]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into TimePath/debug_draw
[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 void CL_Weaponentity_Think()
324 {
325         SELFPARAM();
326         this.nextthink = time;
327         if (intermission_running) this.frame = this.anim_idle.x;
328         .entity weaponentity = weaponentities[0];  // TODO: unhardcode
329         if (this.owner.(weaponentity) != this)
330         {
331                 if (this.(weaponentity)) remove(this.(weaponentity));
332                 remove(this);
333                 return;
334         }
335         if (this.owner.deadflag != DEAD_NO)
336         {
337                 this.model = "";
338                 if (this.(weaponentity)) this.(weaponentity).model = "";
339                 return;
340         }
341         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
342             || this.deadflag != this.owner.deadflag)
343         {
344                 this.weaponname = this.owner.weaponname;
345                 this.dmg = this.owner.modelindex;
346                 this.deadflag = this.owner.deadflag;
347
348                 CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname);
349         }
350
351         int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
352         this.effects = this.owner.effects & EFMASK_CHEAP;
353         this.effects &= ~EF_LOWPRECISION;
354         this.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
355         this.effects &= ~EF_TELEPORT_BIT;
356         this.effects &= ~EF_RESTARTANIM_BIT;
357         this.effects |= tb;
358
359         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
360         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
361         else this.alpha = 1;
362
363         this.glowmod = this.owner.weaponentity_glowmod;
364         this.colormap = this.owner.colormap;
365         if (this.(weaponentity))
366         {
367                 this.(weaponentity).effects = this.effects;
368                 this.(weaponentity).alpha = this.alpha;
369                 this.(weaponentity).colormap = this.colormap;
370                 this.(weaponentity).glowmod = this.glowmod;
371         }
372
373         this.angles = '0 0 0';
374
375         float f = (this.owner.weapon_nextthink - time);
376         if (this.state == WS_RAISE && !intermission_running)
377         {
378                 entity newwep = Weapons_from(this.owner.switchweapon);
379                 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
380                 this.angles_x = -90 * f * f;
381         }
382         else if (this.state == WS_DROP && !intermission_running)
383         {
384                 entity oldwep = Weapons_from(this.owner.weapon);
385                 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
386                 this.angles_x = -90 * f * f;
387         }
388         else if (this.state == WS_CLEAR)
389         {
390                 f = 1;
391                 this.angles_x = -90 * f * f;
392         }
393 }
394
395 void CL_ExteriorWeaponentity_Think()
396 {
397         SELFPARAM();
398         this.nextthink = time;
399         if (this.owner.exteriorweaponentity != this)
400         {
401                 remove(this);
402                 return;
403         }
404         if (this.owner.deadflag != DEAD_NO)
405         {
406                 this.model = "";
407                 return;
408         }
409         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
410             || this.deadflag != this.owner.deadflag)
411         {
412                 this.weaponname = this.owner.weaponname;
413                 this.dmg = this.owner.modelindex;
414                 this.deadflag = this.owner.deadflag;
415                 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
416                 else this.model = "";
417
418                 int tag_found;
419                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
420                 {
421                         this.tag_index = tag_found;
422                         this.tag_entity = this.owner;
423                 }
424                 else
425                 {
426                         setattachment(this, this.owner, "bip01 r hand");
427                 }
428         }
429         this.effects = this.owner.effects;
430         this.effects |= EF_LOWPRECISION;
431         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
432         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
433         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
434         else this.alpha = 1;
435
436         this.glowmod = this.owner.weaponentity_glowmod;
437         this.colormap = this.owner.colormap;
438
439         CSQCMODEL_AUTOUPDATE(this);
440 }
441
442 // spawning weaponentity for client
443 void CL_SpawnWeaponentity(entity e, .entity weaponentity)
444 {
445         entity view = e.(weaponentity) = new(weaponentity);
446         make_pure(view);
447         view.solid = SOLID_NOT;
448         view.owner = e;
449         setmodel(view, MDL_Null);  // precision set when changed
450         setorigin(view, '0 0 0');
451         view.angles = '0 0 0';
452         view.viewmodelforclient = e;
453         view.flags = 0;
454         view.think = CL_Weaponentity_Think;
455         view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
456         view.nextthink = time;
457
458         if (weaponentity == weaponentities[0])
459         {
460                 entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
461                 make_pure(exterior);
462                 exterior.solid = SOLID_NOT;
463                 exterior.exteriorweaponentity = exterior;
464                 exterior.owner = e;
465                 setorigin(exterior, '0 0 0');
466                 exterior.angles = '0 0 0';
467                 exterior.think = CL_ExteriorWeaponentity_Think;
468                 exterior.nextthink = time;
