1 #include "weaponsystem.qh"
3 #include "selection.qh"
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"
17 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
21 default: case 3: break; // right alignment
22 case 4: vecs.y = -vecs.y;
24 case 1: case 2: vecs.y = 0;
32 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
38 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
40 else if (autocvar_g_shootfromeye)
44 else if (autocvar_g_shootfromcenter)
49 else if ((s = autocvar_g_shootfromfixedorigin) != "")
52 if (y_is_right) v.y = -v.y;
53 if (v.x != 0) vecs.x = v.x;
57 else // just do the same as top
59 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
65 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
67 return shotorg_adjust_values(vecs, y_is_right, visual, algn);
72 .float weapon_frametime;
74 float W_WeaponRateFactor()
76 float t = 1.0 / g_weaponratefactor;
78 MUTATOR_CALLHOOK(WeaponRateFactor, t);
84 float W_WeaponSpeedFactor()
86 float t = 1.0 * g_weaponspeedfactor;
88 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
95 void weapon_thinkf(entity actor, int slot, float fr, float t,
96 void(Weapon thiswep, entity actor, int slot, int fire) func);
98 bool CL_Weaponentity_CustomizeEntityForClient()
101 this.viewmodelforclient = this.owner;
102 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
109 * 1. simple animated model, muzzle flash handling on h_ model:
110 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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
118 * 2. simple animated model, muzzle flash handling on v_ model:
119 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
121 * weapon = attachment for v_tuba.md3
122 * v_tuba.md3 - first and third person model
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
128 * 3. fully animated model, muzzle flash handling on h_ model:
129 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
137 * 4. fully animated model, muzzle flash handling on v_ model:
138 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
144 * shot = muzzle end (for muzzle flashes)
145 * g_tuba.md3 - pickup model
148 * this.origin, this.angles
150 * this.movedir, this.view_ofs
157 void CL_WeaponEntity_SetModel(entity this, int slot, string name)
162 if (this.weaponchild) remove(this.weaponchild);
163 this.weaponchild = NULL;
164 this.movedir = '0 0 0';
165 this.spawnorigin = '0 0 0';
166 this.oldorigin = '0 0 0';
167 this.anim_fire1 = '0 1 0.01';
168 this.anim_fire2 = '0 1 0.01';
169 this.anim_idle = '0 1 0.01';
170 this.anim_reload = '0 1 0.01';
174 // if there is a child entity, hide it until we're sure we use it
175 if (this.weaponchild) this.weaponchild.model = "";
176 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
177 int v_shot_idx = gettagindex(this, "shot"); // used later
178 if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
180 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
181 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
182 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
183 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
184 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
185 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
187 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
188 // if we don't, this is a "real" animated model
189 if (gettagindex(this, "weapon"))
191 if (!this.weaponchild) this.weaponchild = new(weaponchild);
192 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
193 setattachment(this.weaponchild, this, "weapon");
195 else if (gettagindex(this, "tag_weapon"))
197 if (!this.weaponchild) this.weaponchild = new(weaponchild);
198 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
199 setattachment(this.weaponchild, this, "tag_weapon");
203 if (this.weaponchild) remove(this.weaponchild);
204 this.weaponchild = NULL;
207 setorigin(this, '0 0 0');
208 this.angles = '0 0 0';
210 this.viewmodelforclient = NULL;
212 if (v_shot_idx) // v_ model attached to invisible h_ model
214 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
218 int idx = gettagindex(this, "shot");
219 if (!idx) idx = gettagindex(this, "tag_shot");
222 this.movedir = gettaginfo(this, idx);
226 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
228 this.movedir = '0 0 0';
233 if (this.weaponchild) // v_ model attached to invisible h_ model
235 idx = gettagindex(this.weaponchild, "shell");
236 if (!idx) idx = gettagindex(this.weaponchild, "tag_shell");
237 if (idx) this.spawnorigin = gettaginfo(this.weaponchild, idx);
245 idx = gettagindex(this, "shell");
246 if (!idx) idx = gettagindex(this, "tag_shell");
249 this.spawnorigin = gettaginfo(this, idx);
