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Merge branch 'terencehill/quickmenu_file_example' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include "selection.qh"
4
5 #include "../command/common.qh"
6 #include "../mutators/all.qh"
7 #include "../round_handler.qh"
8 #include "../t_items.qh"
9 #include "../../common/animdecide.qh"
10 #include "../../common/constants.qh"
11 #include "../../common/monsters/all.qh"
12 #include "../../common/notifications.qh"
13 #include "../../common/util.qh"
14 #include "../../common/weapons/all.qh"
15 #include "../../lib/csqcmodel/sv_model.qh"
16
17 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
18 {
19         switch (algn)
20         {
21                 default: case 3: break; // right alignment
22                 case 4: vecs.y = -vecs.y;
23                         break;              // left
24                 case 1: case 2: vecs.y = 0;
25                         vecs.z -= 2;
26                         break;              // center
27         }
28
29         return vecs;
30 }
31
32 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
33 {
34         string s;
35
36         if (visual)
37         {
38                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
39         }
40         else if (autocvar_g_shootfromeye)
41         {
42                 vecs.y = vecs.z = 0;
43         }
44         else if (autocvar_g_shootfromcenter)
45         {
46                 vecs.y = 0;
47                 vecs.z -= 2;
48         }
49         else if ((s = autocvar_g_shootfromfixedorigin) != "")
50         {
51                 vector v = stov(s);
52                 if (y_is_right) v.y = -v.y;
53                 if (v.x != 0) vecs.x = v.x;
54                 vecs.y = v.y;
55                 vecs.z = v.z;
56         }
57         else  // just do the same as top
58         {
59                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
60         }
61
62         return vecs;
63 }
64
65 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
66 {
67         return shotorg_adjust_values(vecs, y_is_right, visual, algn);
68 }
69
70 .int state;
71
72 .float weapon_frametime;
73
74 float W_WeaponRateFactor()
75 {
76         float t = 1.0 / g_weaponratefactor;
77
78         MUTATOR_CALLHOOK(WeaponRateFactor, t);
79         t = weapon_rate;
80
81         return t;
82 }
83
84 float W_WeaponSpeedFactor()
85 {
86         float t = 1.0 * g_weaponspeedfactor;
87
88         MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
89         t = ret_float;
90
91         return t;
92 }
93
94
95 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
96     .entity weaponentity, int fire) func);
97
98 bool CL_Weaponentity_CustomizeEntityForClient()
99 {
100         SELFPARAM();
101         this.viewmodelforclient = this.owner;
102         if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
103         return true;
104 }
105
106 /*
107  * supported formats:
108  *
109  * 1. simple animated model, muzzle flash handling on h_ model:
110  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
111  *      tags:
112  *        shot = muzzle end (shot origin, also used for muzzle flashes)
113  *        shell = casings ejection point (must be on the right hand side of the gun)
114  *        weapon = attachment for v_tuba.md3
115  *    v_tuba.md3 - first and third person model
116  *    g_tuba.md3 - pickup model
117  *
118  * 2. simple animated model, muzzle flash handling on v_ model:
119  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
120  *      tags:
121  *        weapon = attachment for v_tuba.md3
122  *    v_tuba.md3 - first and third person model
123  *      tags:
124  *        shot = muzzle end (shot origin, also used for muzzle flashes)
125  *        shell = casings ejection point (must be on the right hand side of the gun)
126  *    g_tuba.md3 - pickup model
127  *
128  * 3. fully animated model, muzzle flash handling on h_ model:
129  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
130  *      tags:
131  *        shot = muzzle end (shot origin, also used for muzzle flashes)
132  *        shell = casings ejection point (must be on the right hand side of the gun)
133  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
134  *    v_tuba.md3 - third person model
135  *    g_tuba.md3 - pickup model
136  *
137  * 4. fully animated model, muzzle flash handling on v_ model:
138  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
139  *      tags:
140  *        shot = muzzle end (shot origin)
141  *        shell = casings ejection point (must be on the right hand side of the gun)
142  *    v_tuba.md3 - third person model
143  *      tags:
144  *        shot = muzzle end (for muzzle flashes)
145  *    g_tuba.md3 - pickup model
146  */
147
148 // writes:
149 //   this.origin, this.angles
150 //   this.weaponentity
151 //   this.movedir, this.view_ofs
152 //   attachment stuff
153 //   anim stuff
154 // to free:
155 //   call again with ""
156 //   remove the ent
157 void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name)
158 {
159         if (name != "")
160         {
161                 // if there is a child entity, hide it until we're sure we use it
162                 if (this.(weaponentity)) this.(weaponentity).model = "";
163                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
164                 int v_shot_idx = gettagindex(this, "shot");  // used later
165                 if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
166
167                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
168                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
