1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include <server/mutators/_mod.qh>
7 #include "../round_handler.qh"
8 #include <server/cheats.qh>
9 #include <server/resources.qh>
10 #include <common/t_items.qh>
11 #include <common/animdecide.qh>
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/monsters/_mod.qh>
15 #include <common/notifications/all.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/state.qh>
19 #include <lib/csqcmodel/sv_model.qh>
20 #include <common/wepent.qh>
24 .float weapon_frametime;
26 float W_WeaponRateFactor(entity this)
29 if(g_weaponratefactor > 0)
30 t = 1.0 / g_weaponratefactor;
32 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
38 float W_WeaponSpeedFactor(entity this)
40 float t = 1.0 * g_weaponspeedfactor;
42 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
49 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
51 this.viewmodelforclient = this.owner;
52 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
56 vector CL_Weapon_GetShotOrg(int wpn)
58 entity wi = Weapons_from(wpn);
60 CL_WeaponEntity_SetModel(e, wi.mdl, false);
61 vector ret = e.movedir;
62 CL_WeaponEntity_SetModel(e, "", false);
72 void CL_Weaponentity_Think(entity this)
74 this.nextthink = time;
75 if (game_stopped) this.frame = this.anim_idle.x;
76 .entity weaponentity = this.weaponentity_fld;
77 if (this.owner.(weaponentity) != this)
79 // owner has new gun; remove old one
80 if (this.weaponchild) delete(this.weaponchild);
81 if (this.hook) delete(this.hook);
85 if (IS_DEAD(this.owner))
87 // owner died; disappear
89 if (this.weaponchild) this.weaponchild.model = "";
92 if (this.w_weaponname != this.weaponname
93 || this.w_dmg != this.modelindex
94 || this.w_deadflag != this.deadflag)
96 // owner changed weapons; update appearance
97 this.w_weaponname = this.weaponname;
98 this.w_dmg = this.modelindex;
99 this.w_deadflag = this.deadflag;
101 CL_WeaponEntity_SetModel(this, this.weaponname, true);
104 this.alpha = -1; // TODO: don't render this entity at all
106 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
107 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
108 else this.m_alpha = 1;
110 if (this.weaponchild)
112 this.weaponchild.alpha = this.alpha;
113 this.weaponchild.effects = this.effects;
117 void CL_ExteriorWeaponentity_Think(entity this)
119 this.nextthink = time;
120 .entity weaponentity = this.weaponentity_fld;
121 entity w_ent = this.owner.(weaponentity);
122 if (this.owner.exteriorweaponentity != this)
127 if (IS_DEAD(this.owner))
132 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
133 || this.deadflag != w_ent.deadflag)
135 this.weaponname = w_ent.weaponname;
136 this.dmg = w_ent.modelindex;
137 this.deadflag = w_ent.deadflag;
138 if (w_ent.weaponname != "")
140 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
141 setsize(this, '0 0 0', '0 0 0');
143 else this.model = "";
146 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
148 this.tag_index = tag_found;
149 this.tag_entity = this.owner;
153 setattachment(this, this.owner, "bip01 r hand");
156 this.effects = this.owner.effects;
157 this.effects |= EF_LOWPRECISION;
158 this.effects = this.effects & EFMASK_CHEAP; // eat performance
159 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
160 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
163 Weapon wep = this.owner.(weaponentity).m_weapon;
164 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
165 this.colormap = this.owner.colormap;
166 this.skin = w_ent.skin;
168 CSQCMODEL_AUTOUPDATE(this);
171 // spawning weaponentity for client
172 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
174 entity view = actor.(weaponentity) = new(weaponentity);
175 view.solid = SOLID_NOT;
177 setmodel(view, MDL_Null); // precision set when changed
178 setorigin(view, '0 0 0');
179 view.weaponentity_fld = weaponentity;
180 setthink(view, CL_Weaponentity_Think);
181 view.nextthink = time;
182 view.viewmodelforclient = actor;
183 view.draggable = drag_undraggable;
184 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
188 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
190 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
191 exterior.solid = SOLID_NOT;
192 exterior.owner = actor;
193 exterior.draggable = drag_undraggable;
194 exterior.weaponentity_fld = weaponentity;
195 setorigin(exterior, '0 0 0');
196 setthink(exterior, CL_ExteriorWeaponentity_Think);
197 exterior.nextthink = time;
199 CSQCMODEL_AUTOINIT(exterior);
204 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
206 actor.(weaponentity).m_weapon = WEP_Null;
207 actor.(weaponentity).m_switchingweapon = WEP_Null;
208 entity this = actor.(weaponentity);
211 this.state = WS_CLEAR;
216 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
218 entity this = actor.(weaponentity);
219 if (this) this.state = WS_READY;
220 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
225 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
227 if ((actor.items & IT_UNLIMITED_AMMO)) return true;
229 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
230 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
231 if (ammo) return true;
232 // always keep the Mine Layer if we placed mines, so that we can detonate them
233 if (thiswep == WEP_MINE_LAYER)