253 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
255 this.spawnorigin = this.movedir;
261 this.oldorigin = '0 0 0'; // use regular attachment
266 if (this.weaponchild)
268 idx = gettagindex(this, "weapon");
269 if (!idx) idx = gettagindex(this, "tag_weapon");
273 idx = gettagindex(this, "handle");
274 if (!idx) idx = gettagindex(this, "tag_handle");
278 this.oldorigin = this.movedir - gettaginfo(this, idx);
283 "weapon model %s does not support the 'handle' tag "
284 "and neither does the v_ model support the 'shot' tag, "
285 "will display muzzle flashes TOTALLY wrong\n",
287 this.oldorigin = '0 0 0'; // there is no way to recover from this
291 this.viewmodelforclient = this.owner;
294 this.view_ofs = '0 0 0';
296 if (this.movedir.x >= 0)
298 vector v = this.movedir;
299 this.movedir = shotorg_adjust(v, false, false, this.owner.cvar_cl_gunalign);
300 this.view_ofs = shotorg_adjust(v, false, true, this.owner.cvar_cl_gunalign) - v;
302 this.owner.stat_shotorg = compressShotOrigin(this.movedir);
303 this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
305 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
307 // check if an instant weapon switch occurred
308 setorigin(this, this.view_ofs);
309 // reset animstate now
310 this.wframe = WFRAME_IDLE;
311 setanim(this, this.anim_idle, true, false, true);
314 vector CL_Weapon_GetShotOrg(int wpn)
316 entity wi = get_weaponinfo(wpn);
318 CL_WeaponEntity_SetModel(e, 0, wi.mdl);
319 vector ret = e.movedir;
320 CL_WeaponEntity_SetModel(e, 0, "");
325 void CL_Weaponentity_Think()
328 this.nextthink = time;
329 if (intermission_running) this.frame = this.anim_idle.x;
330 int slot = 0; // TODO: unhardcode
331 if (this.owner.weaponentity[slot] != this)
333 // owner has new gun; remove self
334 if (this.weaponchild) remove(this.weaponchild);
338 if (this.owner.deadflag != DEAD_NO)
340 // owner died; disappear
342 if (this.weaponchild) this.weaponchild.model = "";
345 if (this.weaponname != this.owner.weaponname
346 || this.dmg != this.owner.modelindex
347 || this.deadflag != this.owner.deadflag)
349 // owner changed weapons; update appearance
350 this.weaponname = this.owner.weaponname;
351 this.dmg = this.owner.modelindex;
352 this.deadflag = this.owner.deadflag;
354 CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
357 int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
358 this.effects = this.owner.effects
362 | EF_FULLBRIGHT // can mask team color, so get rid of it
368 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
369 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
372 this.glowmod = this.owner.weaponentity_glowmod;
373 this.colormap = this.owner.colormap;
374 if (this.weaponchild)
376 this.weaponchild.effects = this.effects;
377 this.weaponchild.alpha = this.alpha;
378 this.weaponchild.colormap = this.colormap;
379 this.weaponchild.glowmod = this.glowmod;
382 this.angles = '0 0 0';
384 float f = this.owner.weapon_nextthink - time;
385 if (this.state == WS_RAISE && !intermission_running)
387 entity newwep = get_weaponinfo(this.owner.switchweapon);
388 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
389 this.angles_x = -90 * f * f;
391 else if (this.state == WS_DROP && !intermission_running)
393 entity oldwep = get_weaponinfo(this.owner.weapon);
394 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
395 this.angles_x = -90 * f * f;
397 else if (this.state == WS_CLEAR)
400 this.angles_x = -90 * f * f;
404 void CL_ExteriorWeaponentity_Think()
407 this.nextthink = time;
408 if (this.owner.exteriorweaponentity != this)
413 if (this.owner.deadflag != DEAD_NO)
418 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
419 || this.deadflag != this.owner.deadflag)
421 this.weaponname = this.owner.weaponname;
422 this.dmg = this.owner.modelindex;
423 this.deadflag = this.owner.deadflag;
424 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
425 else this.model = "";
428 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
430 this.tag_index = tag_found;
431 this.tag_entity = this.owner;
435 setattachment(this, this.owner, "bip01 r hand");
438 this.effects = this.owner.effects;
439 this.effects |= EF_LOWPRECISION;
440 this.effects = this.effects & EFMASK_CHEAP; // eat performance
441 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
442 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
445 this.glowmod = this.owner.weaponentity_glowmod;
446 this.colormap = this.owner.colormap;
448 CSQCMODEL_AUTOUPDATE(this);
451 // spawning weaponentity for client
452 void CL_SpawnWeaponentity(entity actor, int slot)
454 entity view = actor.weaponentity[slot] = new(weaponentity);
455 view.solid = SOLID_NOT;
