]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'Mario/target_teleporter_v2' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include "selection.qh"
4
5 #include "../command/common.qh"
6 #include "../mutators/_mod.qh"
7 #include "../round_handler.qh"
8 #include "../resources.qh"
9 #include <common/t_items.qh>
10 #include <common/animdecide.qh>
11 #include <common/constants.qh>
12 #include <common/net_linked.qh>
13 #include <common/monsters/_mod.qh>
14 #include <common/notifications/all.qh>
15 #include <common/util.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/state.qh>
18 #include <lib/csqcmodel/sv_model.qh>
19 #include <common/wepent.qh>
20
21 .int state;
22
23 .float weapon_frametime;
24
25 float W_WeaponRateFactor(entity this)
26 {
27         float t = 1;
28         if(g_weaponratefactor > 0)
29                 t = 1.0 / g_weaponratefactor;
30
31         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
32         t = M_ARGV(0, float);
33
34         return t;
35 }
36
37 float W_WeaponSpeedFactor(entity this)
38 {
39         float t = 1.0 * g_weaponspeedfactor;
40
41         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
42         t = M_ARGV(0, float);
43
44         return t;
45 }
46
47
48 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
49 {
50         this.viewmodelforclient = this.owner;
51         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
52         return true;
53 }
54
55 vector CL_Weapon_GetShotOrg(int wpn)
56 {
57         entity wi = Weapons_from(wpn);
58         entity e = spawn();
59         CL_WeaponEntity_SetModel(e, wi.mdl, false);
60         vector ret = e.movedir;
61         CL_WeaponEntity_SetModel(e, "", false);
62         delete(e);
63         return ret;
64 }
65
66 .float m_alpha;
67 .string w_weaponname;
68 .int w_dmg;
69 .int w_deadflag;
70
71 void CL_Weaponentity_Think(entity this)
72 {
73         this.nextthink = time;
74         if (game_stopped) this.frame = this.anim_idle.x;
75         .entity weaponentity = this.weaponentity_fld;
76         if (this.owner.(weaponentity) != this)
77         {
78                 // owner has new gun; remove old one
79                 if (this.weaponchild) delete(this.weaponchild);
80                 if (this.hook) delete(this.hook);
81                 delete(this);
82                 return;
83         }
84         if (IS_DEAD(this.owner))
85         {
86                 // owner died; disappear
87                 this.model = "";
88                 if (this.weaponchild) this.weaponchild.model = "";
89                 return;
90         }
91         if (this.w_weaponname != this.weaponname
92             || this.w_dmg != this.modelindex
93             || this.w_deadflag != this.deadflag)
94         {
95                 // owner changed weapons; update appearance
96                 this.w_weaponname = this.weaponname;
97                 this.w_dmg = this.modelindex;
98                 this.w_deadflag = this.deadflag;
99
100                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
101         }
102
103         this.alpha = -1;  // TODO: don't render this entity at all
104
105         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
106         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
107         else this.m_alpha  = 1;
108
109         if (this.weaponchild)
110         {
111                 this.weaponchild.alpha = this.alpha;
112                 this.weaponchild.effects = this.effects;
113         }
114 }
115
116 void CL_ExteriorWeaponentity_Think(entity this)
117 {
118         this.nextthink = time;
119         .entity weaponentity = this.weaponentity_fld;
120         entity w_ent = this.owner.(weaponentity);
121         if (this.owner.exteriorweaponentity != this)
122         {
123                 delete(this);
124                 return;
125         }
126         if (IS_DEAD(this.owner))
127         {
128                 this.model = "";
129                 return;
130         }
131         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
132             || this.deadflag != w_ent.deadflag)
133         {
134                 this.weaponname = w_ent.weaponname;
135                 this.dmg = w_ent.modelindex;
136                 this.deadflag = w_ent.deadflag;
137                 if (w_ent.weaponname != "")
138                 {
139                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
140                         setsize(this, '0 0 0', '0 0 0');
141                 }
142                 else this.model = "";
143
144                 int tag_found;
145                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
146                 {
147                         this.tag_index = tag_found;
148                         this.tag_entity = this.owner;
149                 }
150                 else
151                 {
152                         setattachment(this, this.owner, "bip01 r hand");
153                 }
154         }
155         this.effects = this.owner.effects;
156         this.effects |= EF_LOWPRECISION;
157         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
158         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
159         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
160         else this.alpha = 1;
161
162     Weapon wep = this.owner.(weaponentity).m_weapon;
163         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
164         this.colormap = this.owner.colormap;
165
166         CSQCMODEL_AUTOUPDATE(this);
167 }
168
169 // spawning weaponentity for client
170 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
171 {
172         entity view = actor.(weaponentity) = new(weaponentity);
173         view.solid = SOLID_NOT;
174         view.owner = actor;
175         setmodel(view, MDL_Null);  // precision set when changed
176         setorigin(view, '0 0 0');
177         view.weaponentity_fld = weaponentity;
178         setthink(view, CL_Weaponentity_Think);