235 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
241 if (thiswep == WEP_SHOTGUN)
242 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
244 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
246 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
247 actor.prevdryfire = time;
250 // check if the other firing mode has enough ammo
251 bool ammo_other = false;
252 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
253 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
256 if (time - actor.prevwarntime > 1)
262 ITEM_WEAPON_PRIMORSEC,
268 actor.prevwarntime = time;
270 else // this weapon is totally unable to fire, switch to another one
272 W_SwitchToOtherWeapon(actor, weaponentity);
279 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
281 if (actor.weaponentity == NULL) return true;
282 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
284 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
285 // if all players readied up and the countdown is running
286 if (time < game_starttime || time < actor.race_penalty) return false;
288 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
291 // do not even think about shooting if switching
292 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
296 // don't fire if previous attack is not finished
297 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
298 entity this = actor.(weaponentity);
299 // don't fire while changing weapon
300 if (this.state != WS_READY) return false;
305 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
307 entity this = actor.(weaponentity);
308 if (this == NULL) return;
309 this.state = WS_INUSE;
311 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
313 // if the weapon hasn't been firing continuously, reset the timer
316 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
318 ATTACK_FINISHED(actor, weaponentity) = time;
319 // dprint("resetting attack finished to ", ftos(time), "\n");
321 float arate = W_WeaponRateFactor(actor);
322 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
324 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
326 int slot = weaponslot(weaponentity);
327 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
331 .entity wepent = weaponentities[wepslot];
332 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
334 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
335 continue; // still cooling down!
336 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
337 ATTACK_FINISHED(actor, wepent) = time;
338 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
343 this.bulletcounter += 1;
344 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
347 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
349 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
351 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
358 * @param t defer thinking until time + t
359 * @param func next think function
361 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
362 .entity weaponentity, int fire) func)
364 entity this = actor.(weaponentity);
365 if (this == NULL) return;
367 if (fr == WFRAME_DONTCHANGE)
374 restartanim = fr != WFRAME_IDLE;
379 if (fr == WFRAME_IDLE) a = this.anim_idle;
380 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
381 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
382 else // if (fr == WFRAME_RELOAD)
383 a = this.anim_reload;
384 a.z *= g_weaponratefactor;
386 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
387 "Tried to override initial weapon think function - should this really happen?");
389 t *= W_WeaponRateFactor(actor);
391 // VorteX: haste can be added here
392 if (this.weapon_think == w_ready)
394 this.weapon_nextthink = time;
395 // dprint("started firing at ", ftos(time), "\n");
397 if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
398 || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
400 this.weapon_nextthink = time;
401 // dprint("reset weapon animation timer at ", ftos(time), "\n");
403 this.weapon_nextthink += t;
404 this.weapon_think = func;
405 // dprint("next ", ftos(this.weapon_nextthink), "\n");
409 FOREACH_CLIENT(true, {
410 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
411 wframe_send(it, this, a, restartanim);
415 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
417 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
418 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
419 int act = (primary_melee || secondary_melee)
423 animdecide_setaction(actor, act, restartanim);
425 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
427 actor.anim_upper_action = 0;
431 bool weaponUseForbidden(entity player)
433 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
434 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
438 bool weaponLocked(entity player)
440 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
441 if (player.player_blocked) return true;
442 if (game_stopped) return true;
443 if (STAT(FROZEN, player)) return true;
444 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
448 void W_ResetGunAlign(entity player, int preferred_alignment)
450 if(W_DualWielding(player))
451 preferred_alignment = 3; // right align, the second gun will default to left
453 // clear current weapon slots' alignments so we can redo the calculations!