469
470                 CSQCMODEL_AUTOINIT(exterior);
471         }
472 }
473
474 // Weapon subs
475 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
476 {
477         if (actor.weapon != -1)
478         {
479                 actor.weapon = 0;
480                 actor.switchingweapon = 0;
481         }
482         if (actor.(weaponentity))
483         {
484                 actor.(weaponentity).state = WS_CLEAR;
485                 actor.(weaponentity).effects = 0;
486         }
487 }
488
489 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
490 {
491         if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
492         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
493 }
494
495 .float prevdryfire;
496 .float prevwarntime;
497 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
498 {
499         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
500         bool ammo = false;
501         if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
502         else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
503         if (ammo) return true;
504         // always keep the Mine Layer if we placed mines, so that we can detonate them
505         if (thiswep == WEP_MINE_LAYER)
506                 for (entity mine; (mine = find(mine, classname, "mine")); )
507                         if (mine.owner == actor) return false;
508
509         if (thiswep == WEP_SHOTGUN)
510                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
511
512         if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
513         {
514                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
515                 actor.prevdryfire = time;
516         }
517
518         // check if the other firing mode has enough ammo
519         bool ammo_other = false;
520         if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
521         else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
522         if (ammo_other)
523         {
524                 if (time - actor.prevwarntime > 1)
525                 {
526                         Send_Notification(
527                                 NOTIF_ONE,
528                                 actor,
529                                 MSG_MULTI,
530                                 ITEM_WEAPON_PRIMORSEC,
531                                 thiswep.m_id,
532                                 secondary,
533                                 (1 - secondary)
534                                          );
535                 }
536                 actor.prevwarntime = time;
537         }
538         else  // this weapon is totally unable to fire, switch to another one
539         {
540                 W_SwitchToOtherWeapon(actor);
541         }
542
543         return false;
544 }
545
546 .float race_penalty;
547 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
548 {
549         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
550
551         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
552         // if all players readied up and the countdown is running
553         if (time < game_starttime || time < actor.race_penalty) return false;
554
555         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
556                 return false;
557
558         // do not even think about shooting if switching
559         if (actor.switchweapon != actor.weapon) return false;
560
561         if (attacktime >= 0)
562         {
563                 int slot = weaponslot(weaponentity);
564                 // don't fire if previous attack is not finished
565                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
566                 // don't fire while changing weapon
567                 if (actor.(weaponentity).state != WS_READY) return false;
568         }
569         return true;
570 }
571
572 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
573 {
574         actor.(weaponentity).state = WS_INUSE;
575
576         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
577
578         // if the weapon hasn't been firing continuously, reset the timer
579         if (attacktime >= 0)
580         {
581                 int slot = weaponslot(weaponentity);
582                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
583                 {
584                         ATTACK_FINISHED(actor, slot) = time;
585                         // dprint("resetting attack finished to ", ftos(time), "\n");
586                 }
587                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
588         }
589         actor.bulletcounter += 1;
590         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
591 }
592
593 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
594 {
595         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
596         {
597                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
598                 return true;
599         }
600         return false;
601 }
602
603 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
604         .entity weaponentity, int fire) func)
605 {
606         bool restartanim;
607         if (fr == WFRAME_DONTCHANGE)
608         {
609                 fr = actor.(weaponentity).wframe;
610                 restartanim = false;
611         }
612         else if (fr == WFRAME_IDLE)
613         {
614                 restartanim = false;
615         }
616         else
617         {
618                 restartanim = true;
619         }
620
621         vector of = v_forward;
622         vector or = v_right;
623         vector ou = v_up;
624
625         if (actor.(weaponentity))
626         {
627                 actor.(weaponentity).wframe = fr;
628                 vector a = '0 0 0';
629                 if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
630                 else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
631                 else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