169                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
170                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
171                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
172                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
173
174                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
175                 // if we don't, this is a "real" animated model
176                 if (gettagindex(this, "weapon"))
177                 {
178                         if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
179                         _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
180                         setattachment(this.(weaponentity), this, "weapon");
181                 }
182                 else if (gettagindex(this, "tag_weapon"))
183                 {
184                         if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
185                         _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
186                         setattachment(this.(weaponentity), this, "tag_weapon");
187                 }
188                 else
189                 {
190                         if (this.(weaponentity)) remove(this.(weaponentity));
191                         this.(weaponentity) = NULL;
192                 }
193
194                 setorigin(this, '0 0 0');
195                 this.angles = '0 0 0';
196                 this.frame = 0;
197                 this.viewmodelforclient = NULL;
198
199                 float idx;
200
201                 if (v_shot_idx)  // v_ model attached to invisible h_ model
202                 {
203                         this.movedir = gettaginfo(this.(weaponentity), v_shot_idx);
204                 }
205                 else
206                 {
207                         idx = gettagindex(this, "shot");
208                         if (!idx) idx = gettagindex(this, "tag_shot");
209                         if (idx)
210                         {
211                                 this.movedir = gettaginfo(this, idx);
212                         }
213                         else
214                         {
215                                 LOG_INFO("WARNING: weapon model ", this.model,
216                                         " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
217                                 this.movedir = '0 0 0';
218                         }
219                 }
220
221                 if (this.(weaponentity))  // v_ model attached to invisible h_ model
222                 {
223                         idx = gettagindex(this.(weaponentity), "shell");
224                         if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell");
225                         if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx);
226                 }
227                 else
228                 {
229                         idx = 0;
230                 }
231                 if (!idx)
232                 {
233                         idx = gettagindex(this, "shell");
234                         if (!idx) idx = gettagindex(this, "tag_shell");
235                         if (idx)
236                         {
237                                 this.spawnorigin = gettaginfo(this, idx);
238                         }
239                         else
240                         {
241                                 LOG_INFO("WARNING: weapon model ", this.model,
242                                         " does not support the 'shell' tag, will display casings wrong\n");
243                                 this.spawnorigin = this.movedir;
244                         }
245                 }
246
247                 if (v_shot_idx)
248                 {
249                         this.oldorigin = '0 0 0';  // use regular attachment
250                 }
251                 else
252                 {
253                         if (this.(weaponentity))
254                         {
255                                 idx = gettagindex(this, "weapon");
256                                 if (!idx) idx = gettagindex(this, "tag_weapon");
257                         }
258                         else
259                         {
260                                 idx = gettagindex(this, "handle");
261                                 if (!idx) idx = gettagindex(this, "tag_handle");
262                         }
263                         if (idx)
264                         {
265                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
266                         }
267                         else
268                         {
269                                 LOG_INFO("WARNING: weapon model ", this.model,
270                                         " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
271                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
272                         }
273                 }
274
275                 this.viewmodelforclient = this.owner;
276         }
277         else
278         {
279                 this.model = "";
280                 if (this.(weaponentity)) remove(this.(weaponentity));
281                 this.(weaponentity) = NULL;
282                 this.movedir = '0 0 0';
283                 this.spawnorigin = '0 0 0';
284                 this.oldorigin = '0 0 0';
285                 this.anim_fire1  = '0 1 0.01';
286                 this.anim_fire2  = '0 1 0.01';
287                 this.anim_idle   = '0 1 0.01';
288                 this.anim_reload = '0 1 0.01';
289         }
290
291         this.view_ofs = '0 0 0';
292
293         if (this.movedir.x >= 0)
294         {