179         view.nextthink = time;
180         view.viewmodelforclient = actor;
181         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
182
183         wepent_link(view);
184
185         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
186         {
187                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
188                 exterior.solid = SOLID_NOT;
189                 exterior.owner = actor;
190                 exterior.weaponentity_fld = weaponentity;
191                 setorigin(exterior, '0 0 0');
192                 setthink(exterior, CL_ExteriorWeaponentity_Think);
193                 exterior.nextthink = time;
194
195                 CSQCMODEL_AUTOINIT(exterior);
196         }
197 }
198
199 // Weapon subs
200 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
201 {
202         actor.(weaponentity).m_weapon = WEP_Null;
203         actor.(weaponentity).m_switchingweapon = WEP_Null;
204         entity this = actor.(weaponentity);
205         if (this)
206         {
207                 this.state = WS_CLEAR;
208                 this.effects = 0;
209         }
210 }
211
212 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
213 {
214         entity this = actor.(weaponentity);
215         if (this) this.state = WS_READY;
216         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
217 }
218
219 .float prevdryfire;
220 .float prevwarntime;
221 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
222 {
223         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
224         bool ammo = false;
225         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
226         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
227         if (ammo) return true;
228         // always keep the Mine Layer if we placed mines, so that we can detonate them
229         if (thiswep == WEP_MINE_LAYER)
230         {
231                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
232                 {
233                         return false;
234                 });
235         }
236
237         if (thiswep == WEP_SHOTGUN)
238                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
239
240         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
241         {
242                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
243                 actor.prevdryfire = time;
244         }
245
246         // check if the other firing mode has enough ammo
247         bool ammo_other = false;
248         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
249         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
250         if (ammo_other)
251         {
252                 if (time - actor.prevwarntime > 1)
253                 {
254                         Send_Notification(
255                                 NOTIF_ONE,
256                                 actor,
257                                 MSG_MULTI,
258                                 ITEM_WEAPON_PRIMORSEC,
259                                 thiswep.m_id,
260                                 secondary,
261                                 (1 - secondary)
262                                          );
263                 }
264                 actor.prevwarntime = time;
265         }
266         else  // this weapon is totally unable to fire, switch to another one
267         {
268                 W_SwitchToOtherWeapon(actor, weaponentity);
269         }
270
271         return false;
272 }
273
274 .float race_penalty;
275 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
276 {
277         if (actor.weaponentity == NULL) return true;
278         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
279
280         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
281         // if all players readied up and the countdown is running
282         if (time < game_starttime || time < actor.race_penalty) return false;
283
284         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
285                 return false;
286
287         // do not even think about shooting if switching
288         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
289
290         if (attacktime >= 0)
291         {
292                 int slot = weaponslot(weaponentity);
293                 // don't fire if previous attack is not finished
294                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
295                 entity this = actor.(weaponentity);
296                 // don't fire while changing weapon
297                 if (this.state != WS_READY) return false;
298         }
299         return true;
300 }
301
302 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
303 {
304         entity this = actor.(weaponentity);
305         if (this == NULL) return;
306         this.state = WS_INUSE;
307
308         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
309
310         // if the weapon hasn't been firing continuously, reset the timer
311         if (attacktime >= 0)
312         {
313                 int slot = weaponslot(weaponentity);
314                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
315                 {
316                         ATTACK_FINISHED(actor, slot) = time;
317                         // dprint("resetting attack finished to ", ftos(time), "\n");
318                 }
319                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
320         }
321         this.bulletcounter += 1;
322         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
323 }
324
325 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
326 {
327         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
328         {
329                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
330                 return true;
331         }
332         return false;
333 }
334
335 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
336
337 /**
338  * @param t defer thinking until time + t
339  * @param func next think function
