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Tweak alternating dual wielding so weapons fire in time
[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 <server/mutators/_mod.qh>
7 #include "../round_handler.qh"
8 #include <server/cheats.qh>
9 #include <server/resources.qh>
10 #include <common/t_items.qh>
11 #include <common/animdecide.qh>
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/monsters/_mod.qh>
15 #include <common/notifications/all.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/state.qh>
19 #include <lib/csqcmodel/sv_model.qh>
20 #include <common/wepent.qh>
21
22 .int state;
23
24 .float weapon_frametime;
25
26 float W_WeaponRateFactor(entity this)
27 {
28         float t = 1;
29         if(g_weaponratefactor > 0)
30                 t = 1.0 / g_weaponratefactor;
31
32         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
33         t = M_ARGV(0, float);
34
35         return t;
36 }
37
38 float W_WeaponSpeedFactor(entity this)
39 {
40         float t = 1.0 * g_weaponspeedfactor;
41
42         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
43         t = M_ARGV(0, float);
44
45         return t;
46 }
47
48
49 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
50 {
51         this.viewmodelforclient = this.owner;
52         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
53         return true;
54 }
55
56 vector CL_Weapon_GetShotOrg(int wpn)
57 {
58         entity wi = Weapons_from(wpn);
59         entity e = spawn();
60         CL_WeaponEntity_SetModel(e, wi.mdl, false);
61         vector ret = e.movedir;
62         CL_WeaponEntity_SetModel(e, "", false);
63         delete(e);
64         return ret;
65 }
66
67 .float m_alpha;
68 .string w_weaponname;
69 .int w_dmg;
70 .int w_deadflag;
71
72 void CL_Weaponentity_Think(entity this)
73 {
74         this.nextthink = time;
75         if (game_stopped) this.frame = this.anim_idle.x;
76         .entity weaponentity = this.weaponentity_fld;
77         if (this.owner.(weaponentity) != this)
78         {
79                 // owner has new gun; remove old one
80                 if (this.weaponchild) delete(this.weaponchild);
81                 if (this.hook) delete(this.hook);
82                 delete(this);
83                 return;
84         }
85         if (IS_DEAD(this.owner))
86         {
87                 // owner died; disappear
88                 this.model = "";
89                 if (this.weaponchild) this.weaponchild.model = "";
90                 return;
91         }
92         if (this.w_weaponname != this.weaponname
93             || this.w_dmg != this.modelindex
94             || this.w_deadflag != this.deadflag)
95         {
96                 // owner changed weapons; update appearance
97                 this.w_weaponname = this.weaponname;
98                 this.w_dmg = this.modelindex;
99                 this.w_deadflag = this.deadflag;
100
101                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
102         }
103
104         this.alpha = -1;  // TODO: don't render this entity at all
105
106         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
107         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
108         else this.m_alpha  = 1;
109
110         if (this.weaponchild)
111         {
112                 this.weaponchild.alpha = this.alpha;
113                 this.weaponchild.effects = this.effects;
114         }
115 }
116
117 void CL_ExteriorWeaponentity_Think(entity this)
118 {
119         this.nextthink = time;
120         .entity weaponentity = this.weaponentity_fld;
121         entity w_ent = this.owner.(weaponentity);
122         if (this.owner.exteriorweaponentity != this)
123         {
124                 delete(this);
125                 return;
126         }
127         if (IS_DEAD(this.owner))
128         {
129                 this.model = "";
130                 return;
131         }
132         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
133             || this.deadflag != w_ent.deadflag)
134         {
135                 this.weaponname = w_ent.weaponname;
136                 this.dmg = w_ent.modelindex;
137                 this.deadflag = w_ent.deadflag;
138                 if (w_ent.weaponname != "")
139                 {
140                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
141                         setsize(this, '0 0 0', '0 0 0');
142                 }
143                 else this.model = "";
144
145                 int tag_found;
146                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
147                 {
148                         this.tag_index = tag_found;
149                         this.tag_entity = this.owner;
150                 }
151                 else
152                 {
153                         setattachment(this, this.owner, "bip01 r hand");
154                 }
155         }
156         this.effects = this.owner.effects;
157         this.effects |= EF_LOWPRECISION;
158         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
159         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
160         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
161         else this.alpha = 1;
162
163     Weapon wep = this.owner.(weaponentity).m_weapon;
164         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
165         this.colormap = this.owner.colormap;
166
167         CSQCMODEL_AUTOUPDATE(this);
168 }
169
170 // spawning weaponentity for client
171 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
172 {
173         entity view = actor.(weaponentity) = new(weaponentity);
174         view.solid = SOLID_NOT;
175         view.owner = actor;
176         setmodel(view, MDL_Null);  // precision set when changed
177         setorigin(view, '0 0 0');
178         view.weaponentity_fld = weaponentity;
179         setthink(view, CL_Weaponentity_Think);
180         view.nextthink = time;
181         view.viewmodelforclient = actor;
182         view.draggable = drag_undraggable;
183         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
184
