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