454 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
456 .entity weaponentity = weaponentities[slot];
457 if (player.(weaponentity))
458 player.(weaponentity).m_gunalign = 0;
461 // now set the new values
462 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
464 .entity weaponentity = weaponentities[slot];
465 if (player.(weaponentity))
466 player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
470 .bool hook_switchweapon;
472 void W_WeaponFrame(Player actor, .entity weaponentity)
475 TC(PlayerState, PS(actor));
476 entity this = actor.(weaponentity);
477 if (frametime) this.weapon_frametime = frametime;
479 if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
481 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
482 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
484 if (weaponUseForbidden(actor))
485 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
487 if (weaponLocked(actor))
489 if (this.state != WS_CLEAR)
491 Weapon wpn = this.m_weapon;
492 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
497 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
499 .entity wepe1 = weaponentities[0];
500 entity wep1 = actor.(wepe1);
501 this.m_switchweapon = wep1.m_switchweapon;
502 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
503 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
505 this.m_weapon = WEP_Null;
506 this.m_switchingweapon = WEP_Null;
507 this.m_switchweapon = WEP_Null;
508 this.state = WS_CLEAR;
509 this.weaponname = "";
514 if (this.m_switchweapon == WEP_Null)
516 if (this.state != WS_CLEAR)
517 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
518 this.m_weapon = WEP_Null;
519 this.m_switchingweapon = WEP_Null;
520 this.state = WS_CLEAR;
521 this.weaponname = "";
526 MAKE_VECTORS(actor.v_angle, fo, ri, up);
529 if (this.m_weapon != this.m_switchweapon)
534 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
542 Weapon newwep = this.m_switchweapon;
543 this.m_switchingweapon = newwep;
545 // the two weapon entities will notice this has changed and update their models
546 this.m_weapon = newwep;
547 this.weaponname = newwep.mdl;
548 this.bulletcounter = 0;
549 newwep.wr_setup(newwep, actor, weaponentity);
550 this.state = WS_RAISE;
552 // set our clip load to the load of the weapon we switched to, if it's reloadable
553 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
555 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
556 this.clip_size = newwep.reloading_ammo;
560 this.clip_load = this.clip_size = 0;
563 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
568 // in dropping phase we can switch at any time
569 this.m_switchingweapon = this.m_switchweapon;
575 this.m_switchingweapon = this.m_switchweapon;
576 entity oldwep = this.m_weapon;
578 // set up weapon switch think in the future, and start drop anim
579 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
581 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
582 this.state = WS_DROP;
583 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
590 // LordHavoc: network timing test code
591 // if (actor.button0)
592 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
594 Weapon w = this.m_weapon;
596 // call the think code which may fire the weapon
597 // and do so multiple times to resolve framerate dependency issues if the
598 // server framerate is very low and the weapon fire rate very high
599 for (int c = 0; c < W_TICSPERFRAME; ++c)
601 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
603 if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
611 bool block_weapon = false;
613 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
614 if (weaponUseForbidden(actor))
617 Weapon off = actor.offhand;
618 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
620 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
624 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
625 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
626 actor.hook_switchweapon = key_pressed;
628 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
629 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
639 Weapon e = this.m_weapon;
643 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
647 e.wr_gonethink(e, actor, weaponentity);
651 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
653 if (this.weapon_think)
658 Weapon wpn = this.m_weapon;
659 this.weapon_think(wpn, actor, weaponentity,
660 button_atck | (button_atck2 << 1));
664 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
670 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
673 flash.angles_z = random() * 360;
675 entity view = actor.(weaponentity);
676 entity exterior = actor.exteriorweaponentity;
678 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