185         wepent_link(view);
186
187         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
188         {
189                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
190                 exterior.solid = SOLID_NOT;
191                 exterior.owner = actor;
192                 exterior.draggable = drag_undraggable;
193                 exterior.weaponentity_fld = weaponentity;
194                 setorigin(exterior, '0 0 0');
195                 setthink(exterior, CL_ExteriorWeaponentity_Think);
196                 exterior.nextthink = time;
197
198                 CSQCMODEL_AUTOINIT(exterior);
199         }
200 }
201
202 // Weapon subs
203 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
204 {
205         actor.(weaponentity).m_weapon = WEP_Null;
206         actor.(weaponentity).m_switchingweapon = WEP_Null;
207         entity this = actor.(weaponentity);
208         if (this)
209         {
210                 this.state = WS_CLEAR;
211                 this.effects = 0;
212         }
213 }
214
215 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
216 {
217         entity this = actor.(weaponentity);
218         if (this) this.state = WS_READY;
219         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
220 }
221
222 .float prevdryfire;
223 .float prevwarntime;
224 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
225 {
226         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
227         bool ammo = false;
228         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
229         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
230         if (ammo) return true;
231         // always keep the Mine Layer if we placed mines, so that we can detonate them
232         if (thiswep == WEP_MINE_LAYER)
233         {
234                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
235                 {
236                         return false;
237                 });
238         }
239
240         if (thiswep == WEP_SHOTGUN)
241                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
242
243         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
244         {
245                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
246                 actor.prevdryfire = time;
247         }
248
249         // check if the other firing mode has enough ammo
250         bool ammo_other = false;
251         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
252         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
253         if (ammo_other)
254         {
255                 if (time - actor.prevwarntime > 1)
256                 {
257                         Send_Notification(
258                                 NOTIF_ONE,
259                                 actor,
260                                 MSG_MULTI,
261                                 ITEM_WEAPON_PRIMORSEC,
262                                 thiswep.m_id,
263                                 secondary,
264                                 (1 - secondary)
265                                          );
266                 }
267                 actor.prevwarntime = time;
268         }
269         else  // this weapon is totally unable to fire, switch to another one
270         {
271                 W_SwitchToOtherWeapon(actor, weaponentity);
272         }
273
274         return false;
275 }
276
277 .float race_penalty;
278 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
279 {
280         if (actor.weaponentity == NULL) return true;
281         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
282
283         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
284         // if all players readied up and the countdown is running
285         if (time < game_starttime || time < actor.race_penalty) return false;
286
287         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
288                 return false;
289
290         // do not even think about shooting if switching
291         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
292
293         if (attacktime >= 0)
294         {
295                 int slot = weaponslot(weaponentity);
296                 // don't fire if previous attack is not finished
297                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
298                 entity this = actor.(weaponentity);
299                 // don't fire while changing weapon
300                 if (this.state != WS_READY) return false;
301         }
302         return true;
303 }
304
305 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
306 {
307         entity this = actor.(weaponentity);
308         if (this == NULL) return;
309         this.state = WS_INUSE;
310
311         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
312
313         // if the weapon hasn't been firing continuously, reset the timer
314         if (attacktime >= 0)
315         {
316                 int slot = weaponslot(weaponentity);
317                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
318                 {
319                         ATTACK_FINISHED(actor, slot) = time;
320                         // dprint("resetting attack finished to ", ftos(time), "\n");
321                 }
322                 float arate = W_WeaponRateFactor(actor);
323                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * arate;
324
325                 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
326                 {
327                         for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
328                         {
329                                 if(slot == wepslot)
330                                         continue;
331                                 .entity wepent = weaponentities[wepslot];
332                                 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
333                                 {
334                                         if(ATTACK_FINISHED(actor, wepslot) > time + actor.(wepent).weapon_frametime * 0.5)
335                                                 continue; // still cooling down!