632                 else  // if (fr == WFRAME_RELOAD)
633                         a = actor.(weaponentity).anim_reload;
634                 a.z *= g_weaponratefactor;
635                 setanim(actor.(weaponentity), a, restartanim == false, restartanim, restartanim);
636         }
637
638         v_forward = of;
639         v_right = or;
640         v_up = ou;
641
642         if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
643                         "Tried to override initial weapon think function - should this really happen?");
644
645         t *= W_WeaponRateFactor();
646
647         // VorteX: haste can be added here
648         if (actor.weapon_think == w_ready)
649         {
650                 actor.weapon_nextthink = time;
651                 // dprint("started firing at ", ftos(time), "\n");
652         }
653         if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
654             || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
655         {
656                 actor.weapon_nextthink = time;
657                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
658         }
659         actor.weapon_nextthink = actor.weapon_nextthink + t;
660         actor.weapon_think = func;
661         // dprint("next ", ftos(actor.weapon_nextthink), "\n");
662
663         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
664         {
665                 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
666                     && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
667                 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
668         }
669         else
670         {
671                 if (actor.anim_upper_action == ANIMACTION_SHOOT
672                     || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
673         }
674 }
675
676 bool forbidWeaponUse(entity player)
677 {
678         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
679         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
680         if (player.player_blocked) return true;
681         if (player.frozen) return true;
682         if (player.weapon_blocked) return true;
683         return false;
684 }
685
686 .bool hook_switchweapon;
687
688 void W_WeaponFrame(entity actor)
689 {
690         .entity weaponentity = weaponentities[0];              // TODO: unhardcode
691         if (frametime) actor.weapon_frametime = frametime;
692
693         if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
694
695         if (forbidWeaponUse(actor))
696         {
697                 if (actor.(weaponentity).state != WS_CLEAR)
698                 {
699                         Weapon wpn = Weapons_from(actor.weapon);
700                         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
701                         return;
702                 }
703         }
704
705         if (actor.switchweapon == 0)
706         {
707                 actor.weapon = 0;
708                 actor.switchingweapon = 0;
709                 actor.(weaponentity).state = WS_CLEAR;
710                 actor.weaponname = "";
711                 // actor.items &= ~IT_AMMO;
712                 return;
713         }
714
715         makevectors(actor.v_angle);
716         vector fo = v_forward;  // save them in case the weapon think functions change it
717         vector ri = v_right;
718         vector up = v_up;
719
720         // Change weapon
721         if (actor.weapon != actor.switchweapon)
722         {
723                 switch (actor.(weaponentity).state)
724                 {
725                         default:
726                                 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
727                                 break;
728                         case WS_INUSE:
729                         case WS_RAISE:
730                                 break;
731                         case WS_CLEAR:
732                         {
733                                 // end switching!
734                                 actor.switchingweapon = actor.switchweapon;
735                                 entity newwep = Weapons_from(actor.switchweapon);
736
737                                 // the two weapon entities will notice this has changed and update their models
738                                 actor.weapon = actor.switchweapon;
739                                 actor.weaponname = newwep.mdl;
740                                 actor.bulletcounter = 0;
741                                 actor.ammo_field = newwep.ammo_field;
742                                 newwep.wr_setup(newwep);
743                                 actor.(weaponentity).state = WS_RAISE;
744
745                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
746                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
747                                 {
748                                         actor.clip_load = actor.(weapon_load[actor.switchweapon]);
749                                         actor.clip_size = newwep.reloading_ammo;
750                                 }
751                                 else
752                                 {
753                                         actor.clip_load = actor.clip_size = 0;
754                                 }
755
756                                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
757                                 break;
758                         }
759                         case WS_DROP:
760                         {
761                                 // in dropping phase we can switch at any time
762                                 actor.switchingweapon = actor.switchweapon;
763                                 break;
764                         }
765                         case WS_READY:
766                         {
767                                 // start switching!