340  */
341 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
342         .entity weaponentity, int fire) func)
343 {
344         entity this = actor.(weaponentity);
345         if (this == NULL) return;
346         bool restartanim;
347         if (fr == WFRAME_DONTCHANGE)
348         {
349                 fr = this.wframe;
350                 restartanim = false;
351         }
352         else
353         {
354                 restartanim = fr != WFRAME_IDLE;
355         }
356
357         vector of = v_forward;
358         vector or = v_right;
359         vector ou = v_up;
360
361         vector a = '0 0 0';
362     this.wframe = fr;
363     if (fr == WFRAME_IDLE) a = this.anim_idle;
364     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
365     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
366     else  // if (fr == WFRAME_RELOAD)
367         a = this.anim_reload;
368     a.z *= g_weaponratefactor;
369
370         v_forward = of;
371         v_right = or;
372         v_up = ou;
373
374         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
375                         "Tried to override initial weapon think function - should this really happen?");
376
377         t *= W_WeaponRateFactor(actor);
378
379         // VorteX: haste can be added here
380         if (this.weapon_think == w_ready)
381         {
382                 this.weapon_nextthink = time;
383                 // dprint("started firing at ", ftos(time), "\n");
384         }
385         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
386             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
387         {
388                 this.weapon_nextthink = time;
389                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
390         }
391         this.weapon_nextthink += t;
392         this.weapon_think = func;
393         // dprint("next ", ftos(this.weapon_nextthink), "\n");
394
395         if (this)
396         {
397                 FOREACH_CLIENT(true, {
398                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
399                                 wframe_send(it, this, a, restartanim);
400                 });
401         }
402
403         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
404         {
405                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
406                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
407                 int act = (primary_melee || secondary_melee)
408                         ? ANIMACTION_MELEE
409                         : ANIMACTION_SHOOT
410                         ;
411                 animdecide_setaction(actor, act, restartanim);
412         }
413         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
414         {
415                 actor.anim_upper_action = 0;
416         }
417 }
418
419 bool forbidWeaponUse(entity player)
420 {
421         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
422         if (player.player_blocked) return true;
423         if (game_stopped) return true;
424         if (STAT(FROZEN, player)) return true;
425         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
426         return false;
427 }
428
429 .bool hook_switchweapon;
430
431 void W_WeaponFrame(Player actor, .entity weaponentity)
432 {
433     TC(Player, actor);
434     TC(PlayerState, PS(actor));
435         entity this = actor.(weaponentity);
436         if (frametime) this.weapon_frametime = frametime;
437
438         if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
439
440         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
441         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
442
443         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
444                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
445
446         if (forbidWeaponUse(actor))
447         {
448                 if (this.state != WS_CLEAR)
449                 {
450                         Weapon wpn = this.m_weapon;
451                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
452                         return;
453                 }
454         }
455
456         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
457         {
458                 .entity wepe1 = weaponentities[0];
459                 entity wep1 = actor.(wepe1);
460                 this.m_switchweapon = wep1.m_switchweapon;
461                 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
462                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
463                 {
464                         this.m_weapon = WEP_Null;
465                         this.m_switchingweapon = WEP_Null;
466                         this.m_switchweapon = WEP_Null;
467                         this.state = WS_CLEAR;
468                         this.weaponname = "";
469                         return;
470                 }
471         }
472
473         if (this.m_switchweapon == WEP_Null)
474         {
475                 this.m_weapon = WEP_Null;
476                 this.m_switchingweapon = WEP_Null;
477                 this.state = WS_CLEAR;
478                 this.weaponname = "";
479                 return;
480         }
481
482         makevectors(actor.v_angle);
483         vector fo = v_forward;  // save them in case the weapon think functions change it
484         vector ri = v_right;
485         vector up = v_up;
486
487         // Change weapon
488         if (this.m_weapon != this.m_switchweapon)
489         {
490                 switch (this.state)
491                 {
492                         default:
493                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
494                                 break;
495                         case WS_INUSE:
496                         case WS_RAISE:
497                                 break;
498                         case WS_CLEAR:
499                         {
500                                 // end switching!
