false;
// don't fire while changing weapon
if (self.weaponentity.state != WS_READY)
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
float weapon_prepareattack_do(float secondary, float attacktime)
{
}
self.bulletcounter += 1;
//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
- return TRUE;
+ return true;
}
float weapon_prepareattack(float secondary, float attacktime)
{
if(weapon_prepareattack_check(secondary, attacktime))
{
weapon_prepareattack_do(secondary, attacktime);
- return TRUE;
+ return true;
}
else
- return FALSE;
+ return false;
}
void weapon_thinkf(float fr, float t, void() func)
if(fr == WFRAME_DONTCHANGE)
{
fr = self.weaponentity.wframe;
- restartanim = FALSE;
+ restartanim = false;
}
else if (fr == WFRAME_IDLE)
- restartanim = FALSE;
+ restartanim = false;
else
- restartanim = TRUE;
+ restartanim = true;
of = v_forward;
or = v_right;
a = self.weaponentity.anim_fire2;
else // if (fr == WFRAME_RELOAD)
a = self.weaponentity.anim_reload;
- a_z *= g_weaponratefactor;
- setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ a.z *= g_weaponratefactor;
+ setanim(self.weaponentity, a, restartanim == false, restartanim, restartanim);
}
v_forward = of;
if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
+ if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2)
animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
else
animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
return 1;
if(self.player_blocked)
return 1;
- if(self.freezetag_frozen)
+ if(self.frozen)
+ return 1;
+ if(self.weapon_blocked)
return 1;
return 0;
}
self.switchingweapon = 0;
self.weaponentity.state = WS_CLEAR;
self.weaponname = "";
- self.items &~= IT_AMMO;
+ //self.items &= ~IT_AMMO;
return;
}
self.switchingweapon = self.switchweapon;
entity newwep = get_weaponinfo(self.switchweapon);
- self.items &~= IT_AMMO;
- self.items = self.items | (newwep.items & IT_AMMO);
-
// the two weapon entities will notice this has changed and update their models
self.weapon = self.switchweapon;
self.weaponname = newwep.mdl;
- self.bulletcounter = 0; // WEAPONTODO
+ self.bulletcounter = 0;
+ self.ammo_field = newwep.ammo_field;
WEP_ACTION(self.switchweapon, WR_SETUP);
self.weaponentity.state = WS_RAISE;
// 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
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
{
self.clip_load = self.(weapon_load[self.switchweapon]);
- self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
+ self.clip_size = newwep.reloading_ammo;
}
else
self.clip_load = self.clip_size = 0;
- // VorteX: add player model weapon select frame here
- // setcustomframe(PlayerWeaponRaise);
weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
}
else if (self.weaponentity.state == WS_DROP)
{
{
// start switching!
self.switchingweapon = self.switchweapon;
-
entity oldwep = get_weaponinfo(self.weapon);
-
-#ifndef INDEPENDENT_ATTACK_FINISHED
+
+ // set up weapon switch think in the future, and start drop anim
+ #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, ATTN_NORM);
- self.weaponentity.state = WS_DROP;
- // set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
-#ifndef INDEPENDENT_ATTACK_FINISHED
+ #endif
+ sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ #ifndef INDEPENDENT_ATTACK_FINISHED
}
-#endif
+ #endif
}
}
while (c < W_TICSPERFRAME)
{
c = c + 1;
- if(w && !WEPSET_CONTAINS_EW(self, w))
+ if(w && !(self.weapons & WepSet_FromWeapon(w)))
{
if(self.weapon == self.switchweapon)
W_SwitchWeapon_Force(self, w_getbestweapon(self));
bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
}
}
-
-#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
}
void W_AttachToShotorg(entity flash, vector offset)
flash.viewmodelforclient = self;
- if(self.weaponentity.oldorigin_x > 0)
+ if(self.weaponentity.oldorigin.x > 0)
{
setattachment(xflash, self.exteriorweaponentity, "");
setorigin(xflash, self.weaponentity.oldorigin + offset);
}
}
-void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
+void W_DecreaseAmmo(float ammo_use)
{
- if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
+ entity wep = get_weaponinfo(self.weapon);
+
+ if(cvar("g_overkill"))
+ if(self.ok_use_ammocharge)
+ {
+ ok_DecreaseCharge(self, self.weapon);
+ return; // TODO
+ }
+
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
return;
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(ammo_reload)
+ if(wep.reloading_ammo)
{
self.clip_load -= ammo_use;
self.(weapon_load[self.weapon]) = self.clip_load;
}
- else
- self.(self.current_ammo) -= ammo_use;
+ else if(wep.ammo_field != ammo_none)
+ {
+ self.(wep.ammo_field) -= ammo_use;
+ if(self.(wep.ammo_field) < 0)
+ {
+ backtrace(sprintf(
+ "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
+ "Please notify Samual immediately with a copy of this backtrace!\n",
+ ammo_use,
+ wep.netname,
+ GetAmmoPicture(wep.ammo_field),
+ self.netname,
+ self.(wep.ammo_field)
+ ));
+ }
+ }
}
// weapon reloading code
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)
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO || self.ammo_field == ammo_none)
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;
- }
+ // make sure we don't add more ammo than we have
+ float load = min(self.reload_ammo_amount - self.clip_load, self.(self.ammo_field));
+ self.clip_load += load;
+ self.(self.ammo_field) -= load;
}
self.(weapon_load[self.weapon]) = self.clip_load;
w_ready();
}
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+void W_Reload(float sent_ammo_min, string sent_sound)
{
// set global values to work with
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ if(cvar("g_overkill"))
+ if(self.ok_use_ammocharge)
+ return; // TODO
self.reload_ammo_min = sent_ammo_min;
- self.reload_ammo_amount = sent_ammo_amount;
- self.reload_time = sent_time;
+ self.reload_ammo_amount = e.reloading_ammo;
+ self.reload_time = e.reloading_time;
self.reload_sound = sent_sound;
- // check if we meet the necessary conditions to reload
-
- entity e;
- e = get_weaponinfo(self.weapon);
-
// don't reload weapons that don't have the RELOADABLE flag
- if not(e.spawnflags & WEP_FLAG_RELOADABLE)
+ if (!(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;
return;
// no ammo, so nothing to load
- if(!self.(self.current_ammo) && self.reload_ammo_min)
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(self.ammo_field != ammo_none)
+ if(!self.(self.ammo_field) && self.reload_ammo_min)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
if(IS_REAL_CLIENT(self) && self.reload_complain < time)
{
play2(self, "weapons/unavailable.wav");
- sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_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(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
// now begin the reloading process
- sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
// 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,
self.old_clip_load = self.clip_load;
self.clip_load = self.(weapon_load[self.weapon]) = -1;
}
+
+void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
+{
+ entity oldself = self;
+ self = player;
+ weapon_dropevent_item = weapon_item;
+ WEP_ACTION(weapon_type, event);
+ self = oldself;
+}