336                                         if (ATTACK_FINISHED(actor, wepslot) < time - actor.(wepent).weapon_frametime * 1.5)
337                                                 ATTACK_FINISHED(actor, wepslot) = time;
338                                         ATTACK_FINISHED(actor, wepslot) = ATTACK_FINISHED(actor, wepslot) + (attacktime * arate) * 0.5;
339                                 }
340                         }
341                 }
342         }
343         this.bulletcounter += 1;
344         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
345 }
346
347 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
348 {
349         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
350         {
351                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
352                 return true;
353         }
354         return false;
355 }
356
357 /**
358  * @param t defer thinking until time + t
359  * @param func next think function
360  */
361 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
362         .entity weaponentity, int fire) func)
363 {
364         entity this = actor.(weaponentity);
365         if (this == NULL) return;
366         bool restartanim;
367         if (fr == WFRAME_DONTCHANGE)
368         {
369                 fr = this.wframe;
370                 restartanim = false;
371         }
372         else
373         {
374                 restartanim = fr != WFRAME_IDLE;
375         }
376
377         vector of = v_forward;
378         vector or = v_right;
379         vector ou = v_up;
380
381         vector a = '0 0 0';
382     this.wframe = fr;
383     if (fr == WFRAME_IDLE) a = this.anim_idle;
384     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
385     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
386     else  // if (fr == WFRAME_RELOAD)
387         a = this.anim_reload;
388     a.z *= g_weaponratefactor;
389
390         v_forward = of;
391         v_right = or;
392         v_up = ou;
393
394         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
395                         "Tried to override initial weapon think function - should this really happen?");
396
397         t *= W_WeaponRateFactor(actor);
398
399         // VorteX: haste can be added here
400         if (this.weapon_think == w_ready)
401         {
402                 this.weapon_nextthink = time;
403                 // dprint("started firing at ", ftos(time), "\n");
404         }
405         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
406             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
407         {
408                 this.weapon_nextthink = time;
409                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
410         }
411         this.weapon_nextthink += t;
412         this.weapon_think = func;
413         // dprint("next ", ftos(this.weapon_nextthink), "\n");
414
415         if (this)
416         {
417                 FOREACH_CLIENT(true, {
418                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
419                                 wframe_send(it, this, a, restartanim);
420                 });
421         }
422
423         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
424         {
425                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
426                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
427                 int act = (primary_melee || secondary_melee)
428                         ? ANIMACTION_MELEE
429                         : ANIMACTION_SHOOT
430                         ;
431                 animdecide_setaction(actor, act, restartanim);
432         }
433         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
434         {
435                 actor.anim_upper_action = 0;
436         }
437 }
438
439 bool forbidWeaponUse(entity player)
440 {
441         if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
442         if (player.player_blocked) return true;
443         if (game_stopped) return true;
444         if (STAT(FROZEN, player)) return true;
445         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
446         return false;
447 }
448
449 .bool hook_switchweapon;
450
451 void W_WeaponFrame(Player actor, .entity weaponentity)
452 {
453         TC(Player, actor);
454         TC(PlayerState, PS(actor));
455         entity this = actor.(weaponentity);
456         if (frametime) this.weapon_frametime = frametime;
457
458         if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
459
460         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
461         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
462
463         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
464                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
465
466         if (forbidWeaponUse(actor))
467         {
468                 if (this.state != WS_CLEAR)
469                 {
470                         Weapon wpn = this.m_weapon;
471                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
472                         return;
473                 }
474         }
475
476         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
477         {
478                 .entity wepe1 = weaponentities[0];
479                 entity wep1 = actor.(wepe1);
480                 this.m_switchweapon = wep1.m_switchweapon;
481                 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
482                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
483                 {
484                         this.m_weapon = WEP_Null;
485                         this.m_switchingweapon = WEP_Null;
486                         this.m_switchweapon = WEP_Null;
487                         this.state = WS_CLEAR;
488                         this.weaponname = "";
489                         return;
490                 }
491         }
492
493         if (this.m_switchweapon == WEP_Null)
494         {
495                 if (this.state != WS_CLEAR)
496                         w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
497                 this.m_weapon = WEP_Null;
498                 this.m_switchingweapon = WEP_Null;
499                 this.state = WS_CLEAR;
500                 this.weaponname = "";
501                 return;
502         }
503
504         makevectors(actor.v_angle);
505         vector fo = v_forward;  // save them in case the weapon think functions change it
506         vector ri = v_right;
507         vector up = v_up;
508
509         // Change weapon
510         if (this.m_weapon != this.m_switchweapon)
511         {
512                 switch (this.state)
513                 {
514                         default:
515                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
516                                 break;
517                         case WS_INUSE:
518                         case WS_RAISE:
519                                 break;
520                         case WS_CLEAR:
521                         {
522                                 // end switching!