457 setmodel(view, MDL_Null); // precision set when changed
458 setorigin(view, '0 0 0');
459 view.think = CL_Weaponentity_Think;
460 view.nextthink = time;
461 view.viewmodelforclient = actor;
462 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
466 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
467 exterior.solid = SOLID_NOT;
468 exterior.owner = actor;
469 setorigin(exterior, '0 0 0');
470 exterior.think = CL_ExteriorWeaponentity_Think;
471 exterior.nextthink = time;
473 CSQCMODEL_AUTOINIT(exterior);
478 void w_clear(Weapon thiswep, entity actor, int slot, int fire)
480 if (actor.weapon != -1)
483 actor.switchingweapon = 0;
485 if (actor.weaponentity[slot])
487 actor.weaponentity[slot].state = WS_CLEAR;
488 actor.weaponentity[slot].effects = 0;
492 void w_ready(Weapon thiswep, entity actor, int slot, int fire)
494 if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
495 weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
500 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
502 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
504 if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
505 else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
506 if (ammo) return true;
507 // always keep the Mine Layer if we placed mines, so that we can detonate them
508 if (thiswep == WEP_MINE_LAYER)
509 for (entity mine; (mine = find(mine, classname, "mine")); )
510 if (mine.owner == actor) return false;
512 if (thiswep == WEP_SHOTGUN)
513 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
515 if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
517 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
518 actor.prevdryfire = time;
521 // check if the other firing mode has enough ammo
522 bool ammo_other = false;
523 if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
524 else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
527 if (time - actor.prevwarntime > 1)
533 ITEM_WEAPON_PRIMORSEC,
539 actor.prevwarntime = time;
541 else // this weapon is totally unable to fire, switch to another one
543 W_SwitchToOtherWeapon(actor);
550 bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
552 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
554 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
555 // if all players readied up and the countdown is running
556 if (time < game_starttime || time < actor.race_penalty) return false;
558 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
561 // do not even think about shooting if switching
562 if (actor.switchweapon != actor.weapon) return false;
566 // don't fire if previous attack is not finished
567 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
568 // don't fire while changing weapon
569 if (actor.weaponentity[slot].state != WS_READY) return false;
574 void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
576 actor.weaponentity[slot].state = WS_INUSE;
578 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
580 // if the weapon hasn't been firing continuously, reset the timer
583 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
585 ATTACK_FINISHED(actor, slot) = time;
586 // dprint("resetting attack finished to ", ftos(time), "\n");
588 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
590 actor.bulletcounter += 1;
591 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
594 bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
596 if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
598 weapon_prepareattack_do(actor, slot, secondary, attacktime);
604 void weapon_thinkf(entity actor, int slot, float fr, float t,
605 void(Weapon thiswep, entity actor, int slot, int fire) func)
608 if (fr == WFRAME_DONTCHANGE)
610 fr = actor.weaponentity[slot].wframe;
613 else if (fr == WFRAME_IDLE)
622 vector of = v_forward;
626 if (actor.weaponentity[slot])
628 actor.weaponentity[slot].wframe = fr;
630 if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
631 else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
632 else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
633 else // if (fr == WFRAME_RELOAD)
634 a = actor.weaponentity[slot].anim_reload;
635 a.z *= g_weaponratefactor;
636 setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
643 if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
644 "Tried to override initial weapon think function - should this really happen?");
646 t *= W_WeaponRateFactor();
648 // VorteX: haste can be added here
649 if (actor.weapon_think == w_ready)
651 actor.weapon_nextthink = time;
652 // dprint("started firing at ", ftos(time), "\n");
654 if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
655 || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
