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;
167 CSQCMODEL_AUTOUPDATE(this);
170 // spawning weaponentity for client
171 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
173 entity view = actor.(weaponentity) = new(weaponentity);
174 view.solid = SOLID_NOT;
176 setmodel(view, MDL_Null); // precision set when changed
177 setorigin(view, '0 0 0');
178 view.weaponentity_fld = weaponentity;
179 setthink(view, CL_Weaponentity_Think);
180 view.nextthink = time;
181 view.viewmodelforclient = actor;
182 view.draggable = drag_undraggable;
183 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
187 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
189 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
190 exterior.solid = SOLID_NOT;
191 exterior.owner = actor;
192 exterior.draggable = drag_undraggable;
193 exterior.weaponentity_fld = weaponentity;
194 setorigin(exterior, '0 0 0');
195 setthink(exterior, CL_ExteriorWeaponentity_Think);
196 exterior.nextthink = time;
198 CSQCMODEL_AUTOINIT(exterior);
203 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
205 actor.(weaponentity).m_weapon = WEP_Null;
206 actor.(weaponentity).m_switchingweapon = WEP_Null;
207 entity this = actor.(weaponentity);
210 this.state = WS_CLEAR;
215 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
217 entity this = actor.(weaponentity);
218 if (this) this.state = WS_READY;
219 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
224 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
226 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
228 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
229 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
230 if (ammo) return true;
231 // always keep the Mine Layer if we placed mines, so that we can detonate them
232 if (thiswep == WEP_MINE_LAYER)
234 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
240 if (thiswep == WEP_SHOTGUN)
241 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
243 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
245 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
246 actor.prevdryfire = time;
249 // check if the other firing mode has enough ammo
250 bool ammo_other = false;
251 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
252 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
255 if (time - actor.prevwarntime > 1)
261 ITEM_WEAPON_PRIMORSEC,
267 actor.prevwarntime = time;
269 else // this weapon is totally unable to fire, switch to another one
271 W_SwitchToOtherWeapon(actor, weaponentity);
278 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
280 if (actor.weaponentity == NULL) return true;
281 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
283 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
284 // if all players readied up and the countdown is running
285 if (time < game_starttime || time < actor.race_penalty) return false;
287 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
290 // do not even think about shooting if switching
291 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
295 // don't fire if previous attack is not finished
296 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
297 entity this = actor.(weaponentity);
298 // don't fire while changing weapon
299 if (this.state != WS_READY) return false;
304 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
306 entity this = actor.(weaponentity);
307 if (this == NULL) return;
308 this.state = WS_INUSE;
310 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
312 // if the weapon hasn't been firing continuously, reset the timer
315 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
317 ATTACK_FINISHED(actor, weaponentity) = time;
318 // dprint("resetting attack finished to ", ftos(time), "\n");
320 float arate = W_WeaponRateFactor(actor);
321 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
323 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
325 int slot = weaponslot(weaponentity);
326 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
330 .entity wepent = weaponentities[wepslot];
331 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
333 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
334 continue; // still cooling down!
335 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
336 ATTACK_FINISHED(actor, wepent) = time;
337 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
342 this.bulletcounter += 1;
343 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
346 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
348 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
350 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
357 * @param t defer thinking until time + t
358 * @param func next think function
360 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
361 .entity weaponentity, int fire) func)
363 entity this = actor.(weaponentity);
364 if (this == NULL) return;
366 if (fr == WFRAME_DONTCHANGE)
373 restartanim = fr != WFRAME_IDLE;
376 vector of = v_forward;
382 if (fr == WFRAME_IDLE) a = this.anim_idle;
383 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
384 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
385 else // if (fr == WFRAME_RELOAD)
386 a = this.anim_reload;
387 a.z *= g_weaponratefactor;
393 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
394 "Tried to override initial weapon think function - should this really happen?");
396 t *= W_WeaponRateFactor(actor);
398 // VorteX: haste can be added here
399 if (this.weapon_think == w_ready)
401 this.weapon_nextthink = time;
402 // dprint("started firing at ", ftos(time), "\n");
404 if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
405 || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
407 this.weapon_nextthink = time;
408 // dprint("reset weapon animation timer at ", ftos(time), "\n");
410 this.weapon_nextthink += t;
411 this.weapon_think = func;
412 // dprint("next ", ftos(this.weapon_nextthink), "\n");
416 FOREACH_CLIENT(true, {
417 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
418 wframe_send(it, this, a, restartanim);
422 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
424 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
425 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
426 int act = (primary_melee || secondary_melee)
430 animdecide_setaction(actor, act, restartanim);
432 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
434 actor.anim_upper_action = 0;
438 bool forbidWeaponUse(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(ForbidWeaponUse, player)) return true;
448 .bool hook_switchweapon;
450 void W_WeaponFrame(Player actor, .entity weaponentity)
453 TC(PlayerState, PS(actor));
454 entity this = actor.(weaponentity);
455 if (frametime) this.weapon_frametime = frametime;
457 if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
459 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
460 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
462 if (round_handler_IsActive() && !round_handler_IsRoundStarted())
463 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
465 if (forbidWeaponUse(actor))
467 if (this.state != WS_CLEAR)
469 Weapon wpn = this.m_weapon;
470 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
475 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
477 .entity wepe1 = weaponentities[0];
478 entity wep1 = actor.(wepe1);
479 this.m_switchweapon = wep1.m_switchweapon;
480 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
481 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
483 this.m_weapon = WEP_Null;
484 this.m_switchingweapon = WEP_Null;
485 this.m_switchweapon = WEP_Null;
486 this.state = WS_CLEAR;
487 this.weaponname = "";
492 if (this.m_switchweapon == WEP_Null)
494 if (this.state != WS_CLEAR)
495 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
496 this.m_weapon = WEP_Null;
497 this.m_switchingweapon = WEP_Null;
