]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into terencehill/menu_hudskin_selector
[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 .int state;
18
19 .float weapon_frametime;
20
21 float W_WeaponRateFactor()
22 {
23         float t = 1.0 / g_weaponratefactor;
24
25         MUTATOR_CALLHOOK(WeaponRateFactor, t);
26         t = weapon_rate;
27
28         return t;
29 }
30
31 float W_WeaponSpeedFactor()
32 {
33         float t = 1.0 * g_weaponspeedfactor;
34
35         MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
36         t = ret_float;
37
38         return t;
39 }
40
41
42 bool CL_Weaponentity_CustomizeEntityForClient()
43 {
44         SELFPARAM();
45         this.viewmodelforclient = this.owner;
46         if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
47         return true;
48 }
49
50 vector CL_Weapon_GetShotOrg(int wpn)
51 {
52         entity wi = Weapons_from(wpn);
53         entity e = spawn();
54         CL_WeaponEntity_SetModel(e, wi.mdl);
55         vector ret = e.movedir;
56         CL_WeaponEntity_SetModel(e, "");
57         remove(e);
58         return ret;
59 }
60
61 ..entity weaponentity_fld;
62 .float m_alpha;
63
64 void CL_Weaponentity_Think()
65 {
66         SELFPARAM();
67         this.nextthink = time;
68         if (intermission_running) this.frame = this.anim_idle.x;
69         .entity weaponentity = this.weaponentity_fld;
70         if (this.owner.(weaponentity) != this)
71         {
72                 // owner has new gun; remove self
73                 if (this.weaponchild) remove(this.weaponchild);
74                 remove(this);
75                 return;
76         }
77         if (this.owner.deadflag != DEAD_NO)
78         {
79                 // owner died; disappear
80                 this.model = "";
81                 if (this.weaponchild) this.weaponchild.model = "";
82                 return;
83         }
84         if (this.weaponname != this.owner.weaponname
85             || this.dmg != this.owner.modelindex
86             || this.deadflag != this.owner.deadflag)
87         {
88                 // owner changed weapons; update appearance
89                 this.weaponname = this.owner.weaponname;
90                 this.dmg = this.owner.modelindex;
91                 this.deadflag = this.owner.deadflag;
92
93                 CL_WeaponEntity_SetModel(this, this.owner.weaponname);
94         }
95
96         this.alpha = -1;  // TODO: don't render this entity at all
97
98         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
99         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
100         else this.m_alpha  = 1;
101
102         if (this.weaponchild)
103         {
104                 this.weaponchild.alpha = this.alpha;
105                 this.weaponchild.effects = this.effects;
106         }
107 }
108
109 void CL_ExteriorWeaponentity_Think()
110 {
111         SELFPARAM();
112         this.nextthink = time;
113         if (this.owner.exteriorweaponentity != this)
114         {
115                 remove(this);
116                 return;
117         }
118         if (this.owner.deadflag != DEAD_NO)
119         {
120                 this.model = "";
121                 return;
122         }
123         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
124             || this.deadflag != this.owner.deadflag)
125         {
126                 this.weaponname = this.owner.weaponname;
127                 this.dmg = this.owner.modelindex;
128                 this.deadflag = this.owner.deadflag;
129                 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
130                 else this.model = "";
131
132                 int tag_found;
133                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
134                 {
135                         this.tag_index = tag_found;
136                         this.tag_entity = this.owner;
137                 }
138                 else
139                 {
140                         setattachment(this, this.owner, "bip01 r hand");
141                 }
142         }
143         this.effects = this.owner.effects;
144         this.effects |= EF_LOWPRECISION;
145         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
146         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
147         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
148         else this.alpha = 1;
149
150         this.glowmod = this.owner.weaponentity_glowmod;
151         this.colormap = this.owner.colormap;
152
153         CSQCMODEL_AUTOUPDATE(this);
154 }
155
156 // spawning weaponentity for client
157 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
158 {
159         entity view = actor.(weaponentity) = new(weaponentity);
160         make_pure(view);
161         view.solid = SOLID_NOT;
162         view.owner = actor;
163         setmodel(view, MDL_Null);  // precision set when changed
164         setorigin(view, '0 0 0');
165         view.weaponentity_fld = weaponentity;
166         view.think = CL_Weaponentity_Think;
167         view.nextthink = time;
168         view.viewmodelforclient = actor;
169         view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
170
171         if (weaponentity == weaponentities[0])
172         {
