1 void W_TriggerReload()
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3 // don't trigger reload if holding the weapon attack button
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4 if(self.BUTTON_ATCK2)
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7 weapon_action(self.weapon, WR_RELOAD);
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10 // switch between weapons
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11 void W_SwitchWeapon(float imp)
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13 if (self.switchweapon != imp)
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15 if (client_hasweapon(self, imp, TRUE, TRUE))
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16 W_SwitchWeapon_Force(self, imp);
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24 .float weaponcomplainindex;
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25 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain)
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27 // We cannot tokenize in this function, as GiveItems calls this
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28 // function. Thus we must use car/cdr.
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29 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
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31 switchtonext = switchtolast = 0;
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32 first_valid = prev_valid = 0;
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42 weaponwant = stof(car(rest)); rest = cdr(rest);
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44 if((get_weaponinfo(weaponwant)).impulse != imp)
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49 if(client_hasweapon(pl, weaponwant, TRUE, FALSE))
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54 first_valid = weaponwant;
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55 if(weaponwant == pl.switchweapon)
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64 prev_valid = weaponwant;
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74 // complain (but only for one weapon on the button that has been pressed)
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77 self.weaponcomplainindex += 1;
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78 c = mod(self.weaponcomplainindex, c) + 1;
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82 weaponwant = stof(car(rest)); rest = cdr(rest);
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84 if((get_weaponinfo(weaponwant)).impulse != imp)
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90 client_hasweapon(pl, weaponwant, TRUE, TRUE);
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98 void W_CycleWeapon(string weaponorder, float dir)
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101 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1);
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106 void W_NextWeaponOnImpulse(float imp)
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109 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1);
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115 void W_NextWeapon(float list)
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118 W_CycleWeapon(weaponpriority_hudselector_0, -1);
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120 W_CycleWeapon(weaponpriority_hudselector_1, -1);
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122 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
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126 void W_PreviousWeapon(float list)
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129 W_CycleWeapon(weaponpriority_hudselector_0, +1);
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131 W_CycleWeapon(weaponpriority_hudselector_1, +1);
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133 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
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136 string W_FixWeaponOrder_AllowIncomplete(string order)
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138 return W_FixWeaponOrder(order, 0);
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141 string W_FixWeaponOrder_ForceComplete(string order)
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144 order = W_NumberWeaponOrder(cvar_string("cl_weaponpriority"));
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145 return W_FixWeaponOrder(order, 1);
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148 float w_getbestweapon(entity e)
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150 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
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153 // generic weapons table
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154 // TODO should they be macros instead?
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155 float weapon_action(float wpn, float wrequest)
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157 return (get_weaponinfo(wpn)).weapon_func(wrequest);
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160 string W_Name(float weaponid)
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162 return (get_weaponinfo(weaponid)).message;
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165 float W_WeaponBit(float wpn)
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167 return (get_weaponinfo(wpn)).weapons;
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170 float W_AmmoItemCode(float wpn)
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172 return (get_weaponinfo(wpn)).items;
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175 void thrown_wep_think()
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177 self.solid = SOLID_TRIGGER;
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178 self.owner = world;
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179 SUB_SetFade(self, time + 20, 1);
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182 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
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183 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
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185 entity oldself, wep;
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186 float wa, thisammo, i, j;
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188 var .float ammofield;
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192 setorigin(wep, org);
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193 wep.classname = "droppedweapon";
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194 wep.velocity = velo;
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195 wep.owner = wep.enemy = own;
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196 wep.flags |= FL_TOSSED;
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197 wep.colormap = own.colormap;
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199 wa = W_AmmoItemCode(wpn);
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200 if(wa == IT_SUPERWEAPON || wa == 0)
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204 weapon_defaultspawnfunc(wpn);
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206 if(startitem_failed)
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207 return string_null;
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208 wep.colormod = wep.owner.colormod; // used by the regurgitating colors
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209 wep.glowmod = own.weaponentity_glowmod;
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210 wep.think = thrown_wep_think;
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211 wep.nextthink = time + 0.5;
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219 weapon_defaultspawnfunc(wpn);
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221 if(startitem_failed)
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222 return string_null;
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225 for(i = 0, j = 1; i < 24; ++i, j *= 2)
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229 ammofield = Item_CounterField(j);
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230 thisammo = min(own.ammofield, wep.ammofield);