498 this.state = WS_CLEAR;
499 this.weaponname = "";
503 makevectors(actor.v_angle);
504 vector fo = v_forward; // save them in case the weapon think functions change it
509 if (this.m_weapon != this.m_switchweapon)
514 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
522 Weapon newwep = this.m_switchweapon;
523 this.m_switchingweapon = newwep;
525 // the two weapon entities will notice this has changed and update their models
526 this.m_weapon = newwep;
527 this.weaponname = newwep.mdl;
528 this.bulletcounter = 0;
529 newwep.wr_setup(newwep, actor, weaponentity);
530 this.state = WS_RAISE;
532 // set our clip load to the load of the weapon we switched to, if it's reloadable
533 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
535 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
536 this.clip_size = newwep.reloading_ammo;
540 this.clip_load = this.clip_size = 0;
543 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
548 // in dropping phase we can switch at any time
549 this.m_switchingweapon = this.m_switchweapon;
555 this.m_switchingweapon = this.m_switchweapon;
556 entity oldwep = this.m_weapon;
558 // set up weapon switch think in the future, and start drop anim
559 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
561 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
562 this.state = WS_DROP;
563 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
570 // LordHavoc: network timing test code
571 // if (actor.button0)
572 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
574 Weapon w = this.m_weapon;
576 // call the think code which may fire the weapon
577 // and do so multiple times to resolve framerate dependency issues if the
578 // server framerate is very low and the weapon fire rate very high
579 for (int c = 0; c < W_TICSPERFRAME; ++c)
581 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
583 if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
591 bool block_weapon = false;
593 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
594 if (round_handler_IsActive() && !round_handler_IsRoundStarted())
597 Weapon off = actor.offhand;
598 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
600 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
604 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
605 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
606 actor.hook_switchweapon = key_pressed;
608 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
609 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
619 Weapon e = this.m_weapon;
623 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
627 e.wr_gonethink(e, actor, weaponentity);
631 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
633 if (this.weapon_think)
638 Weapon wpn = this.m_weapon;
639 this.weapon_think(wpn, actor, weaponentity,
640 button_atck | (button_atck2 << 1));
644 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
650 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
653 flash.angles_z = random() * 360;
655 entity view = actor.(weaponentity);
656 entity exterior = actor.exteriorweaponentity;
658 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
659 else setattachment(flash, view, "tag_shot");
660 setorigin(flash, offset);
662 entity xflash = spawn();
663 copyentity(flash, xflash);
665 flash.viewmodelforclient = actor;
667 if (view.oldorigin.x > 0)
669 setattachment(xflash, exterior, "");
670 setorigin(xflash, view.oldorigin + offset);
674 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
675 else setattachment(xflash, exterior, "tag_shot");
676 setorigin(xflash, offset);
680 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
682 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
683 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
685 ammo_use = M_ARGV(2, float);
687 entity w_ent = actor.(weaponentity);
689 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
690 if (wep.reloading_ammo)
692 w_ent.clip_load -= ammo_use;
693 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
695 else if (wep.ammo_type != RESOURCE_NONE)
697 float ammo = GetResourceAmount(actor, wep.ammo_type);
701 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
702 "Please notify the developers immediately with a copy of this backtrace!\n",
705 GetAmmoPicture(wep.ammo_type),
710 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
714 // weapon reloading code
716 .float reload_ammo_amount, reload_ammo_min, reload_time;
717 .float reload_complain;
718 .string reload_sound;
720 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
722 // finish the reloading process, and do the ammo transfer
724 entity w_ent = actor.(weaponentity);
725 Weapon wpn = w_ent.m_weapon;
727 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
729 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
730 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
732 w_ent.clip_load = w_ent.reload_ammo_amount;
736 // make sure we don't add more ammo than we have
737 float ammo = GetResourceAmount(actor, wpn.ammo_type);
738 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
739 w_ent.clip_load += load;
740 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
742 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
744 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
745 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
746 // so your weapon is disabled for a few seconds without reason
748 // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
750 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
753 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
755 TC(Sound, sent_sound);
756 // set global values to work with
757 entity this = actor.(weaponentity);
758 Weapon e = this.m_weapon;
760 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
762 this.reload_ammo_min = sent_ammo_min;
763 this.reload_ammo_amount = e.reloading_ammo;
764 this.reload_time = e.reloading_time;
765 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
767 // don't reload weapons that don't have the RELOADABLE flag
768 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
771 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
775 // return if reloading is disabled for this weapon
776 if (!this.reload_ammo_amount) return;
778 // our weapon is fully loaded, no need to reload
779 if (this.clip_load >= this.reload_ammo_amount) return;
781 // no ammo, so nothing to load
782 if (e.ammo_type != RESOURCE_NONE)
784 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
786 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
788 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
790 play2(actor, SND(UNAVAILABLE));
791 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
792 actor.reload_complain = time + 1;
794 // switch away if the amount of ammo is not enough to keep using this weapon
795 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
797 this.clip_load = -1; // reload later
798 W_SwitchToOtherWeapon(actor, weaponentity);
807 if (this.wframe == WFRAME_RELOAD) return;
809 // allow switching away while reloading, but this will cause a new reload!
810 this.state = WS_READY;
813 // now begin the reloading process
815 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
817 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
818 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
819 // so your weapon is disabled for a few seconds without reason
821 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
823 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
825 if (this.clip_load < 0) this.clip_load = 0;
826 this.old_clip_load = this.clip_load;
827 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
830 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
832 Weapon w = Weapons_from(weapon_type);
833 weapon_dropevent_item = weapon_item;
834 w.event(w, player, weaponentity);