#include "weaponsystem.qh" #include "selection.qh" #include "../command/common.qh" #include "../mutators/mutators_include.qh" #include "../round_handler.qh" #include "../t_items.qh" #include "../../common/animdecide.qh" #include "../../common/constants.qh" #include "../../common/monsters/all.qh" #include "../../common/notifications.qh" #include "../../common/util.qh" #include "../../common/weapons/all.qh" #include "../../lib/csqcmodel/sv_model.qh" vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn) { switch(algn) { default: case 3: break; // right alignment case 4: vecs.y = -vecs.y; break; // left case 1: case 2: vecs.y = 0; vecs.z -= 2; break; // center } return vecs; } vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn) { string s; if(visual) vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); else if(autocvar_g_shootfromeye) vecs.y = vecs.z = 0; else if(autocvar_g_shootfromcenter) { vecs.y = 0; vecs.z -= 2; } else if((s = autocvar_g_shootfromfixedorigin) != "") { vector v = stov(s); if(y_is_right) { v.y = -v.y; } if(v.x != 0) { vecs.x = v.x; } vecs.y = v.y; vecs.z = v.z; } else // just do the same as top vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); return vecs; } vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn) { return shotorg_adjust_values(vecs, y_is_right, visual, algn); } .int state; .float weapon_frametime; float W_WeaponRateFactor() { float t = 1.0 / g_weaponratefactor; MUTATOR_CALLHOOK(WeaponRateFactor, t); t = weapon_rate; return t; } float W_WeaponSpeedFactor() { float t = 1.0 * g_weaponspeedfactor; MUTATOR_CALLHOOK(WeaponSpeedFactor, t); t = ret_float; return t; } void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func); float CL_Weaponentity_CustomizeEntityForClient() {SELFPARAM(); self.viewmodelforclient = self.owner; if(IS_SPEC(other)) if(other.enemy == self.owner) self.viewmodelforclient = other; return true; } /* * supported formats: * * 1. simple animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * g_tuba.md3 - pickup model * * 2. simple animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * g_tuba.md3 - pickup model * * 3. fully animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) * v_tuba.md3 - third person model * g_tuba.md3 - pickup model * * 4. fully animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin) * shell = casings ejection point (must be on the right hand side of the gun) * v_tuba.md3 - third person model * tags: * shot = muzzle end (for muzzle flashes) * g_tuba.md3 - pickup model */ // writes: // self.origin, self.angles // self.weaponentity // self.movedir, self.view_ofs // attachment stuff // anim stuff // to free: // call again with "" // remove the ent void CL_WeaponEntity_SetModel(string name) {SELFPARAM(); float v_shot_idx; if (name != "") { // if there is a child entity, hide it until we're sure we use it if (self.weaponentity) self.weaponentity.model = ""; _setmodel(self, W_Model(strcat("v_", name, ".md3"))); v_shot_idx = gettagindex(self, "shot"); // used later if(!v_shot_idx) v_shot_idx = gettagindex(self, "tag_shot"); _setmodel(self, W_Model(strcat("h_", name, ".iqm"))); // preset some defaults that work great for renamed zym files (which don't need an animinfo) self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0'); self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0'); self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0'); self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0'); // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) // if we don't, this is a "real" animated model if(gettagindex(self, "weapon")) { if (!self.weaponentity) self.weaponentity = spawn(); _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3"))); setattachment(self.weaponentity, self, "weapon"); } else if(gettagindex(self, "tag_weapon")) { if (!self.weaponentity) self.weaponentity = spawn(); _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3"))); setattachment(self.weaponentity, self, "tag_weapon"); } else { if(self.weaponentity) remove(self.weaponentity); self.weaponentity = world; } setorigin(self,'0 0 0'); self.angles = '0 0 0'; self.frame = 0; self.viewmodelforclient = world; float idx; if(v_shot_idx) // v_ model attached to invisible h_ model { self.movedir = gettaginfo(self.weaponentity, v_shot_idx); } else { idx = gettagindex(self, "shot"); if(!idx) idx = gettagindex(self, "tag_shot"); if(idx) self.movedir = gettaginfo(self, idx); else { LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n"); self.movedir = '0 0 0'; } } if(self.weaponentity) // v_ model attached to invisible h_ model { idx = gettagindex(self.weaponentity, "shell"); if(!idx) idx = gettagindex(self.weaponentity, "tag_shell"); if(idx) self.spawnorigin = gettaginfo(self.weaponentity, idx); } else idx = 0; if(!idx) { idx = gettagindex(self, "shell"); if(!idx) idx = gettagindex(self, "tag_shell"); if(idx) self.spawnorigin = gettaginfo(self, idx); else { LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n"); self.spawnorigin = self.movedir; } } if(v_shot_idx) { self.oldorigin = '0 0 0'; // use regular attachment } else { if(self.weaponentity) { idx = gettagindex(self, "weapon"); if(!idx) idx = gettagindex(self, "tag_weapon"); } else { idx = gettagindex(self, "handle"); if(!idx) idx = gettagindex(self, "tag_handle"); } if(idx) { self.oldorigin = self.movedir - gettaginfo(self, idx); } else { LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n"); self.oldorigin = '0 0 0'; // there is no way to recover from this } } self.viewmodelforclient = self.owner; } else { self.model = ""; if(self.weaponentity) remove(self.weaponentity); self.weaponentity = world; self.movedir = '0 0 0'; self.spawnorigin = '0 0 0'; self.oldorigin = '0 0 0'; self.anim_fire1 = '0 1 0.01'; self.anim_fire2 = '0 1 0.01'; self.anim_idle = '0 1 0.01'; self.anim_reload = '0 1 0.01'; } self.view_ofs = '0 0 0'; if(self.movedir.x >= 0) { vector v0; v0 = self.movedir; self.movedir = shotorg_adjust(v0, false, false, self.owner.cvar_cl_gunalign); self.view_ofs = shotorg_adjust(v0, false, true, self.owner.cvar_cl_gunalign) - v0; } self.owner.stat_shotorg = compressShotOrigin(self.movedir); self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount // check if an instant weapon switch occurred setorigin(self, self.view_ofs); // reset animstate now self.wframe = WFRAME_IDLE; setanim(self, self.anim_idle, true, false, true); } vector CL_Weapon_GetShotOrg(float wpn) {SELFPARAM(); entity wi = get_weaponinfo(wpn); setself(spawn()); CL_WeaponEntity_SetModel(wi.mdl); vector ret = self.movedir; CL_WeaponEntity_SetModel(""); remove(self); setself(this); return ret; } void CL_Weaponentity_Think() {SELFPARAM(); int tb; self.nextthink = time; if (intermission_running) self.frame = self.anim_idle.x; if (self.owner.weaponentity != self) { if (self.weaponentity) remove(self.weaponentity); remove(self); return; } if (self.owner.deadflag != DEAD_NO) { self.model = ""; if (self.weaponentity) self.weaponentity.model = ""; return; } if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) { self.weaponname = self.owner.weaponname; self.dmg = self.owner.modelindex; self.deadflag = self.owner.deadflag; CL_WeaponEntity_SetModel(self.owner.weaponname); } tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); self.effects = self.owner.effects & EFMASK_CHEAP; self.effects &= ~EF_LOWPRECISION; self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it self.effects &= ~EF_TELEPORT_BIT; self.effects &= ~EF_RESTARTANIM_BIT; self.effects |= tb; if(self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha; else if(self.owner.alpha != 0) self.alpha = self.owner.alpha; else self.alpha = 1; self.glowmod = self.owner.weaponentity_glowmod; self.colormap = self.owner.colormap; if (self.weaponentity) { self.weaponentity.effects = self.effects; self.weaponentity.alpha = self.alpha; self.weaponentity.colormap = self.colormap; self.weaponentity.glowmod = self.glowmod; } self.angles = '0 0 0'; float f = (self.owner.weapon_nextthink - time); if (self.state == WS_RAISE && !intermission_running) { entity newwep = get_weaponinfo(self.owner.switchweapon); f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { entity oldwep = get_weaponinfo(self.owner.weapon); f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); self.angles_x = -90 * f * f; } else if (self.state == WS_CLEAR) { f = 1; self.angles_x = -90 * f * f; } } void CL_ExteriorWeaponentity_Think() {SELFPARAM(); float tag_found; self.nextthink = time; if (self.owner.exteriorweaponentity != self) { remove(self); return; } if (self.owner.deadflag != DEAD_NO) { self.model = ""; return; } if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) { self.weaponname = self.owner.weaponname; self.dmg = self.owner.modelindex; self.deadflag = self.owner.deadflag; if (self.owner.weaponname != "") _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3"))); else self.model = ""; if((tag_found = gettagindex(self.owner, "tag_weapon"))) { self.tag_index = tag_found; self.tag_entity = self.owner; } else setattachment(self, self.owner, "bip01 r hand"); } self.effects = self.owner.effects; self.effects |= EF_LOWPRECISION; self.effects = self.effects & EFMASK_CHEAP; // eat performance if(self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha; else if(self.owner.alpha != 0) self.alpha = self.owner.alpha; else