173                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
174                 make_pure(exterior);
175                 exterior.solid = SOLID_NOT;
176                 exterior.owner = actor;
177                 setorigin(exterior, '0 0 0');
178                 exterior.think = CL_ExteriorWeaponentity_Think;
179                 exterior.nextthink = time;
180
181                 CSQCMODEL_AUTOINIT(exterior);
182         }
183 }
184
185 // Weapon subs
186 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
187 {
188         if (actor.weapon != -1)
189         {
190                 actor.weapon = 0;
191                 actor.switchingweapon = 0;
192         }
193         entity this = actor.(weaponentity);
194         if (this)
195         {
196                 this.state = WS_CLEAR;
197                 this.effects = 0;
198         }
199 }
200
201 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
202 {
203         entity this = actor.(weaponentity);
204         if (this) this.state = WS_READY;
205         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
206 }
207
208 .float prevdryfire;
209 .float prevwarntime;
210 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
211 {
212         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
213         bool ammo = false;
214         if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
215         else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
216         if (ammo) return true;
217         // always keep the Mine Layer if we placed mines, so that we can detonate them
218         if (thiswep == WEP_MINE_LAYER)
219                 for (entity mine; (mine = find(mine, classname, "mine")); )
220                         if (mine.owner == actor) return false;
221
222         if (thiswep == WEP_SHOTGUN)
223                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
224
225         if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
226         {
227                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
228                 actor.prevdryfire = time;
229         }
230
231         // check if the other firing mode has enough ammo
232         bool ammo_other = false;
233         if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
234         else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
235         if (ammo_other)
236         {
237                 if (time - actor.prevwarntime > 1)
238                 {
239                         Send_Notification(
240                                 NOTIF_ONE,
241                                 actor,
242                                 MSG_MULTI,
243                                 ITEM_WEAPON_PRIMORSEC,
244                                 thiswep.m_id,
245                                 secondary,
246                                 (1 - secondary)
247                                          );
248                 }
249                 actor.prevwarntime = time;
250         }
251         else  // this weapon is totally unable to fire, switch to another one
252         {
253                 W_SwitchToOtherWeapon(actor);
254         }
255
256         return false;
257 }
258
259 .float race_penalty;
260 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
261 {
262         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
263
264         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
265         // if all players readied up and the countdown is running
266         if (time < game_starttime || time < actor.race_penalty) return false;
267
268         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
269                 return false;
270
271         // do not even think about shooting if switching
272         if (actor.switchweapon != actor.weapon) return false;
273
274         if (attacktime >= 0)
275         {
276                 int slot = weaponslot(weaponentity);
277                 // don't fire if previous attack is not finished
278                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
279                 entity this = actor.(weaponentity);
280                 // don't fire while changing weapon
281                 if (this.state != WS_READY) return false;
282         }
283         return true;
284 }
285
286 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
287 {
288         entity this = actor.(weaponentity);
289         this.state = WS_INUSE;
290
291         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
292
293         // if the weapon hasn't been firing continuously, reset the timer
294         if (attacktime >= 0)
295         {
296                 int slot = weaponslot(weaponentity);
297                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
298                 {
299                         ATTACK_FINISHED(actor, slot) = time;
300                         // dprint("resetting attack finished to ", ftos(time), "\n");
301                 }
302                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
303         }
304         actor.bulletcounter += 1;
305         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
306 }
307
308 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
309 {
310         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
