]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'TimePath/independent_offhand' 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/all.qh"
7 #include "../round_handler.qh"
8 #include "../t_items.qh"
9 #include "../../common/animdecide.qh"
10 #include "../../common/constants.qh"
11 #include "../../common/monsters/all.qh"
12 #include "../../common/notifications.qh"
13 #include "../../common/util.qh"
14 #include "../../common/weapons/all.qh"
15 #include "../../lib/csqcmodel/sv_model.qh"
16
17 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
18 {
19         switch (algn)
20         {
21                 default: case 3: break; // right alignment
22                 case 4: vecs.y = -vecs.y;
23                         break;              // left
24                 case 1: case 2: vecs.y = 0;
25                         vecs.z -= 2;
26                         break;              // center
27         }
28
29         return vecs;
30 }
31
32 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
33 {
34         string s;
35
36         if (visual)
37         {
38                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
39         }
40         else if (autocvar_g_shootfromeye)
41         {
42                 vecs.y = vecs.z = 0;
43         }
44         else if (autocvar_g_shootfromcenter)
45         {
46                 vecs.y = 0;
47                 vecs.z -= 2;
48         }
49         else if ((s = autocvar_g_shootfromfixedorigin) != "")
50         {
51                 vector v = stov(s);
52                 if (y_is_right) v.y = -v.y;
53                 if (v.x != 0) vecs.x = v.x;
54                 vecs.y = v.y;
55                 vecs.z = v.z;
56         }
57         else  // just do the same as top
58         {
59                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
60         }
61
62         return vecs;
63 }
64
65 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
66 {
67         return shotorg_adjust_values(vecs, y_is_right, visual, algn);
68 }
69
70 .int state;
71
72 .float weapon_frametime;
73
74 float W_WeaponRateFactor()
75 {
76         float t = 1.0 / g_weaponratefactor;
77
78         MUTATOR_CALLHOOK(WeaponRateFactor, t);
79         t = weapon_rate;
80
81         return t;
82 }
83
84 float W_WeaponSpeedFactor()
85 {
86         float t = 1.0 * g_weaponspeedfactor;
87
88         MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
89         t = ret_float;
90
91         return t;
92 }
93
94
95 void weapon_thinkf(entity actor, int slot, float fr, float t,
96     void(Weapon thiswep, entity actor, int slot, int fire) func);
97
98 bool CL_Weaponentity_CustomizeEntityForClient()
99 {
100         SELFPARAM();
101         this.viewmodelforclient = this.owner;
102         if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
103         return true;
104 }
105
106 /*
107  * supported formats:
108  *
109  * 1. simple animated model, muzzle flash handling on h_ model:
110  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
111  *      tags:
112  *        shot = muzzle end (shot origin, also used for muzzle flashes)
113  *        shell = casings ejection point (must be on the right hand side of the gun)
114  *        weapon = attachment for v_tuba.md3
115  *    v_tuba.md3 - first and third person model
116  *    g_tuba.md3 - pickup model
117  *
118  * 2. simple animated model, muzzle flash handling on v_ model:
119  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
120  *      tags:
121  *        weapon = attachment for v_tuba.md3
122  *    v_tuba.md3 - first and third person model
123  *      tags:
124  *        shot = muzzle end (shot origin, also used for muzzle flashes)
125  *        shell = casings ejection point (must be on the right hand side of the gun)
126  *    g_tuba.md3 - pickup model
127  *
128  * 3. fully animated model, muzzle flash handling on h_ model:
129  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
130  *      tags:
131  *        shot = muzzle end (shot origin, also used for muzzle flashes)
132  *        shell = casings ejection point (must be on the right hand side of the gun)
133  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
134  *    v_tuba.md3 - third person model
135  *    g_tuba.md3 - pickup model
136  *
137  * 4. fully animated model, muzzle flash handling on v_ model:
138  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
139  *      tags:
140  *        shot = muzzle end (shot origin)
141  *        shell = casings ejection point (must be on the right hand side of the gun)
142  *    v_tuba.md3 - third person model
143  *      tags:
144  *        shot = muzzle end (for muzzle flashes)
145  *    g_tuba.md3 - pickup model
146  */
147
148 // writes:
149 //   this.origin, this.angles
150 //   this.weaponentity
151 //   this.movedir, this.view_ofs
152 //   attachment stuff
153 //   anim stuff
154 // to free:
155 //   call again with ""
156 //   remove the ent
157 void CL_WeaponEntity_SetModel(entity this, int slot, string name)
158 {
159         if (name != "")
160         {
161                 // if there is a child entity, hide it until we're sure we use it
162                 if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
163                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
164                 int v_shot_idx = gettagindex(this, "shot");  // used later
165                 if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
166
167                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
