+#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
-const float WFRAME_DONTCHANGE = -1;
-const float WFRAME_FIRE1 = 0;
-const float WFRAME_FIRE2 = 1;
-const float WFRAME_IDLE = 2;
-const 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)
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
{
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;
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 = 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.ammo_field = newwep.ammo_field;
+ self.bulletcounter = 0;
+ self.ammo_field = newwep.ammo_field;
WEP_ACTION(self.switchweapon, WR_SETUP);
self.weaponentity.state = WS_RAISE;
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
}
}
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);
{
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;
self.clip_load -= ammo_use;
self.(weapon_load[self.weapon]) = self.clip_load;
}
- else
+ 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.reload_ammo_amount;
else
{
- while(self.clip_load < self.reload_ammo_amount && self.(self.ammo_field)) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.(self.ammo_field) -= 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;
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 = e.reloading_ammo;;
+ self.reload_ammo_amount = e.reloading_ammo;
self.reload_time = e.reloading_time;
self.reload_sound = sent_sound;
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;
+}