295                 vector v0 = this.movedir;
296                 this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
297                 this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
298         }
299         this.owner.stat_shotorg = compressShotOrigin(this.movedir);
300         this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
301
302         this.spawnorigin += this.view_ofs;                            // offset the casings origin by the same amount
303
304         // check if an instant weapon switch occurred
305         setorigin(this, this.view_ofs);
306         // reset animstate now
307         this.wframe = WFRAME_IDLE;
308         setanim(this, this.anim_idle, true, false, true);
309 }
310
311 vector CL_Weapon_GetShotOrg(float wpn)
312 {
313         entity wi = Weapons_from(wpn);
314         entity e = spawn();
315         .entity weaponentity = weaponentities[0];
316         CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl);
317         vector ret = e.movedir;
318         CL_WeaponEntity_SetModel(e, weaponentity, "");
319         remove(e);
320         return ret;
321 }
322
323 ..entity weaponentity_fld;
324
325 void CL_Weaponentity_Think()
326 {
327         SELFPARAM();
328         this.nextthink = time;
329         if (intermission_running) this.frame = this.anim_idle.x;
330         .entity weaponentity = this.weaponentity_fld;
331         if (this.owner.(weaponentity) != this)
332         {
333                 if (this.(weaponentity)) remove(this.(weaponentity));
334                 remove(this);
335                 return;
336         }
337         if (this.owner.deadflag != DEAD_NO)
338         {
339                 this.model = "";
340                 if (this.(weaponentity)) this.(weaponentity).model = "";
341                 return;
342         }
343         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
344             || this.deadflag != this.owner.deadflag)
345         {
346                 this.weaponname = this.owner.weaponname;
347                 this.dmg = this.owner.modelindex;
348                 this.deadflag = this.owner.deadflag;
349
350                 CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname);
351         }
352
353         int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
354         this.effects = this.owner.effects & EFMASK_CHEAP;
355         this.effects &= ~EF_LOWPRECISION;
356         this.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
357         this.effects &= ~EF_TELEPORT_BIT;
358         this.effects &= ~EF_RESTARTANIM_BIT;
359         this.effects |= tb;
360         if (weaponentity != weaponentities[0]) this.effects |= EF_NODRAW;
361
362         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
363         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
364         else this.alpha = 1;
365
366         this.glowmod = this.owner.weaponentity_glowmod;
367         this.colormap = this.owner.colormap;
368         if (this.(weaponentity))
369         {
370                 this.(weaponentity).effects = this.effects;
371                 this.(weaponentity).alpha = this.alpha;
372                 this.(weaponentity).colormap = this.colormap;
373                 this.(weaponentity).glowmod = this.glowmod;
374         }
375
376         this.angles = '0 0 0';
377
378         float f = this.weapon_nextthink - time;
379         if (this.state == WS_RAISE && !intermission_running)
380         {
381                 entity newwep = Weapons_from(this.owner.switchweapon);
382                 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
383                 this.angles_x = -90 * f * f;
384         }
385         else if (this.state == WS_DROP && !intermission_running)
386         {
387                 entity oldwep = Weapons_from(this.owner.weapon);
388                 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
389                 this.angles_x = -90 * f * f;
390         }
391         else if (this.state == WS_CLEAR)
392         {
393                 f = 1;
394                 this.angles_x = -90 * f * f;
395         }
396 }
397
398 void CL_ExteriorWeaponentity_Think()
399 {
400         SELFPARAM();
401         this.nextthink = time;
402         if (this.owner.exteriorweaponentity != this)
403         {
404                 remove(this);
405                 return;
406         }
407         if (this.owner.deadflag != DEAD_NO)
408         {
409                 this.model = "";
410                 return;
411         }
412         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
413             || this.deadflag != this.owner.deadflag)
414         {
415                 this.weaponname = this.owner.weaponname;
416                 this.dmg = this.owner.modelindex;
417                 this.deadflag = this.owner.deadflag;
418                 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
419                 else this.model = "";
420
421                 int tag_found;
422                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
423                 {
424                         this.tag_index = tag_found;
425                         this.tag_entity = this.owner;
426                 }
427                 else
428                 {
429                         setattachment(this, this.owner, "bip01 r hand");
430                 }
431         }
432         this.effects = this.owner.effects;
433         this.effects |= EF_LOWPRECISION;
434         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
435         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
436         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
437         else this.alpha = 1;
438