311         {
312                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
313                 return true;
314         }
315         return false;
316 }
317
318 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
319
320 /**
321  * @param t defer thinking until time + t
322  * @param func next think function
323  */
324 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
325         .entity weaponentity, int fire) func)
326 {
327         entity this = actor.(weaponentity);
328         bool restartanim;
329         if (fr == WFRAME_DONTCHANGE)
330         {
331                 fr = this.wframe;
332                 restartanim = false;
333         }
334         else
335         {
336                 restartanim = fr != WFRAME_IDLE;
337         }
338
339         vector of = v_forward;
340         vector or = v_right;
341         vector ou = v_up;
342
343         vector a = '0 0 0';
344         if (this)
345         {
346                 this.wframe = fr;
347                 if (fr == WFRAME_IDLE) a = this.anim_idle;
348                 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
349                 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
350                 else  // if (fr == WFRAME_RELOAD)
351                         a = this.anim_reload;
352                 a.z *= g_weaponratefactor;
353         }
354
355         v_forward = of;
356         v_right = or;
357         v_up = ou;
358
359         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
360                         "Tried to override initial weapon think function - should this really happen?");
361
362         t *= W_WeaponRateFactor();
363
364         // VorteX: haste can be added here
365         if (this.weapon_think == w_ready)
366         {
367                 this.weapon_nextthink = time;
368                 // dprint("started firing at ", ftos(time), "\n");
369         }
370         if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
371             || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
372         {
373                 this.weapon_nextthink = time;
374                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
375         }
376         this.weapon_nextthink += t;
377         if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
378         this.weapon_think = func;
379         // dprint("next ", ftos(this.weapon_nextthink), "\n");
380
381         if (this)
382         {
383                 entity e;
384                 FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
385         }
386
387         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
388         {
389                 int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
390                         ? ANIMACTION_MELEE
391                         : ANIMACTION_SHOOT
392                         ;
393                 animdecide_setaction(actor, act, restartanim);
394         }
395         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
396         {
397                 actor.anim_upper_action = 0;
398         }
399 }
400
401 bool forbidWeaponUse(entity player)
402 {
403         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
404         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
405         if (player.player_blocked) return true;
406         if (player.frozen) return true;
407         if (player.weapon_blocked) return true;
408         return false;
409 }
410
411 .bool hook_switchweapon;
412
413 void W_WeaponFrame(entity actor)
414 {
415         .entity weaponentity = weaponentities[0];  // TODO: unhardcode
416         entity this = actor.(weaponentity);
417         if (frametime) actor.weapon_frametime = frametime;
418
419         if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
420
421
422         if (forbidWeaponUse(actor))
423         {
424                 if (actor.(weaponentity).state != WS_CLEAR)
425                 {
426                         Weapon wpn = Weapons_from(actor.weapon);
427                         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
428                         return;
429                 }
430         }
431
432         if (actor.switchweapon == 0)
433         {
434                 actor.weapon = 0;
435                 actor.switchingweapon = 0;
436                 this.state = WS_CLEAR;
437                 actor.weaponname = "";
438                 // actor.items &= ~IT_AMMO;
439                 return;
440         }
441
442         makevectors(actor.v_angle);
443         vector fo = v_forward;  // save them in case the weapon think functions change it
444         vector ri = v_right;
445         vector up = v_up;
446
447         // Change weapon
448         if (actor.weapon != actor.switchweapon)
449         {
450                 switch (this.state)
451                 {
452                         default:
453                                 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
454                                 break;
455                         case WS_INUSE:
456                         case WS_RAISE:
457                                 break;
458                         case WS_CLEAR:
459                         {
460                                 // end switching!