168                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
169                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
170                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
171                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
172                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
173
174                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
175                 // if we don't, this is a "real" animated model
176                 if (gettagindex(this, "weapon"))
177                 {
178                         if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
179                         _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
180                         setattachment(this.weaponentity[slot], this, "weapon");
181                 }
182                 else if (gettagindex(this, "tag_weapon"))
183                 {
184                         if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
185                         _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
186                         setattachment(this.weaponentity[slot], this, "tag_weapon");
187                 }
188                 else
189                 {
190                         if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
191                         this.weaponentity[slot] = NULL;
192                 }
193
194                 setorigin(this, '0 0 0');
195                 this.angles = '0 0 0';
196                 this.frame = 0;
197                 this.viewmodelforclient = NULL;
198
199                 float idx;
200
201                 if (v_shot_idx)  // v_ model attached to invisible h_ model
202                 {
203                         this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx);
204                 }
205                 else
206                 {
207                         idx = gettagindex(this, "shot");
208                         if (!idx) idx = gettagindex(this, "tag_shot");
209                         if (idx)
210                         {
211                                 this.movedir = gettaginfo(this, idx);
212                         }
213                         else
214                         {
215                                 LOG_INFO("WARNING: weapon model ", this.model,
216                                         " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
217                                 this.movedir = '0 0 0';
218                         }
219                 }
220
221                 if (this.weaponentity[slot])  // v_ model attached to invisible h_ model
222                 {
223                         idx = gettagindex(this.weaponentity[slot], "shell");
224                         if (!idx) idx = gettagindex(this.weaponentity[slot], "tag_shell");
225                         if (idx) this.spawnorigin = gettaginfo(this.weaponentity[slot], idx);
226                 }
227                 else
228                 {
229                         idx = 0;
230                 }
231                 if (!idx)
232                 {
233                         idx = gettagindex(this, "shell");
234                         if (!idx) idx = gettagindex(this, "tag_shell");
235                         if (idx)
236                         {
237                                 this.spawnorigin = gettaginfo(this, idx);
238                         }
239                         else
240                         {
241                                 LOG_INFO("WARNING: weapon model ", this.model,
242                                         " does not support the 'shell' tag, will display casings wrong\n");
243                                 this.spawnorigin = this.movedir;
244                         }
245                 }
246
247                 if (v_shot_idx)
248                 {
249                         this.oldorigin = '0 0 0';  // use regular attachment
250                 }
251                 else
252                 {
253                         if (this.weaponentity[slot])
254                         {
255                                 idx = gettagindex(this, "weapon");
256                                 if (!idx) idx = gettagindex(this, "tag_weapon");
257                         }
258                         else
259                         {
260                                 idx = gettagindex(this, "handle");
261                                 if (!idx) idx = gettagindex(this, "tag_handle");
262                         }
263                         if (idx)
264                         {
265                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
266                         }
267                         else
268                         {
269                                 LOG_INFO("WARNING: weapon model ", this.model,
270                                         " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
271                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
272                         }
273                 }
274
275                 this.viewmodelforclient = this.owner;
276         }
277         else
278         {
279                 this.model = "";
280                 if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
281                 this.weaponentity[slot] = NULL;
282                 this.movedir = '0 0 0';
283                 this.spawnorigin = '0 0 0';
284                 this.oldorigin = '0 0 0';
285                 this.anim_fire1  = '0 1 0.01';