439         this.glowmod = this.owner.weaponentity_glowmod;
440         this.colormap = this.owner.colormap;
441
442         CSQCMODEL_AUTOUPDATE(this);
443 }
444
445 // spawning weaponentity for client
446 void CL_SpawnWeaponentity(entity e, .entity weaponentity)
447 {
448         entity view = e.(weaponentity) = new(weaponentity);
449         make_pure(view);
450         view.solid = SOLID_NOT;
451         view.owner = e;
452         setmodel(view, MDL_Null);  // precision set when changed
453         setorigin(view, '0 0 0');
454         view.angles = '0 0 0';
455         view.viewmodelforclient = e;
456         view.flags = 0;
457         view.weaponentity_fld = weaponentity;
458         view.think = CL_Weaponentity_Think;
459         view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
460         view.nextthink = time;
461
462         if (weaponentity == weaponentities[0])
463         {
464                 entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
465                 make_pure(exterior);
466                 exterior.solid = SOLID_NOT;
467                 exterior.exteriorweaponentity = exterior;
468                 exterior.owner = e;
469                 setorigin(exterior, '0 0 0');
470                 exterior.angles = '0 0 0';
471                 exterior.think = CL_ExteriorWeaponentity_Think;
472                 exterior.nextthink = time;
473
474                 CSQCMODEL_AUTOINIT(exterior);
475         }
476 }
477
478 // Weapon subs
479 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
480 {
481         if (actor.weapon != -1)
482         {
483                 actor.weapon = 0;
484                 actor.switchingweapon = 0;
485         }
486         entity this = actor.(weaponentity);
487         if (this)
488         {
489                 this.state = WS_CLEAR;
490                 this.effects = 0;
491         }
492 }
493
494 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
495 {
496         entity this = actor.(weaponentity);
497         if (this) this.state = WS_READY;
498         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
499 }
500
501 .float prevdryfire;
502 .float prevwarntime;
503 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
504 {
505         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
506         bool ammo = false;
507         if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
508         else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
509         if (ammo) return true;
510         // always keep the Mine Layer if we placed mines, so that we can detonate them
511         if (thiswep == WEP_MINE_LAYER)
512                 for (entity mine; (mine = find(mine, classname, "mine")); )
513                         if (mine.owner == actor) return false;
514
515         if (thiswep == WEP_SHOTGUN)
516                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
517
518         if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
519         {
520                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
521                 actor.prevdryfire = time;
522         }
523
524         // check if the other firing mode has enough ammo
525         bool ammo_other = false;
526         if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
527         else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
528         if (ammo_other)
529         {
530                 if (time - actor.prevwarntime > 1)
531                 {
532                         Send_Notification(
533                                 NOTIF_ONE,
534                                 actor,
535                                 MSG_MULTI,
536                                 ITEM_WEAPON_PRIMORSEC,
537                                 thiswep.m_id,
538                                 secondary,
539                                 (1 - secondary)
540                                          );
541                 }
542                 actor.prevwarntime = time;
543         }
544         else  // this weapon is totally unable to fire, switch to another one
545         {
546                 W_SwitchToOtherWeapon(actor);
547         }
548
549         return false;
550 }
551
552 .float race_penalty;
553 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
554 {
555         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
556
557         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
558         // if all players readied up and the countdown is running
559         if (time < game_starttime || time < actor.race_penalty) return false;
560
561         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
562                 return false;
563
564         // do not even think about shooting if switching
565         if (actor.switchweapon != actor.weapon) return false;
566
567         if (attacktime >= 0)
568         {
569                 int slot = weaponslot(weaponentity);
570                 // don't fire if previous attack is not finished
571                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
572                 entity this = actor.(weaponentity);
573                 // don't fire while changing weapon
574                 if (this.state != WS_READY) return false;
575         }
576         return true;
577 }
578
579 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
580 {
581         entity this = actor.(weaponentity);
582         this.state = WS_INUSE;
583
584         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
585
586         // if the weapon hasn't been firing continuously, reset the timer
587         if (attacktime >= 0)
588         {
589                 int slot = weaponslot(weaponentity);