768                                 actor.switchingweapon = actor.switchweapon;
769                                 entity oldwep = Weapons_from(actor.weapon);
770
771                                 // set up weapon switch think in the future, and start drop anim
772                                 if (
773 #if INDEPENDENT_ATTACK_FINISHED
774                                             true
775 #else
776                                             ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
777 #endif
778                                    )
779                                 {
780                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
781                                         actor.(weaponentity).state = WS_DROP;
782                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
783                                 }
784                                 break;
785                         }
786                 }
787         }
788
789         // LordHavoc: network timing test code
790         // if (actor.button0)
791         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
792
793         int w = actor.weapon;
794
795         // call the think code which may fire the weapon
796         // and do so multiple times to resolve framerate dependency issues if the
797         // server framerate is very low and the weapon fire rate very high
798         int c = 0;
799         while (c < W_TICSPERFRAME)
800         {
801                 c += 1;
802                 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
803                 {
804                         if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
805                         w = 0;
806                 }
807
808                 v_forward = fo;
809                 v_right = ri;
810                 v_up = up;
811
812                 bool block_weapon = false;
813                 {
814                         bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
815                         Weapon off = actor.offhand;
816                         if (off && !(actor.weapons & WEPSET(HOOK)))
817                         {
818                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
819                         }
820                         else
821                         {
822                                 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
823                                                 WEP_HOOK.m_id);
824                                 actor.hook_switchweapon = key_pressed;
825                                 Weapon h = WEP_HOOK;
826                                 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
827                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
828                         }
829                 }
830
831                 v_forward = fo;
832                 v_right = ri;
833                 v_up = up;
834
835                 if (!block_weapon)
836                 {
837                         if (w)
838                         {
839                                 Weapon e = Weapons_from(actor.weapon);
840                                 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
841                         }
842                         else
843                         {
844                                 Weapon w = Weapons_from(actor.weapon);
845                                 w.wr_gonethink(w);
846                         }
847                 }
848
849                 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
850                 {
851                         if (actor.weapon_think)
852                         {
853                                 v_forward = fo;
854                                 v_right = ri;
855                                 v_up = up;
856                                 Weapon wpn = Weapons_from(actor.weapon);
857                                 actor.weapon_think(wpn, actor, weaponentity,
858                                         (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
859                         }
860                         else
861                         {
862                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
863                         }
864                 }
865         }
866 }
867
868 void W_AttachToShotorg(entity actor, entity flash, vector offset)
869 {
870         .entity weaponentity = weaponentities[0];
871         flash.owner = actor;
872         flash.angles_z = random() * 360;
873
874         if (gettagindex(actor.(weaponentity), "shot")) setattachment(flash, actor.(weaponentity), "shot");
875         else setattachment(flash, actor.(weaponentity), "tag_shot");
876         setorigin(flash, offset);
877
878         entity xflash = spawn();
879         copyentity(flash, xflash);
880
881         flash.viewmodelforclient = actor;
882
883         if (actor.(weaponentity).oldorigin.x > 0)
884         {
885                 setattachment(xflash, actor.exteriorweaponentity, "");
886                 setorigin(xflash, actor.(weaponentity).oldorigin + offset);
887         }
888         else
889         {
890                 if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
891                 else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
892                 setorigin(xflash, offset);
893         }
894 }
895
896 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
897 {
898         if (cvar("g_overkill"))
899         {
900                 if (actor.ok_use_ammocharge)
901                 {
902                         ok_DecreaseCharge(actor, actor.weapon);
903                         return;  // TODO
904                 }
905         }
906
907         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
908
909         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
910         if (wep.reloading_ammo)
911         {