286                 this.anim_fire2  = '0 1 0.01';
287                 this.anim_idle   = '0 1 0.01';
288                 this.anim_reload = '0 1 0.01';
289         }
290
291         this.view_ofs = '0 0 0';
292
293         if (this.movedir.x >= 0)
294         {
295                 vector v0 = this.movedir;
296                 this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
297                 this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
298         }
299         this.owner.stat_shotorg = compressShotOrigin(this.movedir);
300         this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
301
302         this.spawnorigin += this.view_ofs;                            // offset the casings origin by the same amount
303
304         // check if an instant weapon switch occurred
305         setorigin(this, this.view_ofs);
306         // reset animstate now
307         this.wframe = WFRAME_IDLE;
308         setanim(this, this.anim_idle, true, false, true);
309 }
310
311 vector CL_Weapon_GetShotOrg(float wpn)
312 {
313         entity wi = get_weaponinfo(wpn);
314         entity e = spawn();
315         CL_WeaponEntity_SetModel(e, 0, wi.mdl);
316         vector ret = e.movedir;
317         CL_WeaponEntity_SetModel(e, 0, "");
318         remove(e);
319         return ret;
320 }
321
322 void CL_Weaponentity_Think()
323 {
324         SELFPARAM();
325         this.nextthink = time;
326         if (intermission_running) this.frame = this.anim_idle.x;
327         int slot = 0; // TODO: unhardcode
328         if (this.owner.weaponentity[slot] != this)
329         {
330                 if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
331                 remove(this);
332                 return;
333         }
334         if (this.owner.deadflag != DEAD_NO)
335         {
336                 this.model = "";
337                 if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
338                 return;
339         }
340         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
341             || this.deadflag != this.owner.deadflag)
342         {
343                 this.weaponname = this.owner.weaponname;
344                 this.dmg = this.owner.modelindex;
345                 this.deadflag = this.owner.deadflag;
346
347                 CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
348         }
349
350         int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
351         this.effects = this.owner.effects & EFMASK_CHEAP;
352         this.effects &= ~EF_LOWPRECISION;
353         this.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
354         this.effects &= ~EF_TELEPORT_BIT;
355         this.effects &= ~EF_RESTARTANIM_BIT;
356         this.effects |= tb;
357
358         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
359         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
360         else this.alpha = 1;
361
362         this.glowmod = this.owner.weaponentity_glowmod;
363         this.colormap = this.owner.colormap;
364         if (this.weaponentity[slot])
365         {
366                 this.weaponentity[slot].effects = this.effects;
367                 this.weaponentity[slot].alpha = this.alpha;
368                 this.weaponentity[slot].colormap = this.colormap;
369                 this.weaponentity[slot].glowmod = this.glowmod;
370         }
371
372         this.angles = '0 0 0';
373
374         float f = (this.owner.weapon_nextthink - time);
375         if (this.state == WS_RAISE && !intermission_running)
376         {
377                 entity newwep = get_weaponinfo(this.owner.switchweapon);
378                 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
379                 this.angles_x = -90 * f * f;
380         }
381         else if (this.state == WS_DROP && !intermission_running)
382         {
383                 entity oldwep = get_weaponinfo(this.owner.weapon);
384                 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
385                 this.angles_x = -90 * f * f;
386         }
387         else if (this.state == WS_CLEAR)
388         {
389                 f = 1;
390                 this.angles_x = -90 * f * f;
391         }
392 }
393
394 void CL_ExteriorWeaponentity_Think()
395 {
396         SELFPARAM();
397         this.nextthink = time;
398         if (this.owner.exteriorweaponentity != this)
399         {
400                 remove(this);
401                 return;
402         }
403         if (this.owner.deadflag != DEAD_NO)
404         {
405                 this.model = "";
406                 return;
407         }
408         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
409             || this.deadflag != this.owner.deadflag)
410         {
411                 this.weaponname = this.owner.weaponname;
412                 this.dmg = this.owner.modelindex;
413                 this.deadflag = this.owner.deadflag;
414                 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
415                 else this.model = "";
416
417                 int tag_found;
418                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
419                 {
420                         this.tag_index = tag_found;
421                         this.tag_entity = this.owner;
422                 }
423                 else
424                 {
425                         setattachment(this, this.owner, "bip01 r hand");
426                 }
427         }
428         this.effects = this.owner.effects;
429         this.effects |= EF_LOWPRECISION;