523                                 Weapon newwep = this.m_switchweapon;
524                                 this.m_switchingweapon = newwep;
525
526                                 // the two weapon entities will notice this has changed and update their models
527                                 this.m_weapon = newwep;
528                                 this.weaponname = newwep.mdl;
529                                 this.bulletcounter = 0;
530                                 newwep.wr_setup(newwep, actor, weaponentity);
531                                 this.state = WS_RAISE;
532
533                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
534                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
535                                 {
536                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
537                                         this.clip_size = newwep.reloading_ammo;
538                                 }
539                                 else
540                                 {
541                                         this.clip_load = this.clip_size = 0;
542                                 }
543
544                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
545                                 break;
546                         }
547                         case WS_DROP:
548                         {
549                                 // in dropping phase we can switch at any time
550                                 this.m_switchingweapon = this.m_switchweapon;
551                                 break;
552                         }
553                         case WS_READY:
554                         {
555                                 // start switching!
556                                 this.m_switchingweapon = this.m_switchweapon;
557                                 entity oldwep = this.m_weapon;
558
559                                 // set up weapon switch think in the future, and start drop anim
560                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
561                                 {
562                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
563                                         this.state = WS_DROP;
564                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
565                                 }
566                                 break;
567                         }
568                 }
569         }
570
571         // LordHavoc: network timing test code
572         // if (actor.button0)
573         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
574
575         Weapon w = this.m_weapon;
576
577         // call the think code which may fire the weapon
578         // and do so multiple times to resolve framerate dependency issues if the
579         // server framerate is very low and the weapon fire rate very high
580         for (int c = 0; c < W_TICSPERFRAME; ++c)
581         {
582                 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
583                 {
584                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
585                         w = WEP_Null;
586                 }
587
588                 v_forward = fo;
589                 v_right = ri;
590                 v_up = up;
591
592                 bool block_weapon = false;
593                 {
594                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
595                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
596                                 key_pressed = false;
597
598                         Weapon off = actor.offhand;
599                         if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
600                         {
601                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
602                         }
603                         else
604                         {
605                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
606                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
607                                 actor.hook_switchweapon = key_pressed;
608                                 Weapon h = WEP_HOOK;
609                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
610                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
611                         }
612                 }
613
614                 v_forward = fo;
615                 v_right = ri;
616                 v_up = up;
617
618                 if (!block_weapon)
619                 {
620                         Weapon e = this.m_weapon;
621                         TC(Weapon, e);
622                         if (w != WEP_Null)
623                         {
624                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
625                         }
626                         else if (e)
627                         {
628                                 e.wr_gonethink(e, actor, weaponentity);
629                         }
630                 }
631
632                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
633                 {
634                         if (this.weapon_think)
635                         {
636                                 v_forward = fo;
637                                 v_right = ri;
638                                 v_up = up;
639                                 Weapon wpn = this.m_weapon;
640                                 this.weapon_think(wpn, actor, weaponentity,
641                                         button_atck | (button_atck2 << 1));
642                         }
643                         else
644                         {
645                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
646                         }
647                 }
648         }
649 }
650
651 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
652 {
653         flash.owner = actor;
654         flash.angles_z = random() * 360;
655
656         entity view = actor.(weaponentity);
657         entity exterior = actor.exteriorweaponentity;
658
659         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
660         else setattachment(flash, view, "tag_shot");
661         setorigin(flash, offset);
662
663         entity xflash = spawn();
664         copyentity(flash, xflash);
665
666         flash.viewmodelforclient = actor;
667
668         if (view.oldorigin.x > 0)
669         {
670                 setattachment(xflash, exterior, "");
671                 setorigin(xflash, view.oldorigin + offset);
672         }