657 actor.weapon_nextthink = time;
658 // dprint("reset weapon animation timer at ", ftos(time), "\n");
660 actor.weapon_nextthink = actor.weapon_nextthink + t;
661 actor.weapon_think = func;
662 // dprint("next ", ftos(actor.weapon_nextthink), "\n");
664 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
666 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
667 && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
668 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
672 if (actor.anim_upper_action == ANIMACTION_SHOOT
673 || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
677 bool forbidWeaponUse(entity player)
679 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
680 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
681 if (player.player_blocked) return true;
682 if (player.frozen) return true;
683 if (player.weapon_blocked) return true;
687 .bool hook_switchweapon;
689 void W_WeaponFrame(entity actor)
691 int slot = 0; // TODO: unhardcode
692 if (frametime) actor.weapon_frametime = frametime;
694 if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
696 if (forbidWeaponUse(actor))
698 if (actor.weaponentity[slot].state != WS_CLEAR)
700 Weapon wpn = get_weaponinfo(actor.weapon);
701 w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
706 if (!actor.switchweapon)
709 actor.switchingweapon = 0;
710 actor.weaponentity[slot].state = WS_CLEAR;
711 actor.weaponname = "";
712 // actor.items &= ~IT_AMMO;
716 makevectors(actor.v_angle);
717 vector fo = v_forward; // save them in case the weapon think functions change it
722 if (actor.weapon != actor.switchweapon)
724 if (actor.weaponentity[slot].state == WS_CLEAR)
727 actor.switchingweapon = actor.switchweapon;
728 entity newwep = get_weaponinfo(actor.switchweapon);
730 // the two weapon entities will notice this has changed and update their models
731 actor.weapon = actor.switchweapon;
732 actor.weaponname = newwep.mdl;
733 actor.bulletcounter = 0;
734 actor.ammo_field = newwep.ammo_field;
735 Weapon w = get_weaponinfo(actor.switchweapon);
737 actor.weaponentity[slot].state = WS_RAISE;
739 // set our clip load to the load of the weapon we switched to, if it's reloadable
740 if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
742 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
743 actor.clip_size = newwep.reloading_ammo;
747 actor.clip_load = actor.clip_size = 0;
750 weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
752 else if (actor.weaponentity[slot].state == WS_DROP)
754 // in dropping phase we can switch at any time
755 actor.switchingweapon = actor.switchweapon;
757 else if (actor.weaponentity[slot].state == WS_READY)
760 actor.switchingweapon = actor.switchweapon;
761 entity oldwep = get_weaponinfo(actor.weapon);
763 // set up weapon switch think in the future, and start drop anim
765 #if INDEPENDENT_ATTACK_FINISHED
768 ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
772 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
773 actor.weaponentity[slot].state = WS_DROP;
774 weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
779 // LordHavoc: network timing test code
780 // if (actor.button0)
781 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
783 int w = actor.weapon;
785 // call the think code which may fire the weapon
786 // and do so multiple times to resolve framerate dependency issues if the
787 // server framerate is very low and the weapon fire rate very high
789 while (c < W_TICSPERFRAME)
792 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
794 if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
802 bool block_weapon = false;
804 bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
805 Weapon off = actor.offhand;
806 if (off && !(actor.weapons & WEPSET(HOOK)))
808 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
812 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
814 actor.hook_switchweapon = key_pressed;
816 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
817 h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
825 Weapon e = get_weaponinfo(actor.weapon);
826 e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
830 Weapon w = get_weaponinfo(actor.weapon);
835 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
837 if (actor.weapon_think)
842 Weapon wpn = get_weaponinfo(actor.weapon);
843 actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
847 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
853 void W_AttachToShotorg(entity actor, entity flash, vector offset)
857 flash.angles_z = random() * 360;
859 entity view = actor.weaponentity[slot];
860 entity exterior = actor.exteriorweaponentity;