self.alpha = 1; self.glowmod = self.owner.weaponentity_glowmod; self.colormap = self.owner.colormap; CSQCMODEL_AUTOUPDATE(self); } // spawning weaponentity for client void CL_SpawnWeaponentity(entity e) { entity view = e.weaponentity = spawn(); view.classname = "weaponentity"; view.solid = SOLID_NOT; view.owner = e; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); view.angles = '0 0 0'; view.viewmodelforclient = e; view.flags = 0; view.think = CL_Weaponentity_Think; view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; view.nextthink = time; entity exterior = e.exteriorweaponentity = spawn(); exterior.classname = "exteriorweaponentity"; exterior.solid = SOLID_NOT; exterior.exteriorweaponentity = exterior; exterior.owner = e; setorigin(exterior, '0 0 0'); exterior.angles = '0 0 0'; exterior.think = CL_ExteriorWeaponentity_Think; exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); } // Weapon subs void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2) { if (actor.weapon != -1) { actor.weapon = 0; actor.switchingweapon = 0; } if (actor.weaponentity) { actor.weaponentity.state = WS_CLEAR; actor.weaponentity.effects = 0; } } void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2) { if (actor.weaponentity) actor.weaponentity.state = WS_READY; weapon_thinkf(actor, WFRAME_IDLE, 1000000, w_ready); } .float prevdryfire; .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondary) { if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; if (secondary) { WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep)); } else { WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep)); } if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them entity mine; if(actor.weapon == WEP_MINE_LAYER.m_id) for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == actor) return false; if(actor.weapon == WEP_SHOTGUN.m_id) if(!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow if(actor.weapon == actor.switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound (actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; } // check if the other firing mode has enough ammo bool ammo_other = false; if (secondary) { WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep)); } else { WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep)); } if (ammo_other) { if (time - actor.prevwarntime > 1) { Send_Notification( NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, actor.weapon, secondary, (1 - secondary) ); } actor.prevwarntime = time; } else // this weapon is totally unable to fire, switch to another one { W_SwitchToOtherWeapon(actor); } return false; } .float race_penalty; bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, float attacktime) { if(!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; //if sv_ready_restart_after_countdown is set, don't allow the player to shoot //if all players readied up and the countdown is running if(time < game_starttime || time < actor.race_penalty) { return false; } if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused return false; // do not even think about shooting if switching if(actor.switchweapon != actor.weapon) return false; if(attacktime >= 0) { // don't fire if previous attack is not finished if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5) return false; // don't fire while changing weapon if (actor.weaponentity.state != WS_READY) return false; } return true; } void weapon_prepareattack_do(entity actor, bool secondary, float attacktime) { actor.weaponentity.state = WS_INUSE; actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire // if the weapon hasn't been firing continuously, reset the timer if(attacktime >= 0) { if (ATTACK_FINISHED(actor) < time - actor.weapon_frametime * 1.5) { ATTACK_FINISHED(actor) = time; //dprint("resetting attack finished to ", ftos(time), "\n"); } ATTACK_FINISHED(actor) = ATTACK_FINISHED(actor) + attacktime * W_WeaponRateFactor(); } actor.bulletcounter += 1; //dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n"); } bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime) { if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime)) { weapon_prepareattack_do(actor, secondary, attacktime); return true; } return false; } void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func) { vector a; vector of, or, ou; float restartanim; if(fr == WFRAME_DONTCHANGE) { fr = actor.weaponentity.wframe; restartanim = false; } else if (fr == WFRAME_IDLE) restartanim = false; else restartanim = true; of = v_forward; or = v_right; ou = v_up; if (actor.weaponentity) { actor.weaponentity.wframe = fr; a = '0 0 0'; if (fr == WFRAME_IDLE) a = actor.weaponentity.anim_idle; else if (fr == WFRAME_FIRE1) a = actor.weaponentity.anim_fire1; else if (fr == WFRAME_FIRE2) a = actor.weaponentity.anim_fire2; else // if (fr == WFRAME_RELOAD) a = actor.weaponentity.anim_reload; a.z *= g_weaponratefactor; setanim(actor.weaponentity, a, restartanim == false, restartanim, restartanim); } v_forward = of; v_right = or; v_up = ou; if(actor.weapon_think == w_ready && func != w_ready && actor.weaponentity.state == WS_RAISE) { backtrace("Tried to override initial weapon think function - should this really happen?"); } t *= W_WeaponRateFactor(); // VorteX: haste can be added here if (actor.weapon_think == w_ready) { actor.weapon_nextthink = time; //dprint("started firing at ", ftos(time), "\n"); } if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5 || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5) { actor.weapon_nextthink = time; //dprint("reset weapon animation timer at ", ftos(time), "\n"); } actor.weapon_nextthink = actor.weapon_nextthink + t; actor.weapon_think = func; //dprint("next ", ftos(actor.weapon_nextthink), "\n"); if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { if((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id) && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim); else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim); } else { if(actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0; } } float forbidWeaponUse(entity player) { if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return 1; if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return 1; if(player.player_blocked) return 1; if(player.frozen) return 1; if(player.weapon_blocked) return 1; return 0; } .bool hook_switchweapon; void W_WeaponFrame(entity actor) { vector fo, ri, up; if (frametime) actor.weapon_frametime = frametime; if (!actor.weaponentity || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands if(forbidWeaponUse(actor)) if(actor.weaponentity.state != WS_CLEAR) { Weapon wpn = get_weaponinfo(actor.weapon); w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2); return; } if(!actor.switchweapon) { actor.weapon = 0; actor.switchingweapon = 0; actor.weaponentity.state = WS_CLEAR; actor.weaponname = ""; //actor.items &= ~IT_AMMO; return; } makevectors(actor.v_angle); fo = v_forward; // save them in case the weapon think functions change it ri = v_right; up = v_up; // Change weapon if (actor.weapon != actor.switchweapon) { if (actor.weaponentity.state == WS_CLEAR) { // end switching! actor.switchingweapon = actor.switchweapon; entity newwep = get_weaponinfo(actor.switchweapon); // the two weapon entities will notice this has changed and update their models actor.weapon = actor.switchweapon; actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; Weapon w = get_weaponinfo(actor.switchweapon); w.wr_setup(w); actor.weaponentity.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars { actor.clip_load = actor.(weapon_load[actor.switchweapon]); actor.clip_size = newwep.reloading_ammo; } else actor.clip_load = actor.clip_size = 0; weapon_thinkf(actor, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); } else if (actor.weaponentity.state == WS_DROP) { // in dropping phase we can switch at any time actor.switchingweapon = actor.switchweapon; } else if (actor.weaponentity.state == WS_READY) { // start switching! actor.switchingweapon = actor.switchweapon; entity oldwep = get_weaponinfo(actor.weapon); // set up weapon switch think in the future, and start drop anim #ifndef INDEPENDENT_ATTACK_FINISHED if(ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5) { #endif sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); actor.weaponentity.state = WS_DROP; weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); #ifndef INDEPENDENT_ATTACK_FINISHED } #endif } } // LordHavoc: network timing test code //if (actor.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor)), " >= ", ftos(actor.weapon_nextthink), "\n"); float w; w = actor.weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high float c; c = 0; while (c < W_TICSPERFRAME) { c = c + 1; if(w && !(actor.weapons & WepSet_FromWeapon(w))) { if(actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w = 0; } v_forward = fo; v_right = ri; v_up = up; bool block_weapon = false; { bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle; Weapon off = actor.offhand; if (off && !