return (get_weaponinfo(wpn)).weapon_func(wrequest);
}
-string W_Name(float weaponid)
-{
- return (get_weaponinfo(weaponid)).message;
-}
-
-float W_WeaponBit(float wpn)
-{
- return (get_weaponinfo(wpn)).weapons;
-}
-
-float W_AmmoItemCode(float wpn)
-{
- return (get_weaponinfo(wpn)).items & IT_AMMO;
-}
-
.float savenextthink;
void thrown_wep_think()
{
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
- if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
+ if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
{
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
{
{
float superweapons = 1;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
- ++superweapons;
+ if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
+ if(WEPSET_CONTAINS_EW(own, i))
+ ++superweapons;
if(superweapons <= 1)
{
wep.superweapons_finished = own.superweapons_finished;
if(wa & j)
{
ammofield = Item_CounterField(j);
- wep.ammofield = 0;
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
own.ammofield += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ wep.ammofield = 0;
}
}
}
if(wa & j)
{
ammofield = Item_CounterField(j);
- thisammo = min(own.ammofield, wep.ammofield);
- wep.ammofield = thisammo;
- own.ammofield -= thisammo;
- s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
own.ammofield += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ thisammo = min(own.ammofield, wep.ammofield);
+ wep.ammofield = thisammo;
+ own.ammofield -= thisammo;
+ s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
}
}
s = substring(s, 5, -1);
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+
return s;
}
}
float W_IsWeaponThrowable(float w)
{
- float wb, wa;
+ float wa;
if (!autocvar_g_pickup_items)
return 0;
if (g_weaponarena)
return 0;
- if (g_lms)
- return 0;
- if (g_ca)
- return 0;
if (g_cts)
return 0;
if (g_nexball && w == WEP_GRENADE_LAUNCHER)
return 0;
-
- wb = W_WeaponBit(w);
- if(!wb)
- return 0;
+ if(w == 0)
+ return 0;
+
wa = W_AmmoItemCode(w);
- if(start_weapons & wb)
+ if(WEPSET_CONTAINS_AW(start_weapons, w))
{
// start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
// toss current weapon
void W_ThrowWeapon(vector velo, vector delta, float doreduce)
{
- float w, wb;
+ float w;
string a;
w = self.weapon;
if(!W_IsWeaponThrowable(w))
return;
- wb = W_WeaponBit(w);
- if(self.weapons & wb != wb)
+ if(!WEPSET_CONTAINS_EW(self, w))
return;
+ WEPSET_ANDNOT_EW(self, w);
- self.weapons &~= wb;
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
- if not(a)
- return;
- if(a == "")
- sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
- else
- sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
+
+ if not(a) return;
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
+}
+
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
+ if(self.freezetag_frozen)
+ return 1;
+ return 0;
}
-// Bringed back weapon frame
void W_WeaponFrame()
{
vector fo, ri, up;
if (frametime)
self.weapon_frametime = frametime;
- if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
- return;
-
- if(self.freezetag_frozen == 1)
- return;
-
if (!self.weaponentity || self.health < 1)
return; // Dead player can't use weapons and injure impulse commands
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
if(!self.switchweapon)
{
self.weapon = 0;
// end switching!
self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
//setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
// set our clip load to the load of the weapon we switched to, if it's reloadable
- entity e;
- e = get_weaponinfo(self.switchweapon);
- if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
{
self.clip_load = self.(weapon_load[self.switchweapon]);
- self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
}
else
self.clip_load = self.clip_size = 0;
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
+ weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
else if (self.weaponentity.state == WS_DROP)
// start switching!
self.switchingweapon = self.switchweapon;
+ entity oldwep = get_weaponinfo(self.weapon);
+
#ifndef INDEPENDENT_ATTACK_FINISHED
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
+ weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
#ifndef INDEPENDENT_ATTACK_FINISHED
}
//if (self.button0)
// print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
- float wb;
- wb = W_WeaponBit(self.weapon);
+ float w;
+ w = self.weapon;
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
while (c < W_TICSPERFRAME)
{
c = c + 1;
- if(wb && ((self.weapons & wb) == 0))
+ if(w && !WEPSET_CONTAINS_EW(self, w))
{
if(self.weapon == self.switchweapon)
W_SwitchWeapon_Force(self, w_getbestweapon(self));
- wb = 0;
+ w = 0;
}
v_forward = fo;
v_right = ri;
v_up = up;
- if(wb)
+ if(w)
weapon_action(self.weapon, WR_THINK);
else
weapon_action(self.weapon, WR_GONETHINK);
self.currentammo = 1;
#endif
}
+
+string W_Apply_Weaponreplace(string in)
+{
+ float n = tokenize_console(in);
+ string out = "";
+ float i;
+ for(i = 0; i < n; ++i)
+ {
+ string s = argv(i);
+ string r = cvar_string(strcat("g_weaponreplace_", s));
+ if(r == "")
+ out = strcat(out, " ", s);
+ else if(r != "0")
+ out = strcat(out, " ", r);
+ }
+ return substring(out, 1, -1);
+}