461                                 actor.switchingweapon = actor.switchweapon;
462                                 entity newwep = Weapons_from(actor.switchweapon);
463
464                                 // the two weapon entities will notice this has changed and update their models
465                                 actor.weapon = actor.switchweapon;
466                                 actor.weaponname = newwep.mdl;
467                                 actor.bulletcounter = 0;
468                                 actor.ammo_field = newwep.ammo_field;
469                                 newwep.wr_setup(newwep);
470                                 this.state = WS_RAISE;
471
472                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
473                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
474                                 {
475                                         actor.clip_load = actor.(weapon_load[actor.switchweapon]);
476                                         actor.clip_size = newwep.reloading_ammo;
477                                 }
478                                 else
479                                 {
480                                         actor.clip_load = actor.clip_size = 0;
481                                 }
482
483                                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
484                                 break;
485                         }
486                         case WS_DROP:
487                         {
488                                 // in dropping phase we can switch at any time
489                                 actor.switchingweapon = actor.switchweapon;
490                                 break;
491                         }
492                         case WS_READY:
493                         {
494                                 // start switching!
495                                 actor.switchingweapon = actor.switchweapon;
496                                 entity oldwep = Weapons_from(actor.weapon);
497
498                                 // set up weapon switch think in the future, and start drop anim
499                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
500                                 {
501                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
502                                         this.state = WS_DROP;
503                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
504                                 }
505                                 break;
506                         }
507                 }
508         }
509
510         // LordHavoc: network timing test code
511         // if (actor.button0)
512         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
513
514         int w = actor.weapon;
515
516         // call the think code which may fire the weapon
517         // and do so multiple times to resolve framerate dependency issues if the
518         // server framerate is very low and the weapon fire rate very high
519         for (int c = 0; c < W_TICSPERFRAME; ++c)
520         {
521                 if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
522                 {
523                         if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
524                         w = 0;
525                 }
526
527                 v_forward = fo;
528                 v_right = ri;
529                 v_up = up;
530
531                 bool block_weapon = false;
532                 {
533                         bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
534                         Weapon off = actor.offhand;
535                         if (off && !(actor.weapons & WEPSET(HOOK)))
536                         {
537                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
538                         }
539                         else
540                         {
541                                 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon)
542                                         W_SwitchWeapon(WEP_HOOK);
543                                 actor.hook_switchweapon = key_pressed;
544                                 Weapon h = WEP_HOOK;
545                                 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
546                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
547                         }
548                 }
549
550                 v_forward = fo;
551                 v_right = ri;
552                 v_up = up;
553
554                 if (!block_weapon)
555                 {
556                         if (w)
557                         {
558                                 Weapon e = Weapons_from(actor.weapon);
559                                 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
560                         }
561                         else
562                         {
563                                 Weapon w = Weapons_from(actor.weapon);
564                                 w.wr_gonethink(w);
565                         }
566                 }
567
568                 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
569                 {
570                         if (this.weapon_think)
571                         {
572                                 v_forward = fo;
573                                 v_right = ri;
574                                 v_up = up;
575                                 Weapon wpn = Weapons_from(actor.weapon);
576                                 this.weapon_think(wpn, actor, weaponentity,
577                                         (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
578                         }
579                         else
580                         {
581                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
582                         }
583                 }
584         }
585 }
586
587 void W_AttachToShotorg(entity actor, entity flash, vector offset)
588 {
589         .entity weaponentity = weaponentities[0];
590         flash.owner = actor;
591         flash.angles_z = random() * 360;
592
593         entity view = actor.(weaponentity);
594         entity exterior = actor.exteriorweaponentity;
595
596         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
597         else setattachment(flash, view, "tag_shot");
598         setorigin(flash, offset);
599
600         entity xflash = spawn();
601         copyentity(flash, xflash);
602
603         flash.viewmodelforclient = actor;
