1 #include "weaponsystem.qh"
3 #include "selection.qh"
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"
17 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
21 default: case 3: break; // right alignment
22 case 4: vecs.y = -vecs.y;
24 case 1: case 2: vecs.y = 0;
32 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
38 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
40 else if (autocvar_g_shootfromeye)
44 else if (autocvar_g_shootfromcenter)
49 else if ((s = autocvar_g_shootfromfixedorigin) != "")
52 if (y_is_right) v.y = -v.y;
53 if (v.x != 0) vecs.x = v.x;
57 else // just do the same as top
59 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
65 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
67 return shotorg_adjust_values(vecs, y_is_right, visual, algn);
72 .float weapon_frametime;
74 float W_WeaponRateFactor()
76 float t = 1.0 / g_weaponratefactor;
78 MUTATOR_CALLHOOK(WeaponRateFactor, t);
84 float W_WeaponSpeedFactor()
86 float t = 1.0 * g_weaponspeedfactor;
88 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
95 void weapon_thinkf(entity actor, int slot, float fr, float t,
96 void(Weapon thiswep, entity actor, int slot, int fire) func);
98 bool CL_Weaponentity_CustomizeEntityForClient()
101 this.viewmodelforclient = this.owner;
102 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
109 * 1. simple animated model, muzzle flash handling on h_ model:
110 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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
118 * 2. simple animated model, muzzle flash handling on v_ model:
119 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
121 * weapon = attachment for v_tuba.md3
122 * v_tuba.md3 - first and third person model
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
128 * 3. fully animated model, muzzle flash handling on h_ model:
129 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
137 * 4. fully animated model, muzzle flash handling on v_ model:
138 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
144 * shot = muzzle end (for muzzle flashes)
145 * g_tuba.md3 - pickup model
149 // this.origin, this.angles
151 // this.movedir, this.view_ofs
155 // call again with ""
157 void CL_WeaponEntity_SetModel(entity this, int slot, string name)
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");
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');
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"))
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");
182 else if (gettagindex(this, "tag_weapon"))
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");
190 if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
191 this.weaponentity[slot] = NULL;
194 setorigin(this, '0 0 0');
195 this.angles = '0 0 0';
197 this.viewmodelforclient = NULL;
201 if (v_shot_idx) // v_ model attached to invisible h_ model
203 this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx);
207 idx = gettagindex(this, "shot");
208 if (!idx) idx = gettagindex(this, "tag_shot");
211 this.movedir = gettaginfo(this, idx);
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';
221 if (this.weaponentity[slot]) // v_ model attached to invisible h_ model
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);
233 idx = gettagindex(this, "shell");
234 if (!idx) idx = gettagindex(this, "tag_shell");
237 this.spawnorigin = gettaginfo(this, idx);
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;
249 this.oldorigin = '0 0 0'; // use regular attachment
253 if (this.weaponentity[slot])
255 idx = gettagindex(this, "weapon");
256 if (!idx) idx = gettagindex(this, "tag_weapon");
260 idx = gettagindex(this, "handle");
261 if (!idx) idx = gettagindex(this, "tag_handle");
265 this.oldorigin = this.movedir - gettaginfo(this, idx);
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
275 this.viewmodelforclient = this.owner;
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';
291 this.view_ofs = '0 0 0';
293 if (this.movedir.x >= 0)
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;
299 this.owner.stat_shotorg = compressShotOrigin(this.movedir);
300 this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
302 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
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);
311 vector CL_Weapon_GetShotOrg(float wpn)
313 entity wi = get_weaponinfo(wpn);
315 CL_WeaponEntity_SetModel(e, 0, wi.mdl);
316 vector ret = e.movedir;
317 CL_WeaponEntity_SetModel(e, 0, "");
322 void CL_Weaponentity_Think()
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)
330 if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
334 if (this.owner.deadflag != DEAD_NO)
337 if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
340 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
341 || this.deadflag != this.owner.deadflag)
343 this.weaponname = this.owner.weaponname;
344 this.dmg = this.owner.modelindex;
345 this.deadflag = this.owner.deadflag;
347 CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
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;
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;
362 this.glowmod = this.owner.weaponentity_glowmod;
363 this.colormap = this.owner.colormap;
364 if (this.weaponentity[slot])
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;
372 this.angles = '0 0 0';
374 float f = (this.owner.weapon_nextthink - time);
375 if (this.state == WS_RAISE && !intermission_running)
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;
381 else if (this.state == WS_DROP && !intermission_running)
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;
387 else if (this.state == WS_CLEAR)
390 this.angles_x = -90 * f * f;
394 void CL_ExteriorWeaponentity_Think()
397 this.nextthink = time;
398 if (this.owner.exteriorweaponentity != this)