501                                 Weapon newwep = this.m_switchweapon;
502                                 this.m_switchingweapon = newwep;
503
504                                 // the two weapon entities will notice this has changed and update their models
505                                 this.m_weapon = newwep;
506                                 this.weaponname = newwep.mdl;
507                                 this.bulletcounter = 0;
508                                 newwep.wr_setup(newwep, actor, weaponentity);
509                                 this.state = WS_RAISE;
510
511                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
512                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
513                                 {
514                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
515                                         this.clip_size = newwep.reloading_ammo;
516                                 }
517                                 else
518                                 {
519                                         this.clip_load = this.clip_size = 0;
520                                 }
521
522                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
523                                 break;
524                         }
525                         case WS_DROP:
526                         {
527                                 // in dropping phase we can switch at any time
528                                 this.m_switchingweapon = this.m_switchweapon;
529                                 break;
530                         }
531                         case WS_READY:
532                         {
533                                 // start switching!
534                                 this.m_switchingweapon = this.m_switchweapon;
535                                 entity oldwep = this.m_weapon;
536
537                                 // set up weapon switch think in the future, and start drop anim
538                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
539                                 {
540                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
541                                         this.state = WS_DROP;
542                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
543                                 }
544                                 break;
545                         }
546                 }
547         }
548
549         // LordHavoc: network timing test code
550         // if (actor.button0)
551         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
552
553         Weapon w = this.m_weapon;
554
555         // call the think code which may fire the weapon
556         // and do so multiple times to resolve framerate dependency issues if the
557         // server framerate is very low and the weapon fire rate very high
558         for (int c = 0; c < W_TICSPERFRAME; ++c)
559         {
560                 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
561                 {
562                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
563                         w = WEP_Null;
564                 }
565
566                 v_forward = fo;
567                 v_right = ri;
568                 v_up = up;
569
570                 bool block_weapon = false;
571                 {
572                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
573                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
574                                 key_pressed = false;
575
576                         Weapon off = actor.offhand;
577                         if (off && !(actor.weapons & WEPSET(HOOK)))
578                         {
579                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
580                         }
581                         else
582                         {
583                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
584                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
585                                 actor.hook_switchweapon = key_pressed;
586                                 Weapon h = WEP_HOOK;
587                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
588                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
589                         }
590                 }
591
592                 v_forward = fo;
593                 v_right = ri;
594                 v_up = up;
595
596                 if (!block_weapon)
597                 {
598             Weapon e = this.m_weapon;
599             TC(Weapon, e);
600                         if (w != WEP_Null)
601                         {
602                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
603                         }
604                         else if (e)
605                         {
606                                 e.wr_gonethink(e, actor, weaponentity);
607                         }
608                 }
609
610                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
611                 {
612                         if (this.weapon_think)
613                         {
614                                 v_forward = fo;
615                                 v_right = ri;
616                                 v_up = up;
617                                 Weapon wpn = this.m_weapon;
618                                 this.weapon_think(wpn, actor, weaponentity,
619                                         button_atck | (button_atck2 << 1));
620                         }
621                         else
622                         {
623                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
624                         }
625                 }
626         }
627 }
628
629 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
630 {
631         flash.owner = actor;
632         flash.angles_z = random() * 360;
633
634         entity view = actor.(weaponentity);
635         entity exterior = actor.exteriorweaponentity;
636
637         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
638         else setattachment(flash, view, "tag_shot");
639         setorigin(flash, offset);
640
641         entity xflash = spawn();
642         copyentity(flash, xflash);
643
644         flash.viewmodelforclient = actor;
645
646         if (view.oldorigin.x > 0)
647         {
648                 setattachment(xflash, exterior, "");
649                 setorigin(xflash, view.oldorigin + offset);
650         }
651         else