604
605         if (view.oldorigin.x > 0)
606         {
607                 setattachment(xflash, exterior, "");
608                 setorigin(xflash, view.oldorigin + offset);
609         }
610         else
611         {
612                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
613                 else setattachment(xflash, exterior, "tag_shot");
614                 setorigin(xflash, offset);
615         }
616 }
617
618 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
619 {
620         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
621
622         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
623
624         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
625         if (wep.reloading_ammo)
626         {
627                 actor.clip_load -= ammo_use;
628                 actor.(weapon_load[actor.weapon]) = actor.clip_load;
629         }
630         else if (wep.ammo_field != ammo_none)
631         {
632                 actor.(wep.ammo_field) -= ammo_use;
633                 if (actor.(wep.ammo_field) < 0)
634                 {
635                         backtrace(sprintf(
636                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
637                                 "Please notify Samual immediately with a copy of this backtrace!\n",
638                                 ammo_use,
639                                 wep.netname,
640                                 GetAmmoPicture(wep.ammo_field),
641                                 actor.netname,
642                                 actor.(wep.ammo_field)
643                                              ));
644                 }
645         }
646 }
647
648 // weapon reloading code
649
650 .float reload_ammo_amount, reload_ammo_min, reload_time;
651 .float reload_complain;
652 .string reload_sound;
653
654 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
655 {
656         // finish the reloading process, and do the ammo transfer
657
658         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
659
660         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
661         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
662         {
663                 actor.clip_load = actor.reload_ammo_amount;
664         }
665         else
666         {
667                 // make sure we don't add more ammo than we have
668                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
669                 actor.clip_load += load;
670                 actor.(actor.ammo_field) -= load;
671         }
672         actor.(weapon_load[actor.weapon]) = actor.clip_load;
673
674         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
675         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
676         // so your weapon is disabled for a few seconds without reason
677
678         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
679
680         Weapon wpn = Weapons_from(actor.weapon);
681         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
682 }
683
684 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
685 {
686         .entity weaponentity = weaponentities[0];
687         // set global values to work with
688         entity e = Weapons_from(actor.weapon);
689
690         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
691
692         actor.reload_ammo_min = sent_ammo_min;
693         actor.reload_ammo_amount = e.reloading_ammo;
694         actor.reload_time = e.reloading_time;
695         actor.reload_sound = sent_sound;
696
697         // don't reload weapons that don't have the RELOADABLE flag
698         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
699         {
700                 LOG_TRACE(
701                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
702                 return;
703         }
704
705         // return if reloading is disabled for this weapon
706         if (!actor.reload_ammo_amount) return;
707
708         // our weapon is fully loaded, no need to reload
709         if (actor.clip_load >= actor.reload_ammo_amount) return;
710
711         // no ammo, so nothing to load
712         if (actor.ammo_field != ammo_none)
713         {
714                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
715                 {
716                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
717                         {
718                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
719                                 {
720                                         play2(actor, SND(UNAVAILABLE));
721                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
722                                         actor.reload_complain = time + 1;
723                                 }
724                                 // switch away if the amount of ammo is not enough to keep using this weapon
725                                 Weapon w = Weapons_from(actor.weapon);
726                                 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
727                                 {
728                                         actor.clip_load = -1;  // reload later
729                                         W_SwitchToOtherWeapon(actor);
730                                 }
731                                 return;
732                         }
733                 }
734         }
735
736         entity this = actor.(weaponentity);
737         if (this)
738         {
739                 if (this.wframe == WFRAME_RELOAD) return;
740
741                 // allow switching away while reloading, but this will cause a new reload!
742                 this.state = WS_READY;
743         }
744
745         // now begin the reloading process
746
747         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
748
749         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
750         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
751         // so your weapon is disabled for a few seconds without reason
752
753         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
754
755         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
756
757         if (actor.clip_load < 0) actor.clip_load = 0;
758         actor.old_clip_load = actor.clip_load;
759         actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
760 }
761
762 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
763 {
764         Weapon w = Weapons_from(weapon_type);
765         weapon_dropevent_item = weapon_item;
766         WITH(entity, self, player, w.event(w));
767 }