403 if (this.owner.deadflag != DEAD_NO)
408 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
409 || this.deadflag != this.owner.deadflag)
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 = "";
418 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
420 this.tag_index = tag_found;
421 this.tag_entity = this.owner;
425 setattachment(this, this.owner, "bip01 r hand");
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;
435 this.glowmod = this.owner.weaponentity_glowmod;
436 this.colormap = this.owner.colormap;
438 CSQCMODEL_AUTOUPDATE(this);
441 // spawning weaponentity for client
442 void CL_SpawnWeaponentity(entity e, int slot)
444 entity view = e.weaponentity[slot] = new(weaponentity);
445 view.solid = SOLID_NOT;
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;
452 view.think = CL_Weaponentity_Think;
453 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
454 view.nextthink = time;
458 entity exterior = e.exteriorweaponentity = spawn();
459 exterior.classname = "exteriorweaponentity";
460 exterior.solid = SOLID_NOT;
461 exterior.exteriorweaponentity = exterior;
463 setorigin(exterior, '0 0 0');
464 exterior.angles = '0 0 0';
465 exterior.think = CL_ExteriorWeaponentity_Think;
466 exterior.nextthink = time;
468 CSQCMODEL_AUTOINIT(exterior);
473 void w_clear(Weapon thiswep, entity actor, int slot, int fire)
475 if (actor.weapon != -1)
478 actor.switchingweapon = 0;
480 if (actor.weaponentity[slot])
482 actor.weaponentity[slot].state = WS_CLEAR;
483 actor.weaponentity[slot].effects = 0;
487 void w_ready(Weapon thiswep, entity actor, int slot, int fire)
489 if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
490 weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
495 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
497 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
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;
507 if (thiswep == WEP_SHOTGUN)
508 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
510 if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
512 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
513 actor.prevdryfire = time;
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));
522 if (time - actor.prevwarntime > 1)
528 ITEM_WEAPON_PRIMORSEC,
534 actor.prevwarntime = time;
536 else // this weapon is totally unable to fire, switch to another one
538 W_SwitchToOtherWeapon(actor);
545 bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
547 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
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;
553 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
556 // do not even think about shooting if switching
557 if (actor.switchweapon != actor.weapon) return false;
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;
569 void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
571 actor.weaponentity[slot].state = WS_INUSE;
573 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
575 // if the weapon hasn't been firing continuously, reset the timer
578 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
580 ATTACK_FINISHED(actor, slot) = time;
581 // dprint("resetting attack finished to ", ftos(time), "\n");
583 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
585 actor.bulletcounter += 1;
586 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
589 bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
591 if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
593 weapon_prepareattack_do(actor, slot, secondary, attacktime);
599 void weapon_thinkf(entity actor, int slot, float fr, float t,
600 void(Weapon thiswep, entity actor, int slot, int fire) func)
603 if (fr == WFRAME_DONTCHANGE)
605 fr = actor.weaponentity[slot].wframe;
608 else if (fr == WFRAME_IDLE)
617 vector of = v_forward;
621 if (actor.weaponentity[slot])
623 actor.weaponentity[slot].wframe = fr;
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);
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?");
641 t *= W_WeaponRateFactor();
643 // VorteX: haste can be added here
644 if (actor.weapon_think == w_ready)
646 actor.weapon_nextthink = time;
647 // dprint("started firing at ", ftos(time), "\n");
649 if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
650 || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
652 actor.weapon_nextthink = time;
653 // dprint("reset weapon animation timer at ", ftos(time), "\n");
655 actor.weapon_nextthink = actor.weapon_nextthink + t;
656 actor.weapon_think = func;
657 // dprint("next ", ftos(actor.weapon_nextthink), "\n");
659 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
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);
667 if (actor.anim_upper_action == ANIMACTION_SHOOT
668 || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
672 bool forbidWeaponUse(entity player)
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;
682 .bool hook_switchweapon;
684 void W_WeaponFrame(entity actor)
686 int slot = 0; // TODO: unhardcode
687 if (frametime) actor.weapon_frametime = frametime;
689 if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
691 if (forbidWeaponUse(actor))
693 if (actor.weaponentity[slot].state != WS_CLEAR)
695 Weapon wpn = get_weaponinfo(actor.weapon);
696 w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
701 if (!actor.switchweapon)
704 actor.switchingweapon = 0;
705 actor.weaponentity[slot].state = WS_CLEAR;
706 actor.weaponname = "";
707 // actor.items &= ~IT_AMMO;
711 makevectors(actor.v_angle);
712 vector fo = v_forward; // save them in case the weapon think functions change it
717 if (actor.weapon != actor.switchweapon)
719 if (actor.weaponentity[slot].state == WS_CLEAR)
722 actor.switchingweapon = actor.switchweapon;
723 entity newwep = get_weaponinfo(actor.switchweapon);
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);