(actor.weapons & WEPSET(HOOK))) { if (off.offhand_think) off.offhand_think(off, actor, key_pressed); } else { if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) { W_SwitchWeapon(WEP_HOOK.m_id); } actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed)); h.wr_think(h, actor, block_weapon, false); } } if (!block_weapon) if (w) { Weapon e = get_weaponinfo(actor.weapon); e.wr_think(e, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2); } else { Weapon w = get_weaponinfo(actor.weapon); w.wr_gonethink(w); } if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink) { if(actor.weapon_think) { v_forward = fo; v_right = ri; v_up = up; Weapon wpn = get_weaponinfo(actor.weapon); actor.weapon_think(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2); } else bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n"); } } } void W_AttachToShotorg(entity actor, entity flash, vector offset) { entity xflash; flash.owner = actor; flash.angles_z = random() * 360; if(gettagindex(actor.weaponentity, "shot")) setattachment(flash, actor.weaponentity, "shot"); else setattachment(flash, actor.weaponentity, "tag_shot"); setorigin(flash, offset); xflash = spawn(); copyentity(flash, xflash); flash.viewmodelforclient = actor; if(actor.weaponentity.oldorigin.x > 0) { setattachment(xflash, actor.exteriorweaponentity, ""); setorigin(xflash, actor.weaponentity.oldorigin + offset); } else { if(gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot"); else setattachment(xflash, actor.exteriorweaponentity, "tag_shot"); setorigin(xflash, offset); } } void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) { if(cvar("g_overkill")) if(actor.ok_use_ammocharge) { ok_DecreaseCharge(actor, actor.weapon); return; // TODO } if((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if(wep.reloading_ammo) { actor.clip_load -= ammo_use; actor.(weapon_load[actor.weapon]) = actor.clip_load; } else if(wep.ammo_field != ammo_none) { actor.(wep.ammo_field) -= ammo_use; if(actor.(wep.ammo_field) < 0) { backtrace(sprintf( "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... " "Please notify Samual immediately with a copy of this backtrace!\n", ammo_use, wep.netname, GetAmmoPicture(wep.ammo_field), actor.netname, actor.(wep.ammo_field) )); } } } // weapon reloading code .float reload_ammo_amount, reload_ammo_min, reload_time; .float reload_complain; .string reload_sound; void W_ReloadedAndReady(Weapon thiswep, entity actor, bool fire1, bool fire2) { // finish the reloading process, and do the ammo transfer actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load if(!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none) actor.clip_load = actor.reload_ammo_amount; else { // make sure we don't add more ammo than we have float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field)); actor.clip_load += load; actor.(actor.ammo_field) -= load; } actor.(weapon_load[actor.weapon]) = actor.clip_load; // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(actor) -= actor.reload_time - 1; Weapon wpn = get_weaponinfo(actor.weapon); w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2); } void W_Reload(entity actor, float sent_ammo_min, string sent_sound) { // set global values to work with entity e; e = get_weaponinfo(actor.weapon); if(cvar("g_overkill")) if(actor.ok_use_ammocharge) return; // TODO actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; actor.reload_time = e.reloading_time; actor.reload_sound = sent_sound; // don't reload weapons that don't have the RELOADABLE flag if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) { LOG_TRACE("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); return; } // return if reloading is disabled for this weapon if(!actor.reload_ammo_amount) return; // our weapon is fully loaded, no need to reload if (actor.clip_load >= actor.reload_ammo_amount) return; // no ammo, so nothing to load if(actor.ammo_field != ammo_none) if(!actor.(actor.ammo_field) && actor.reload_ammo_min) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { if(IS_REAL_CLIENT(actor) && actor.reload_complain < time) { play2(actor, SND(UNAVAILABLE)); sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n")); actor.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon Weapon w = get_weaponinfo(actor.weapon); if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); } return; } if (actor.weaponentity) { if (actor.weaponentity.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! actor.weaponentity.state = WS_READY; } // now begin the reloading process _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1; weapon_thinkf(actor, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady); if(actor.clip_load < 0) actor.clip_load = 0; actor.old_clip_load = actor.clip_load; actor.clip_load = actor.(weapon_load[actor.weapon]) = -1; } void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item) {SELFPARAM(); setself(player); weapon_dropevent_item = weapon_item; Weapon w = get_weaponinfo(weapon_type); w.event(w); setself(this); }