679 else setattachment(flash, view, "tag_shot");
680 setorigin(flash, offset);
682 entity xflash = spawn();
683 copyentity(flash, xflash);
685 flash.viewmodelforclient = actor;
687 if (view.oldorigin.x > 0)
689 setattachment(xflash, exterior, "");
690 setorigin(xflash, view.oldorigin + offset);
694 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
695 else setattachment(xflash, exterior, "tag_shot");
696 setorigin(xflash, offset);
700 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
702 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
703 if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
705 ammo_use = M_ARGV(2, float);
707 entity w_ent = actor.(weaponentity);
709 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
710 if (wep.reloading_ammo)
712 w_ent.clip_load -= ammo_use;
713 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
715 else if (wep.ammo_type != RES_NONE)
717 float ammo = GetResource(actor, wep.ammo_type);
721 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
722 "Please notify the developers immediately with a copy of this backtrace!\n",
725 GetAmmoPicture(wep.ammo_type),
730 SetResource(actor, wep.ammo_type, ammo - ammo_use);
734 // weapon reloading code
736 .float reload_ammo_amount, reload_ammo_min, reload_time;
737 .float reload_complain;
738 .string reload_sound;
740 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
742 // finish the reloading process, and do the ammo transfer
744 entity w_ent = actor.(weaponentity);
745 Weapon wpn = w_ent.m_weapon;
747 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
749 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
750 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
752 w_ent.clip_load = w_ent.reload_ammo_amount;
756 // make sure we don't add more ammo than we have
757 float ammo = GetResource(actor, wpn.ammo_type);
758 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
759 w_ent.clip_load += load;
760 SetResource(actor, wpn.ammo_type, ammo - load);
762 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
764 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
765 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
766 // so your weapon is disabled for a few seconds without reason
768 // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
770 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
773 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
775 TC(Sound, sent_sound);
776 // set global values to work with
777 entity this = actor.(weaponentity);
778 Weapon e = this.m_weapon;
780 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
782 this.reload_ammo_min = sent_ammo_min;
783 this.reload_ammo_amount = e.reloading_ammo;
784 this.reload_time = e.reloading_time;
785 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
787 // don't reload weapons that don't have the RELOADABLE flag
788 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
791 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
795 // return if reloading is disabled for this weapon
796 if (!this.reload_ammo_amount) return;
798 // our weapon is fully loaded, no need to reload
799 if (this.clip_load >= this.reload_ammo_amount) return;
801 // no ammo, so nothing to load
802 if (e.ammo_type != RES_NONE)
804 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
806 if (!(actor.items & IT_UNLIMITED_AMMO))
808 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
809 return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
810 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
812 play2(actor, SND(UNAVAILABLE));
813 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
814 actor.reload_complain = time + 1;
816 // switch away if the amount of ammo is not enough to keep using this weapon
817 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
819 this.clip_load = -1; // reload later
820 W_SwitchToOtherWeapon(actor, weaponentity);
828 if (this.wframe == WFRAME_RELOAD) return;
830 // allow switching away while reloading, but this will cause a new reload!
831 this.state = WS_READY;
834 // now begin the reloading process
836 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
838 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
839 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
840 // so your weapon is disabled for a few seconds without reason
842 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
844 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
846 if (this.clip_load < 0) this.clip_load = 0;
847 this.old_clip_load = this.clip_load;
848 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
851 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
853 Weapon w = Weapons_from(weapon_type);
854 weapon_dropevent_item = weapon_item;
855 w.event(w, player, weaponentity);