652         {
653                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
654                 else setattachment(xflash, exterior, "tag_shot");
655                 setorigin(xflash, offset);
656         }
657 }
658
659 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
660 {
661         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
662         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
663
664         entity w_ent = actor.(weaponentity);
665
666         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
667         if (wep.reloading_ammo)
668         {
669                 w_ent.clip_load -= ammo_use;
670                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
671         }
672         else if (wep.ammo_type != RESOURCE_NONE)
673         {
674                 float ammo = GetResourceAmount(actor, wep.ammo_type);
675                 if (ammo < ammo_use)
676                 {
677                         backtrace(sprintf(
678                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
679                                 "Please notify Samual immediately with a copy of this backtrace!\n",
680                                 ammo_use,
681                                 wep.netname,
682                                 GetAmmoPicture(wep.ammo_type),
683                                 actor.netname,
684                                 ammo
685                                              ));
686                 }
687                 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
688         }
689 }
690
691 // weapon reloading code
692
693 .float reload_ammo_amount, reload_ammo_min, reload_time;
694 .float reload_complain;
695 .string reload_sound;
696
697 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
698 {
699         // finish the reloading process, and do the ammo transfer
700
701         entity w_ent = actor.(weaponentity);
702         Weapon wpn = w_ent.m_weapon;
703
704         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
705
706         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
707         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
708         {
709                 w_ent.clip_load = w_ent.reload_ammo_amount;
710         }
711         else
712         {
713                 // make sure we don't add more ammo than we have
714                 float ammo = GetResourceAmount(actor, wpn.ammo_type);
715                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
716                 w_ent.clip_load += load;
717                 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
718         }
719         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
720
721         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
722         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
723         // so your weapon is disabled for a few seconds without reason
724
725         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
726
727         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
728 }
729
730 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
731 {
732     TC(Sound, sent_sound);
733         // set global values to work with
734         entity this = actor.(weaponentity);
735         Weapon e = this.m_weapon;
736
737         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
738
739         this.reload_ammo_min = sent_ammo_min;
740         this.reload_ammo_amount = e.reloading_ammo;
741         this.reload_time = e.reloading_time;
742         if (actor.reload_sound) strunzone(actor.reload_sound);
743         actor.reload_sound = strzone(Sound_fixpath(sent_sound));
744
745         // don't reload weapons that don't have the RELOADABLE flag
746         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
747         {
748                 LOG_TRACE(
749                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
750                 return;
751         }
752
753         // return if reloading is disabled for this weapon
754         if (!this.reload_ammo_amount) return;
755
756         // our weapon is fully loaded, no need to reload
757         if (this.clip_load >= this.reload_ammo_amount) return;
758
759         // no ammo, so nothing to load
760         if (e.ammo_type != RESOURCE_NONE)
761         {
762                 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
763                 {
764                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
765                         {
766                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
767                                 {
768                                         play2(actor, SND(UNAVAILABLE));
769                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
770                                         actor.reload_complain = time + 1;
771                                 }
772                                 // switch away if the amount of ammo is not enough to keep using this weapon
773                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
774                                 {
775                                         this.clip_load = -1;  // reload later
776                                         W_SwitchToOtherWeapon(actor, weaponentity);
777                                 }
778                                 return;
779                         }
780                 }
781         }
782
783         if (this)
784         {
785                 if (this.wframe == WFRAME_RELOAD) return;
786
787                 // allow switching away while reloading, but this will cause a new reload!
788                 this.state = WS_READY;
789         }
790
791         // now begin the reloading process
792
793         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
794
795         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
796         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
797         // so your weapon is disabled for a few seconds without reason
798
799         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
800
801         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
802
803         if (this.clip_load < 0) this.clip_load = 0;
804         this.old_clip_load = this.clip_load;
805         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
806 }
807
808 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
809 {
810         Weapon w = Weapons_from(weapon_type);
811         weapon_dropevent_item = weapon_item;
812         w.event(w, player, weaponentity);
813 }