430         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
431         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
432         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
433         else this.alpha = 1;
434
435         this.glowmod = this.owner.weaponentity_glowmod;
436         this.colormap = this.owner.colormap;
437
438         CSQCMODEL_AUTOUPDATE(this);
439 }
440
441 // spawning weaponentity for client
442 void CL_SpawnWeaponentity(entity e, int slot)
443 {
444         entity view = e.weaponentity[slot] = new(weaponentity);
445         view.solid = SOLID_NOT;
446         view.owner = e;
447         setmodel(view, MDL_Null);  // precision set when changed
448         setorigin(view, '0 0 0');
449         view.angles = '0 0 0';
450         view.viewmodelforclient = e;
451         view.flags = 0;
452         view.think = CL_Weaponentity_Think;
453         view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
454         view.nextthink = time;
455
456         if (slot == 0)
457         {
458                 entity exterior = e.exteriorweaponentity = spawn();
459                 exterior.classname = "exteriorweaponentity";
460                 exterior.solid = SOLID_NOT;
461                 exterior.exteriorweaponentity = exterior;
462                 exterior.owner = e;
463                 setorigin(exterior, '0 0 0');
464                 exterior.angles = '0 0 0';
465                 exterior.think = CL_ExteriorWeaponentity_Think;
466                 exterior.nextthink = time;
467
468                 CSQCMODEL_AUTOINIT(exterior);
469         }
470 }
471
472 // Weapon subs
473 void w_clear(Weapon thiswep, entity actor, int slot, int fire)
474 {
475         if (actor.weapon != -1)
476         {
477                 actor.weapon = 0;
478                 actor.switchingweapon = 0;
479         }
480         if (actor.weaponentity[slot])
481         {
482                 actor.weaponentity[slot].state = WS_CLEAR;
483                 actor.weaponentity[slot].effects = 0;
484         }
485 }
486
487 void w_ready(Weapon thiswep, entity actor, int slot, int fire)
488 {
489         if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
490         weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
491 }
492
493 .float prevdryfire;
494 .float prevwarntime;
495 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
496 {
497         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
498         bool ammo = false;
499         if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
500         else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
501         if (ammo) return true;
502         // always keep the Mine Layer if we placed mines, so that we can detonate them
503         if (thiswep == WEP_MINE_LAYER)
504                 for (entity mine; (mine = find(mine, classname, "mine")); )
505                         if (mine.owner == actor) return false;
506
507         if (thiswep == WEP_SHOTGUN)
508                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
509
510         if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
511         {
512                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
513                 actor.prevdryfire = time;
514         }
515
516         // check if the other firing mode has enough ammo
517         bool ammo_other = false;
518         if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
519         else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
520         if (ammo_other)
521         {
522                 if (time - actor.prevwarntime > 1)
523                 {
524                         Send_Notification(
525                                 NOTIF_ONE,
526                                 actor,
527                                 MSG_MULTI,
528                                 ITEM_WEAPON_PRIMORSEC,
529                                 thiswep,
530                                 secondary,
531                                 (1 - secondary)
532                                          );
533                 }
534                 actor.prevwarntime = time;
535         }
536         else  // this weapon is totally unable to fire, switch to another one
537         {
538                 W_SwitchToOtherWeapon(actor);
539         }
540
541         return false;
542 }
543
544 .float race_penalty;
545 bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
546 {
547         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
548
549         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
550         // if all players readied up and the countdown is running
551         if (time < game_starttime || time < actor.race_penalty) return false;
552
553         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
554                 return false;
555
556         // do not even think about shooting if switching
557         if (actor.switchweapon != actor.weapon) return false;
558
559         if (attacktime >= 0)
560         {
561                 // don't fire if previous attack is not finished
562                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
563                 // don't fire while changing weapon
564                 if (actor.weaponentity[slot].state != WS_READY) return false;
565         }
566         return true;
567 }
568
569 void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
570 {
571         actor.weaponentity[slot].state = WS_INUSE;
572
573         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