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231 wep.ammofield = thisammo;
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232 own.ammofield -= thisammo;
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233 s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
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235 // if our weapon is loaded, give its load back to the player
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236 if(self.weapon_load[self.weapon] > 0)
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238 own.ammofield += self.weapon_load[self.weapon];
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239 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
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243 s = substring(s, 5, -1);
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245 wep.colormod = wep.owner.colormod; // used by the regurgitating colors
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246 wep.glowmod = own.weaponentity_glowmod;
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247 wep.think = thrown_wep_think;
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248 wep.nextthink = time + 0.5;
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253 float W_IsWeaponThrowable(float w)
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256 wb = W_WeaponBit(w);
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259 wa = W_AmmoItemCode(w);
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260 if(start_weapons & wb)
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262 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
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264 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
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266 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
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274 // toss current weapon
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275 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
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282 return; // just in case
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283 if(self.stat_eaten && self.dropweapon_check)
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284 return; // can't drop weapons from the stomach
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287 if (!cvar("g_pickup_items"))
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289 if(!cvar("g_weapon_throwable"))
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291 if(cvar("g_weapon_stay") == 1)
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293 if(!W_IsWeaponThrowable(w))
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296 wb = W_WeaponBit(w);
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297 if(self.weapons & wb != wb)
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300 self.weapons &~= wb;
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301 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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302 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
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305 if(self.health >= 1)
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308 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
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310 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
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314 .float display_setup;
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315 void W_DisplayDigitThink()
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317 self.nextthink = time;
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318 float w_load, w_ammo;
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319 w_load = self.owner.weapon_load[self.owner.weapon];
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320 w_ammo = self.owner.(self.owner.current_ammo);
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322 // the owner has switched to another weapon, remove the digits
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323 if(!self.owner.display_setup || !self.owner.weapon || self.owner.deadflag != DEAD_NO)
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325 self.nextthink = 0;
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331 // copy all properties of the weapon to the digit
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332 self.origin = self.weaponentity.origin;
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333 self.angles = self.weaponentity.angles;
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334 self.scale = self.weaponentity.scale;
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335 self.effects = self.weaponentity.effects;
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336 self.alpha = self.weaponentity.alpha;
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337 self.colormap = self.weaponentity.colormap;
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338 self.colormod = self.weaponentity.colormod; // used by the regurgitating colors
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339 self.glowmod = self.weaponentity.glowmod;
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342 if(self.team) // weapon load display
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346 self.skin = 11; // unavailable digit
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351 txt = ftos(floor(w_load));
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352 txt = substring(txt, self.cnt - 1, 1);
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356 e = get_weaponinfo(self.owner.weapon);
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357 if(self.owner.weapon_load[self.owner.weapon] <= cvar(strcat("g_gundisplay_warn_weapon_", e.netname)))
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359 // in warning mode, only keep red color
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361 self.colormod = '1 1 1';
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362 self.colormod_y = 0;
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363 self.colormod_z = 0;
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366 else // ammo display
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368 txt = ftos(floor(w_ammo));
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369 txt = substring(txt, self.cnt - 1, 1);
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371 if(w_ammo <= cvar(strcat("g_gundisplay_warn_ammo_", Item_CounterFieldName(W_AmmoItemCode(self.owner.weapon)))))
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373 // in warning mode, only keep red color
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375 self.colormod = '1 1 1';
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376 self.colormod_y = 0;
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377 self.colormod_z = 0;
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381 if((!txt || txt == ""))
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382 self.skin = 10; // empty digit
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384 self.skin = stof(txt);
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387 void W_DisplayDigitSetup(entity own, float num, float load, float exterior)
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392 //digit.weapon = own.weapon;
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395 e = get_weaponinfo(own.weapon);
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397 if(exterior) // exterior weapon
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399 // keep the digit attached to the same bone as the gun
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400 setattachment(digit, digit.owner, "bip01 r hand");
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401 digit.weaponentity = digit.owner.exteriorweaponentity;
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403 else // view weapon
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405 // keep the digit attached to the same bone as the gun
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406 // TODO: Does this work with self-animated weapons too?