590                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
591                 {
592                         ATTACK_FINISHED(actor, slot) = time;
593                         // dprint("resetting attack finished to ", ftos(time), "\n");
594                 }
595                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
596         }
597         actor.bulletcounter += 1;
598         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
599 }
600
601 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
602 {
603         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
604         {
605                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
606                 return true;
607         }
608         return false;
609 }
610
611 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
612         .entity weaponentity, int fire) func)
613 {
614         entity this = actor.(weaponentity);
615         bool restartanim;
616         if (fr == WFRAME_DONTCHANGE)
617         {
618                 fr = this.wframe;
619                 restartanim = false;
620         }
621         else if (fr == WFRAME_IDLE)
622         {
623                 restartanim = false;
624         }
625         else
626         {
627                 restartanim = true;
628         }
629
630         vector of = v_forward;
631         vector or = v_right;
632         vector ou = v_up;
633
634         if (this)
635         {
636                 this.wframe = fr;
637                 vector a = '0 0 0';
638                 if (fr == WFRAME_IDLE) a = this.anim_idle;
639                 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
640                 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
641                 else  // if (fr == WFRAME_RELOAD)
642                         a = this.anim_reload;
643                 a.z *= g_weaponratefactor;
644                 setanim(this, a, restartanim == false, restartanim, restartanim);
645         }
646
647         v_forward = of;
648         v_right = or;
649         v_up = ou;
650
651         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
652                         "Tried to override initial weapon think function - should this really happen?");
653
654         t *= W_WeaponRateFactor();
655
656         // VorteX: haste can be added here
657         if (this.weapon_think == w_ready)
658         {
659                 this.weapon_nextthink = time;
660                 // dprint("started firing at ", ftos(time), "\n");
661         }
662         if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
663             || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
664         {
665                 this.weapon_nextthink = time;
666                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
667         }
668         this.weapon_nextthink = this.weapon_nextthink + t;
669         this.weapon_think = func;
670         // dprint("next ", ftos(this.weapon_nextthink), "\n");
671
672         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
673         {
674                 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
675                     && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
676                 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
677         }
678         else
679         {
680                 if (actor.anim_upper_action == ANIMACTION_SHOOT
681                     || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
682         }
683 }
684
685 bool forbidWeaponUse(entity player)
686 {
687         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
688         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
689         if (player.player_blocked) return true;
690         if (player.frozen) return true;
691         if (player.weapon_blocked) return true;
692         return false;
693 }
694
695 .bool hook_switchweapon;
696
697 void W_WeaponFrame(entity actor)
698 {
699         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
700         entity this = actor.(weaponentity);
701         if (frametime) actor.weapon_frametime = frametime;
702
703         if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
704
705
706         if (forbidWeaponUse(actor))
707         {
708                 if (actor.(weaponentity).state != WS_CLEAR)
709                 {
710                         Weapon wpn = Weapons_from(actor.weapon);
711                         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
712                         return;
713                 }
714         }
715
716         if (actor.switchweapon == 0)
717         {
718                 actor.weapon = 0;
719                 actor.switchingweapon = 0;
720                 this.state = WS_CLEAR;
721                 actor.weaponname = "";
722                 // actor.items &= ~IT_AMMO;
723                 return;
724         }
725
726         makevectors(actor.v_angle);
727         vector fo = v_forward;  // save them in case the weapon think functions change it
728         vector ri = v_right;
729         vector up = v_up;
730
731         // Change weapon
732         if (actor.weapon != actor.switchweapon)
733         {
734                 switch (this.state)
735                 {
736                         default:
737                                 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
738                                 break;
739                         case WS_INUSE:
740                         case WS_RAISE:
741                                 break;
742                         case WS_CLEAR:
743                         {
744                                 // end switching!