574
575         // if the weapon hasn't been firing continuously, reset the timer
576         if (attacktime >= 0)
577         {
578                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
579                 {
580                         ATTACK_FINISHED(actor, slot) = time;
581                         // dprint("resetting attack finished to ", ftos(time), "\n");
582                 }
583                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
584         }
585         actor.bulletcounter += 1;
586         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
587 }
588
589 bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
590 {
591         if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
592         {
593                 weapon_prepareattack_do(actor, slot, secondary, attacktime);
594                 return true;
595         }
596         return false;
597 }
598
599 void weapon_thinkf(entity actor, int slot, float fr, float t,
600         void(Weapon thiswep, entity actor, int slot, int fire) func)
601 {
602         bool restartanim;
603         if (fr == WFRAME_DONTCHANGE)
604         {
605                 fr = actor.weaponentity[slot].wframe;
606                 restartanim = false;
607         }
608         else if (fr == WFRAME_IDLE)
609         {
610                 restartanim = false;
611         }
612         else
613         {
614                 restartanim = true;
615         }
616
617         vector of = v_forward;
618         vector or = v_right;
619         vector ou = v_up;
620
621         if (actor.weaponentity[slot])
622         {
623                 actor.weaponentity[slot].wframe = fr;
624                 vector a = '0 0 0';
625                 if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
626                 else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
627                 else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
628                 else  // if (fr == WFRAME_RELOAD)
629                         a = actor.weaponentity[slot].anim_reload;
630                 a.z *= g_weaponratefactor;
631                 setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
632         }
633
634         v_forward = of;
635         v_right = or;
636         v_up = ou;
637
638         if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
639                         "Tried to override initial weapon think function - should this really happen?");
640
641         t *= W_WeaponRateFactor();
642
643         // VorteX: haste can be added here
644         if (actor.weapon_think == w_ready)
645         {
646                 actor.weapon_nextthink = time;
647                 // dprint("started firing at ", ftos(time), "\n");
648         }
649         if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
650             || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
651         {
652                 actor.weapon_nextthink = time;
653                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
654         }
655         actor.weapon_nextthink = actor.weapon_nextthink + t;
656         actor.weapon_think = func;
657         // dprint("next ", ftos(actor.weapon_nextthink), "\n");
658
659         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
660         {
661                 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
662                     && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
663                 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
664         }
665         else
666         {
667                 if (actor.anim_upper_action == ANIMACTION_SHOOT
668                     || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
669         }
670 }
671
672 bool forbidWeaponUse(entity player)
673 {
674         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
675         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
676         if (player.player_blocked) return true;
677         if (player.frozen) return true;
678         if (player.weapon_blocked) return true;
679         return false;
680 }
681
682 .bool hook_switchweapon;
683
684 void W_WeaponFrame(entity actor)
685 {
686         int slot = 0; // TODO: unhardcode
687         if (frametime) actor.weapon_frametime = frametime;
688
689         if (!actor.weaponentity[slot] || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
690
691         if (forbidWeaponUse(actor))
692         {
693                 if (actor.weaponentity[slot].state != WS_CLEAR)
694                 {
695                         Weapon wpn = get_weaponinfo(actor.weapon);
696                         w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
697                         return;
698                 }
699         }
700
701         if (!actor.switchweapon)
702         {
703                 actor.weapon = 0;
704                 actor.switchingweapon = 0;
705                 actor.weaponentity[slot].state = WS_CLEAR;
706                 actor.weaponname = "";
707                 // actor.items &= ~IT_AMMO;
708                 return;
709         }
710
711         makevectors(actor.v_angle);
712         vector fo = v_forward;  // save them in case the weapon think functions change it
713         vector ri = v_right;
714         vector up = v_up;
715
716         // Change weapon
717         if (actor.weapon != actor.switchweapon)
718         {
719                 if (actor.weaponentity[slot].state == WS_CLEAR)
720                 {
721                         // end switching!