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407 if(gettagindex(digit.owner.weaponentity, "weapon"))
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408 setattachment(digit, digit.owner.weaponentity, "weapon");
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409 else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))
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410 setattachment(digit, digit.owner.weaponentity, "tag_weapon");
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411 digit.weaponentity = digit.owner.weaponentity;
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416 // weapon load digit
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417 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));
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421 // ammo count digit
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422 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));
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424 digit.think = W_DisplayDigitThink;
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425 digit.nextthink = time;
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428 // Bringed back weapon frame
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429 void W_WeaponFrame()
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435 self.weapon_frametime = frametime;
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437 if(((arena_roundbased || g_ca) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
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440 if (!self.weaponentity || self.health < 1)
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441 return; // Dead player can't use weapons and injure impulse commands
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443 if(!self.switchweapon)
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446 self.weaponentity.state = WS_CLEAR;
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447 self.weaponname = "";
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448 self.items &~= IT_AMMO;
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452 makevectors(self.v_angle);
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453 fo = v_forward; // save them in case the weapon think functions change it
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457 // setup weapon display digits
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458 if(self.weapon != self.switchweapon || self.classname != "player")
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459 self.display_setup = FALSE;
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460 else if(!self.display_setup)
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462 if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)
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465 e = get_weaponinfo(self.weapon);
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467 for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)
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469 W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model
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470 W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model
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472 for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)
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474 W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model
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475 W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model
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478 self.display_setup = TRUE;
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483 if (self.weapon != self.switchweapon)
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485 if (self.weaponentity.state == WS_CLEAR)
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487 setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
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488 self.weaponentity.state = WS_RAISE;
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489 weapon_action(self.switchweapon, WR_SETUP);
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491 // set our clip load to the load of the weapon we switched to, if it's reloadable
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492 e = get_weaponinfo(self.switchweapon);
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493 if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
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495 self.clip_load = self.weapon_load[self.switchweapon];
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496 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
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499 self.clip_load = self.clip_size = 0;
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501 // VorteX: add player model weapon select frame here
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502 // setcustomframe(PlayerWeaponRaise);
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503 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
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504 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
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506 else if (self.weaponentity.state == WS_READY)
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508 #ifndef INDEPENDENT_ATTACK_FINISHED
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509 if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
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512 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
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513 sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
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514 self.weaponentity.state = WS_DROP;
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515 // set up weapon switch think in the future, and start drop anim
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516 weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
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517 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
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518 #ifndef INDEPENDENT_ATTACK_FINISHED
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524 // LordHavoc: network timing test code
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525 //if (self.button0)
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526 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
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529 wb = W_WeaponBit(self.weapon);
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531 // call the think code which may fire the weapon
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532 // and do so multiple times to resolve framerate dependency issues if the
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533 // server framerate is very low and the weapon fire rate very high
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539 if(wb && ((self.weapons & wb) == 0))
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541 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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549 weapon_action(self.weapon, WR_THINK);
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551 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
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553 if(self.weapon_think)
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558 self.weapon_think();
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561 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
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565 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
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566 //if (ATTACK_FINISHED(self) < time)
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567 // ATTACK_FINISHED(self) = time;
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569 //if (self.weapon_nextthink < time)
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570 // self.weapon_nextthink = time;
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