862 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
863 else setattachment(flash, view, "tag_shot");
864 setorigin(flash, offset);
866 entity xflash = spawn();
867 copyentity(flash, xflash);
869 flash.viewmodelforclient = actor;
871 if (view.oldorigin.x > 0)
873 setattachment(xflash, exterior, "");
874 setorigin(xflash, view.oldorigin + offset);
878 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
879 else setattachment(xflash, exterior, "tag_shot");
880 setorigin(xflash, offset);
884 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
886 if (cvar("g_overkill"))
888 if (actor.ok_use_ammocharge)
890 ok_DecreaseCharge(actor, actor.weapon);
895 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
897 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
898 if (wep.reloading_ammo)
900 actor.clip_load -= ammo_use;
901 actor.(weapon_load[actor.weapon]) = actor.clip_load;
903 else if (wep.ammo_field != ammo_none)
905 actor.(wep.ammo_field) -= ammo_use;
906 if (actor.(wep.ammo_field) < 0)
909 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
910 "Please notify Samual immediately with a copy of this backtrace!\n",
913 GetAmmoPicture(wep.ammo_field),
915 actor.(wep.ammo_field)
921 // weapon reloading code
923 .float reload_ammo_amount, reload_ammo_min, reload_time;
924 .float reload_complain;
925 .string reload_sound;
927 void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
929 // finish the reloading process, and do the ammo transfer
931 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
933 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
934 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
936 actor.clip_load = actor.reload_ammo_amount;
940 // make sure we don't add more ammo than we have
941 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
942 actor.clip_load += load;
943 actor.(actor.ammo_field) -= load;
945 actor.(weapon_load[actor.weapon]) = actor.clip_load;
947 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
948 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
949 // so your weapon is disabled for a few seconds without reason
951 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
953 Weapon wpn = get_weaponinfo(actor.weapon);
954 w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
957 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
960 // set global values to work with
961 entity e = get_weaponinfo(actor.weapon);
963 if (cvar("g_overkill"))
964 if (actor.ok_use_ammocharge) return;
967 actor.reload_ammo_min = sent_ammo_min;
968 actor.reload_ammo_amount = e.reloading_ammo;
969 actor.reload_time = e.reloading_time;
970 actor.reload_sound = sent_sound;
972 // don't reload weapons that don't have the RELOADABLE flag
973 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
976 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
980 // return if reloading is disabled for this weapon
981 if (!actor.reload_ammo_amount) return;
983 // our weapon is fully loaded, no need to reload
984 if (actor.clip_load >= actor.reload_ammo_amount) return;
986 // no ammo, so nothing to load
987 if (actor.ammo_field != ammo_none)
989 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
991 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
993 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
995 play2(actor, SND(UNAVAILABLE));
996 sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
997 actor.reload_complain = time + 1;
999 // switch away if the amount of ammo is not enough to keep using this weapon
1000 Weapon w = get_weaponinfo(actor.weapon);
1001 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
1003 actor.clip_load = -1; // reload later
1004 W_SwitchToOtherWeapon(actor);
1011 if (actor.weaponentity[slot])
1013 if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
1015 // allow switching away while reloading, but this will cause a new reload!
1016 actor.weaponentity[slot].state = WS_READY;
1019 // now begin the reloading process
1021 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
1023 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1024 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1025 // so your weapon is disabled for a few seconds without reason
1027 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1029 weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
1031 if (actor.clip_load < 0) actor.clip_load = 0;
1032 actor.old_clip_load = actor.clip_load;
1033 actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
1036 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1038 Weapon w = get_weaponinfo(weapon_type);
1039 weapon_dropevent_item = weapon_item;
1040 WITH(entity, self, player, w.event(w));