722                         actor.switchingweapon = actor.switchweapon;
723                         entity newwep = get_weaponinfo(actor.switchweapon);
724
725                         // the two weapon entities will notice this has changed and update their models
726                         actor.weapon = actor.switchweapon;
727                         actor.weaponname = newwep.mdl;
728                         actor.bulletcounter = 0;
729                         actor.ammo_field = newwep.ammo_field;
730                         Weapon w = get_weaponinfo(actor.switchweapon);
731                         w.wr_setup(w);
732                         actor.weaponentity[slot].state = WS_RAISE;
733
734                         // set our clip load to the load of the weapon we switched to, if it's reloadable
735                         if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo)  // prevent accessing undefined cvars
736                         {
737                                 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
738                                 actor.clip_size = newwep.reloading_ammo;
739                         }
740                         else
741                         {
742                                 actor.clip_load = actor.clip_size = 0;
743                         }
744
745                         weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
746                 }
747                 else if (actor.weaponentity[slot].state == WS_DROP)
748                 {
749                         // in dropping phase we can switch at any time
750                         actor.switchingweapon = actor.switchweapon;
751                 }
752                 else if (actor.weaponentity[slot].state == WS_READY)
753                 {
754                         // start switching!
755                         actor.switchingweapon = actor.switchweapon;
756                         entity oldwep = get_weaponinfo(actor.weapon);
757
758                         // set up weapon switch think in the future, and start drop anim
759                         if (
760 #if INDEPENDENT_ATTACK_FINISHED
761                                     true
762 #else
763                                     ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
764 #endif
765                            )
766                         {
767                                 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
768                                 actor.weaponentity[slot].state = WS_DROP;
769                                 weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
770                         }
771                 }
772         }
773
774         // LordHavoc: network timing test code
775         // if (actor.button0)
776         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
777
778         int w = actor.weapon;
779
780         // call the think code which may fire the weapon
781         // and do so multiple times to resolve framerate dependency issues if the
782         // server framerate is very low and the weapon fire rate very high
783         int c = 0;
784         while (c < W_TICSPERFRAME)
785         {
786                 c += 1;
787                 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
788                 {
789                         if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
790                         w = 0;
791                 }
792
793                 v_forward = fo;
794                 v_right = ri;
795                 v_up = up;
796
797                 bool block_weapon = false;
798                 {
799                         bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
800                         Weapon off = actor.offhand;
801                         if (off && !(actor.weapons & WEPSET(HOOK)))
802                         {
803                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
804                         }
805                         else
806                         {
807                                 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
808                                                 WEP_HOOK.m_id);
809                                 actor.hook_switchweapon = key_pressed;
810                                 Weapon h = WEP_HOOK;
811                                 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
812                                 h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
813                         }
814                 }
815
816                 if (!block_weapon)
817                 {
818                         if (w)
819                         {
820                                 Weapon e = get_weaponinfo(actor.weapon);
821                                 e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
822                         }
823                         else
824                         {
825                                 Weapon w = get_weaponinfo(actor.weapon);
826                                 w.wr_gonethink(w);
827                         }
828                 }
829
830                 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
831                 {
832                         if (actor.weapon_think)
833                         {
834                                 v_forward = fo;
835                                 v_right = ri;
836                                 v_up = up;
837                                 Weapon wpn = get_weaponinfo(actor.weapon);
838                                 actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
839                         }
840                         else
841                         {
842                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
843                         }
844                 }
845         }
846 }
847
848 void W_AttachToShotorg(entity actor, entity flash, vector offset)
849 {
850         int slot = 0;
851         flash.owner = actor;
852         flash.angles_z = random() * 360;
853
854         if (gettagindex(actor.weaponentity[slot], "shot")) setattachment(flash, actor.weaponentity[slot], "shot");
855         else setattachment(flash, actor.weaponentity[slot], "tag_shot");
856         setorigin(flash, offset);
857
858         entity xflash = spawn();
859         copyentity(flash, xflash);
860
861         flash.viewmodelforclient = actor;
862
863         if (actor.weaponentity[slot].oldorigin.x > 0)
864         {
865                 setattachment(xflash, actor.exteriorweaponentity, "");
866                 setorigin(xflash, actor.weaponentity[slot].oldorigin + offset);