912                 actor.clip_load -= ammo_use;
913                 actor.(weapon_load[actor.weapon]) = actor.clip_load;
914         }
915         else if (wep.ammo_field != ammo_none)
916         {
917                 actor.(wep.ammo_field) -= ammo_use;
918                 if (actor.(wep.ammo_field) < 0)
919                 {
920                         backtrace(sprintf(
921                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
922                                 "Please notify Samual immediately with a copy of this backtrace!\n",
923                                 ammo_use,
924                                 wep.netname,
925                                 GetAmmoPicture(wep.ammo_field),
926                                 actor.netname,
927                                 actor.(wep.ammo_field)
928                                              ));
929                 }
930         }
931 }
932
933 // weapon reloading code
934
935 .float reload_ammo_amount, reload_ammo_min, reload_time;
936 .float reload_complain;
937 .string reload_sound;
938
939 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
940 {
941         // finish the reloading process, and do the ammo transfer
942
943         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
944
945         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
946         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
947         {
948                 actor.clip_load = actor.reload_ammo_amount;
949         }
950         else
951         {
952                 // make sure we don't add more ammo than we have
953                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
954                 actor.clip_load += load;
955                 actor.(actor.ammo_field) -= load;
956         }
957         actor.(weapon_load[actor.weapon]) = actor.clip_load;
958
959         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
960         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
961         // so your weapon is disabled for a few seconds without reason
962
963         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
964
965         Weapon wpn = Weapons_from(actor.weapon);
966         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
967 }
968
969 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
970 {
971         .entity weaponentity = weaponentities[0];
972         // set global values to work with
973         entity e = Weapons_from(actor.weapon);
974
975         if (cvar("g_overkill"))
976                 if (actor.ok_use_ammocharge) return;
977         // TODO
978
979         actor.reload_ammo_min = sent_ammo_min;
980         actor.reload_ammo_amount = e.reloading_ammo;
981         actor.reload_time = e.reloading_time;
982         actor.reload_sound = sent_sound;
983
984         // don't reload weapons that don't have the RELOADABLE flag
985         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
986         {
987                 LOG_TRACE(
988                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
989                 return;
990         }
991
992         // return if reloading is disabled for this weapon
993         if (!actor.reload_ammo_amount) return;
994
995         // our weapon is fully loaded, no need to reload
996         if (actor.clip_load >= actor.reload_ammo_amount) return;
997
998         // no ammo, so nothing to load
999         if (actor.ammo_field != ammo_none)
1000         {
1001                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
1002                 {
1003                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
1004                         {
1005                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
1006                                 {
1007                                         play2(actor, SND(UNAVAILABLE));
1008                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
1009                                         actor.reload_complain = time + 1;
1010                                 }
1011                                 // switch away if the amount of ammo is not enough to keep using this weapon
1012                                 Weapon w = Weapons_from(actor.weapon);
1013                                 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
1014                                 {
1015                                         actor.clip_load = -1;  // reload later
1016                                         W_SwitchToOtherWeapon(actor);
1017                                 }
1018                                 return;
1019                         }
1020                 }
1021         }
1022
1023         if (actor.(weaponentity))
1024         {
1025                 if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
1026
1027                 // allow switching away while reloading, but this will cause a new reload!
1028                 actor.(weaponentity).state = WS_READY;
1029         }
1030
1031         // now begin the reloading process
1032
1033         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
1034
1035         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1036         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1037         // so your weapon is disabled for a few seconds without reason
1038
1039         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1040
1041         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
1042
1043         if (actor.clip_load < 0) actor.clip_load = 0;
1044         actor.old_clip_load = actor.clip_load;
1045         actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
1046 }
1047
1048 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1049 {
1050         Weapon w = Weapons_from(weapon_type);
1051         weapon_dropevent_item = weapon_item;
1052         WITH(entity, self, player, w.event(w));
1053 }