745                                 actor.switchingweapon = actor.switchweapon;
746                                 entity newwep = Weapons_from(actor.switchweapon);
747
748                                 // the two weapon entities will notice this has changed and update their models
749                                 actor.weapon = actor.switchweapon;
750                                 actor.weaponname = newwep.mdl;
751                                 actor.bulletcounter = 0;
752                                 actor.ammo_field = newwep.ammo_field;
753                                 newwep.wr_setup(newwep);
754                                 this.state = WS_RAISE;
755
756                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
757                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
758                                 {
759                                         actor.clip_load = actor.(weapon_load[actor.switchweapon]);
760                                         actor.clip_size = newwep.reloading_ammo;
761                                 }
762                                 else
763                                 {
764                                         actor.clip_load = actor.clip_size = 0;
765                                 }
766
767                                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
768                                 break;
769                         }
770                         case WS_DROP:
771                         {
772                                 // in dropping phase we can switch at any time
773                                 actor.switchingweapon = actor.switchweapon;
774                                 break;
775                         }
776                         case WS_READY:
777                         {
778                                 // start switching!
779                                 actor.switchingweapon = actor.switchweapon;
780                                 entity oldwep = Weapons_from(actor.weapon);
781
782                                 // set up weapon switch think in the future, and start drop anim
783                                 if (
784 #if INDEPENDENT_ATTACK_FINISHED
785                                             true
786 #else
787                                             ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
788 #endif
789                                    )
790                                 {
791                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
792                                         this.state = WS_DROP;
793                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
794                                 }
795                                 break;
796                         }
797                 }
798         }
799
800         // LordHavoc: network timing test code
801         // if (actor.button0)
802         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
803
804         int w = actor.weapon;
805
806         // call the think code which may fire the weapon
807         // and do so multiple times to resolve framerate dependency issues if the
808         // server framerate is very low and the weapon fire rate very high
809         for (int c = 0; c < W_TICSPERFRAME; ++c)
810         {
811                 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
812                 {
813                         if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
814                         w = 0;
815                 }
816
817                 v_forward = fo;
818                 v_right = ri;
819                 v_up = up;
820
821                 bool block_weapon = false;
822                 {
823                         bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
824                         Weapon off = actor.offhand;
825                         if (off && !(actor.weapons & WEPSET(HOOK)))
826                         {
827                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
828                         }
829                         else
830                         {
831                                 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
832                                                 WEP_HOOK.m_id);
833                                 actor.hook_switchweapon = key_pressed;
834                                 Weapon h = WEP_HOOK;
835                                 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
836                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
837                         }
838                 }
839
840                 v_forward = fo;
841                 v_right = ri;
842                 v_up = up;
843
844                 if (!block_weapon)
845                 {
846                         if (w)
847                         {
848                                 Weapon e = Weapons_from(actor.weapon);
849                                 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
850                         }
851                         else
852                         {
853                                 Weapon w = Weapons_from(actor.weapon);
854                                 w.wr_gonethink(w);
855                         }
856                 }
857
858                 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
859                 {
860                         if (this.weapon_think)
861                         {
862                                 v_forward = fo;
863                                 v_right = ri;
864                                 v_up = up;
865                                 Weapon wpn = Weapons_from(actor.weapon);
866                                 this.weapon_think(wpn, actor, weaponentity,
867                                         (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
868                         }
869                         else
870                         {
871                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
872                         }
873                 }
874         }
875 }
876
877 void W_AttachToShotorg(entity actor, entity flash, vector offset)
878 {
879         .entity weaponentity = weaponentities[0];
880         flash.owner = actor;
881         flash.angles_z = random() * 360;
882
883         entity this = actor.(weaponentity);
884         if (gettagindex(this, "shot")) setattachment(flash, this, "shot");
885         else setattachment(flash, this, "tag_shot");
886         setorigin(flash, offset);
887
888         entity xflash = spawn();
889         copyentity(flash, xflash);
890