867         }
868         else
869         {
870                 if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
871                 else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
872                 setorigin(xflash, offset);
873         }
874 }
875
876 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
877 {
878         if (cvar("g_overkill"))
879         {
880                 if (actor.ok_use_ammocharge)
881                 {
882                         ok_DecreaseCharge(actor, actor.weapon);
883                         return;  // TODO
884                 }
885         }
886
887         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
888
889         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
890         if (wep.reloading_ammo)
891         {
892                 actor.clip_load -= ammo_use;
893                 actor.(weapon_load[actor.weapon]) = actor.clip_load;
894         }
895         else if (wep.ammo_field != ammo_none)
896         {
897                 actor.(wep.ammo_field) -= ammo_use;
898                 if (actor.(wep.ammo_field) < 0)
899                 {
900                         backtrace(sprintf(
901                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
902                                 "Please notify Samual immediately with a copy of this backtrace!\n",
903                                 ammo_use,
904                                 wep.netname,
905                                 GetAmmoPicture(wep.ammo_field),
906                                 actor.netname,
907                                 actor.(wep.ammo_field)
908                                              ));
909                 }
910         }
911 }
912
913 // weapon reloading code
914
915 .float reload_ammo_amount, reload_ammo_min, reload_time;
916 .float reload_complain;
917 .string reload_sound;
918
919 void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
920 {
921         // finish the reloading process, and do the ammo transfer
922
923         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
924
925         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
926         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
927         {
928                 actor.clip_load = actor.reload_ammo_amount;
929         }
930         else
931         {
932                 // make sure we don't add more ammo than we have
933                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
934                 actor.clip_load += load;
935                 actor.(actor.ammo_field) -= load;
936         }
937         actor.(weapon_load[actor.weapon]) = actor.clip_load;
938
939         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
940         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
941         // so your weapon is disabled for a few seconds without reason
942
943         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
944
945         Weapon wpn = get_weaponinfo(actor.weapon);
946         w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
947 }
948
949 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
950 {
951         int slot = 0;
952         // set global values to work with
953         entity e = get_weaponinfo(actor.weapon);
954
955         if (cvar("g_overkill"))
956                 if (actor.ok_use_ammocharge) return;
957         // TODO
958
959         actor.reload_ammo_min = sent_ammo_min;
960         actor.reload_ammo_amount = e.reloading_ammo;
961         actor.reload_time = e.reloading_time;
962         actor.reload_sound = sent_sound;
963
964         // don't reload weapons that don't have the RELOADABLE flag
965         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
966         {
967                 LOG_TRACE(
968                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
969                 return;
970         }
971
972         // return if reloading is disabled for this weapon
973         if (!actor.reload_ammo_amount) return;
974
975         // our weapon is fully loaded, no need to reload
976         if (actor.clip_load >= actor.reload_ammo_amount) return;
977
978         // no ammo, so nothing to load
979         if (actor.ammo_field != ammo_none)
980         {
981                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
982                 {
983                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
984                         {
985                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
986                                 {
987                                         play2(actor, SND(UNAVAILABLE));
988                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
989                                         actor.reload_complain = time + 1;
990                                 }
991                                 // switch away if the amount of ammo is not enough to keep using this weapon
992                                 Weapon w = get_weaponinfo(actor.weapon);
993                                 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
994                                 {
995                                         actor.clip_load = -1;  // reload later
996                                         W_SwitchToOtherWeapon(actor);
997                                 }
998                                 return;
999                         }
1000                 }
1001         }
1002
1003         if (actor.weaponentity[slot])
1004         {
1005                 if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
1006
1007                 // allow switching away while reloading, but this will cause a new reload!
1008                 actor.weaponentity[slot].state = WS_READY;
1009         }
1010
1011         // now begin the reloading process
1012
1013         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
1014
1015         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1016         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1017         // so your weapon is disabled for a few seconds without reason
1018
1019         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1020
1021         weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
1022
1023         if (actor.clip_load < 0) actor.clip_load = 0;
1024         actor.old_clip_load = actor.clip_load;
1025         actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
1026 }
1027
1028 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1029 {
1030         Weapon w = get_weaponinfo(weapon_type);
1031         weapon_dropevent_item = weapon_item;
1032         WITH(entity, self, player, w.event(w));
1033 }