673         else
674         {
675                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
676                 else setattachment(xflash, exterior, "tag_shot");
677                 setorigin(xflash, offset);
678         }
679 }
680
681 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
682 {
683         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
684         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
685
686         ammo_use = M_ARGV(2, float);
687
688         entity w_ent = actor.(weaponentity);
689
690         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
691         if (wep.reloading_ammo)
692         {
693                 w_ent.clip_load -= ammo_use;
694                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
695         }
696         else if (wep.ammo_type != RESOURCE_NONE)
697         {
698                 float ammo = GetResourceAmount(actor, wep.ammo_type);
699                 if (ammo < ammo_use)
700                 {
701                         backtrace(sprintf(
702                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
703                                 "Please notify the developers immediately with a copy of this backtrace!\n",
704                                 ammo_use,
705                                 wep.netname,
706                                 GetAmmoPicture(wep.ammo_type),
707                                 actor.netname,
708                                 ammo
709                                              ));
710                 }
711                 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
712         }
713 }
714
715 // weapon reloading code
716
717 .float reload_ammo_amount, reload_ammo_min, reload_time;
718 .float reload_complain;
719 .string reload_sound;
720
721 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
722 {
723         // finish the reloading process, and do the ammo transfer
724
725         entity w_ent = actor.(weaponentity);
726         Weapon wpn = w_ent.m_weapon;
727
728         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
729
730         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
731         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
732         {
733                 w_ent.clip_load = w_ent.reload_ammo_amount;
734         }
735         else
736         {
737                 // make sure we don't add more ammo than we have
738                 float ammo = GetResourceAmount(actor, wpn.ammo_type);
739                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
740                 w_ent.clip_load += load;
741                 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
742         }
743         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
744
745         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
746         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
747         // so your weapon is disabled for a few seconds without reason
748
749         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
750
751         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
752 }
753
754 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
755 {
756         TC(Sound, sent_sound);
757         // set global values to work with
758         entity this = actor.(weaponentity);
759         Weapon e = this.m_weapon;
760
761         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
762
763         this.reload_ammo_min = sent_ammo_min;
764         this.reload_ammo_amount = e.reloading_ammo;
765         this.reload_time = e.reloading_time;
766         strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
767
768         // don't reload weapons that don't have the RELOADABLE flag
769         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
770         {
771                 LOG_TRACE(
772                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
773                 return;
774         }
775
776         // return if reloading is disabled for this weapon
777         if (!this.reload_ammo_amount) return;
778
779         // our weapon is fully loaded, no need to reload
780         if (this.clip_load >= this.reload_ammo_amount) return;
781
782         // no ammo, so nothing to load
783         if (e.ammo_type != RESOURCE_NONE)
784         {
785                 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
786                 {
787                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
788                         {
789                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
790                                 {
791                                         play2(actor, SND(UNAVAILABLE));
792                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
793                                         actor.reload_complain = time + 1;
794                                 }
795                                 // switch away if the amount of ammo is not enough to keep using this weapon
796                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
797                                 {
798                                         this.clip_load = -1;  // reload later
799                                         W_SwitchToOtherWeapon(actor, weaponentity);
800                                 }
801                                 return;
802                         }
803                 }
804         }
805
806         if (this)
807         {
808                 if (this.wframe == WFRAME_RELOAD) return;
809
810                 // allow switching away while reloading, but this will cause a new reload!
811                 this.state = WS_READY;
812         }
813
814         // now begin the reloading process
815
816         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
817
818         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
819         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
820         // so your weapon is disabled for a few seconds without reason
821
822         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
823
824         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
825
826         if (this.clip_load < 0) this.clip_load = 0;
827         this.old_clip_load = this.clip_load;
828         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
829 }
830
831 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
832 {
833         Weapon w = Weapons_from(weapon_type);
834         weapon_dropevent_item = weapon_item;
835         w.event(w, player, weaponentity);
836 }