891         flash.viewmodelforclient = actor;
892
893         if (this.oldorigin.x > 0)
894         {
895                 setattachment(xflash, actor.exteriorweaponentity, "");
896                 setorigin(xflash, this.oldorigin + offset);
897         }
898         else
899         {
900                 if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
901                 else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
902                 setorigin(xflash, offset);
903         }
904 }
905
906 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
907 {
908         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
909
910         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
911
912         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
913         if (wep.reloading_ammo)
914         {
915                 actor.clip_load -= ammo_use;
916                 actor.(weapon_load[actor.weapon]) = actor.clip_load;
917         }
918         else if (wep.ammo_field != ammo_none)
919         {
920                 actor.(wep.ammo_field) -= ammo_use;
921                 if (actor.(wep.ammo_field) < 0)
922                 {
923                         backtrace(sprintf(
924                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
925                                 "Please notify Samual immediately with a copy of this backtrace!\n",
926                                 ammo_use,
927                                 wep.netname,
928                                 GetAmmoPicture(wep.ammo_field),
929                                 actor.netname,
930                                 actor.(wep.ammo_field)
931                                              ));
932                 }
933         }
934 }
935
936 // weapon reloading code
937
938 .float reload_ammo_amount, reload_ammo_min, reload_time;
939 .float reload_complain;
940 .string reload_sound;
941
942 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
943 {
944         // finish the reloading process, and do the ammo transfer
945
946         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
947
948         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
949         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
950         {
951                 actor.clip_load = actor.reload_ammo_amount;
952         }
953         else
954         {
955                 // make sure we don't add more ammo than we have
956                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
957                 actor.clip_load += load;
958                 actor.(actor.ammo_field) -= load;
959         }
960         actor.(weapon_load[actor.weapon]) = actor.clip_load;
961
962         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
963         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
964         // so your weapon is disabled for a few seconds without reason
965
966         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
967
968         Weapon wpn = Weapons_from(actor.weapon);
969         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
970 }
971
972 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
973 {
974         .entity weaponentity = weaponentities[0];
975         // set global values to work with
976         entity e = Weapons_from(actor.weapon);
977
978         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
979
980         actor.reload_ammo_min = sent_ammo_min;
981         actor.reload_ammo_amount = e.reloading_ammo;
982         actor.reload_time = e.reloading_time;
983         actor.reload_sound = sent_sound;
984
985         // don't reload weapons that don't have the RELOADABLE flag
986         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
987         {
988                 LOG_TRACE(
989                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
990                 return;
991         }
992
993         // return if reloading is disabled for this weapon
994         if (!actor.reload_ammo_amount) return;
995
996         // our weapon is fully loaded, no need to reload
997         if (actor.clip_load >= actor.reload_ammo_amount) return;
998
999         // no ammo, so nothing to load
1000         if (actor.ammo_field != ammo_none)
1001         {
1002                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
1003                 {
1004                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
1005                         {
1006                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
1007                                 {
1008                                         play2(actor, SND(UNAVAILABLE));
1009                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
1010                                         actor.reload_complain = time + 1;
1011                                 }
1012                                 // switch away if the amount of ammo is not enough to keep using this weapon
1013                                 Weapon w = Weapons_from(actor.weapon);
1014                                 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
1015                                 {
1016                                         actor.clip_load = -1;  // reload later
1017                                         W_SwitchToOtherWeapon(actor);
1018                                 }
1019                                 return;
1020                         }
1021                 }
1022         }
1023
1024         entity this = actor.(weaponentity);
1025         if (this)
1026         {
1027                 if (this.wframe == WFRAME_RELOAD) return;
1028
1029                 // allow switching away while reloading, but this will cause a new reload!
1030                 this.state = WS_READY;
1031         }
1032
1033         // now begin the reloading process
1034
1035         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
1036
1037         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1038         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1039         // so your weapon is disabled for a few seconds without reason
1040
1041         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1042
1043         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
1044
1045         if (actor.clip_load < 0) actor.clip_load = 0;
1046         actor.old_clip_load = actor.clip_load;
1047         actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
1048 }
1049
1050 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1051 {
1052         Weapon w = Weapons_from(weapon_type);
1053         weapon_dropevent_item = weapon_item;
1054         WITH(entity, self, player, w.event(w));
1055 }