-void W_Reload()
+void W_TriggerReload()
{
- if(self.switchweapon == self.weapon)
- if(self.weaponentity.state == WS_READY)
- weapon_action(self.weapon, WR_RELOAD);
+ weapon_action(self.weapon, WR_RELOAD);
}
// switch between weapons
}
else
{
- W_Reload();
+ W_TriggerReload();
}
-};
+}
.float weaponcomplainindex;
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
+// previously used if exists and has ammo, (second) best otherwise
+void W_LastWeapon()
+{
+ if(client_hasweapon(self, self.cnt, TRUE, FALSE))
+ W_SwitchWeapon(self.cnt);
+ else
+ W_SwitchToOtherWeapon(self);
+}
+
float w_getbestweapon(entity e)
{
return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
-};
+}
// generic weapons table
// TODO should they be macros instead?
float weapon_action(float wpn, float wrequest)
{
return (get_weaponinfo(wpn)).weapon_func(wrequest);
-};
+}
string W_Name(float weaponid)
{
self = oldself;
if(startitem_failed)
return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return "";
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
+ }
}
}
s = substring(s, 5, -1);
}
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return s;
float W_IsWeaponThrowable(float w)
{
float wb, 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;
// toss current weapon
void W_ThrowWeapon(vector velo, vector delta, float doreduce)
{
- local float w, wb;
+ float w, wb;
string a;
w = self.weapon;
return; // just in case
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
- if (g_weaponarena)
- return;
- if (g_lms)
- return;
- if (g_nexball && w == WEP_GRENADE_LAUNCHER)
- return;
- if (!autocvar_g_pickup_items)
- return;
- if (g_ca)
- return;
- if (g_cts)
- return;
if(!autocvar_g_weapon_throwable)
return;
if(autocvar_g_weapon_stay == 1)
return;
- if(!W_IsWeaponThrowable(w))
+ if(self.weaponentity.state != WS_READY)
return;
- if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY)
+ if(!W_IsWeaponThrowable(w))
return;
wb = W_WeaponBit(w);
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
if not(a)
return;
- if(self.health >= 1)
- {
- 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(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"));
+}
// Bringed back weapon frame
void W_WeaponFrame()
if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
- if(g_freezetag && self.freezetag_frozen == 1)
+ if(self.freezetag_frozen == 1)
return;
if (!self.weaponentity || self.health < 1)
if(!self.switchweapon)
{
self.weapon = 0;
+ self.switchingweapon = 0;
self.weaponentity.state = WS_CLEAR;
self.weaponname = "";
self.items &~= IT_AMMO;
{
if (self.weaponentity.state == WS_CLEAR)
{
- setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+ // end switching!
+ self.switchingweapon = 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
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = cvar(strcat("g_balance_", e.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_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
else if (self.weaponentity.state == WS_READY)
{
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
#ifndef INDEPENDENT_ATTACK_FINISHED
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ 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);
// call the think code which may fire the weapon
// and do so multiple times to resolve framerate dependency issues if the
// server framerate is very low and the weapon fire rate very high
- local float c;
+ float c;
c = 0;
while (c < W_TICSPERFRAME)
{
c = c + 1;
if(wb && ((self.weapons & wb) == 0))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
wb = 0;
}
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if(wb)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
- self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
- }
+ else
+ weapon_action(self.weapon, WR_GONETHINK);
+
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
if(self.weapon_think)
else
self.currentammo = 1;
#endif
-};
+}