732 actor.weaponentity[slot].state = WS_RAISE;
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
737 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
738 actor.clip_size = newwep.reloading_ammo;
742 actor.clip_load = actor.clip_size = 0;
745 weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
747 else if (actor.weaponentity[slot].state == WS_DROP)
749 // in dropping phase we can switch at any time
750 actor.switchingweapon = actor.switchweapon;
752 else if (actor.weaponentity[slot].state == WS_READY)
755 actor.switchingweapon = actor.switchweapon;
756 entity oldwep = get_weaponinfo(actor.weapon);
758 // set up weapon switch think in the future, and start drop anim
760 #if INDEPENDENT_ATTACK_FINISHED
763 ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
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);
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");
778 int w = actor.weapon;
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
784 while (c < W_TICSPERFRAME)
787 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
789 if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
797 bool block_weapon = false;
799 bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
800 Weapon off = actor.offhand;
801 if (off && !(actor.weapons & WEPSET(HOOK)))
803 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
807 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
809 actor.hook_switchweapon = key_pressed;
811 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
812 h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
820 Weapon e = get_weaponinfo(actor.weapon);
821 e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
825 Weapon w = get_weaponinfo(actor.weapon);
830 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
832 if (actor.weapon_think)
837 Weapon wpn = get_weaponinfo(actor.weapon);
838 actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
842 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
848 void W_AttachToShotorg(entity actor, entity flash, vector offset)
852 flash.angles_z = random() * 360;
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);
858 entity xflash = spawn();
859 copyentity(flash, xflash);
861 flash.viewmodelforclient = actor;
863 if (actor.weaponentity[slot].oldorigin.x > 0)
865 setattachment(xflash, actor.exteriorweaponentity, "");
866 setorigin(xflash, actor.weaponentity[slot].oldorigin + offset);
870 if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
871 else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
872 setorigin(xflash, offset);
876 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
878 if (cvar("g_overkill"))
880 if (actor.ok_use_ammocharge)
882 ok_DecreaseCharge(actor, actor.weapon);
887 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
889 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
890 if (wep.reloading_ammo)
892 actor.clip_load -= ammo_use;
893 actor.(weapon_load[actor.weapon]) = actor.clip_load;
895 else if (wep.ammo_field != ammo_none)
897 actor.(wep.ammo_field) -= ammo_use;
898 if (actor.(wep.ammo_field) < 0)
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",
905 GetAmmoPicture(wep.ammo_field),
907 actor.(wep.ammo_field)
913 // weapon reloading code
915 .float reload_ammo_amount, reload_ammo_min, reload_time;
916 .float reload_complain;
917 .string reload_sound;
919 void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
921 // finish the reloading process, and do the ammo transfer
923 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
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)
928 actor.clip_load = actor.reload_ammo_amount;
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;
937 actor.(weapon_load[actor.weapon]) = actor.clip_load;
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
943 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
945 Weapon wpn = get_weaponinfo(actor.weapon);
946 w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
949 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
952 // set global values to work with
953 entity e = get_weaponinfo(actor.weapon);
955 if (cvar("g_overkill"))
956 if (actor.ok_use_ammocharge) return;
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;
964 // don't reload weapons that don't have the RELOADABLE flag
965 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
968 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
972 // return if reloading is disabled for this weapon
973 if (!actor.reload_ammo_amount) return;
975 // our weapon is fully loaded, no need to reload
976 if (actor.clip_load >= actor.reload_ammo_amount) return;
978 // no ammo, so nothing to load
979 if (actor.ammo_field != ammo_none)
981 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
983 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
985 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
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;
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)))
995 actor.clip_load = -1; // reload later
996 W_SwitchToOtherWeapon(actor);
1003 if (actor.weaponentity[slot])
1005 if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
1007 // allow switching away while reloading, but this will cause a new reload!
1008 actor.weaponentity[slot].state = WS_READY;
1011 // now begin the reloading process
1013 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
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
1019 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1021 weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
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;
1028 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1030 Weapon w = get_weaponinfo(weapon_type);
1031 weapon_dropevent_item = weapon_item;
1032 WITH(entity, self, player, w.event(w));