if(self.runes & RUNE_SPEED)
{
if(self.runes & CURSE_SLOW)
- t = t * cvar("g_balance_rune_speed_combo_atkrate");
+ t = t * autocvar_g_balance_rune_speed_combo_atkrate;
else
- t = t * cvar("g_balance_rune_speed_atkrate");
+ t = t * autocvar_g_balance_rune_speed_atkrate;
}
else if(self.runes & CURSE_SLOW)
{
- t = t * cvar("g_balance_curse_slow_atkrate");
+ t = t * autocvar_g_balance_curse_slow_atkrate;
}
}
local float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_CAMPINGRIFLE)
+ if(ent.weapon == WEP_SNIPERRIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
v_right = vr;
v_up = vu;
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
// track max damage
if(accuracy_canbegooddamage(ent))
accuracy_add(ent, ent.weapon, maxdamage, 0);
if (antilag)
if (!ent.cvar_cl_noantilag)
{
- if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
if (!trace_ent.takedamage)
}
}
}
- else if(cvar("g_antilag") == 3) // client side hitscan
+ else if(autocvar_g_antilag == 3) // client side hitscan
{
// this part MUST use prydon cursor
if (ent.cursor_trace_ent) // client was aiming at someone
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
if(
- (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+ (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
||
- (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+ (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
else
self.alpha = 1;
+ self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
if (self.weaponentity)
{
self.weaponentity.effects = self.effects;
self.weaponentity.alpha = self.alpha;
self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
}
self.angles = '0 0 0';
f = 0;
if (self.state == WS_RAISE && !intermission_running)
{
- f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
}
else if (self.state == WS_DROP && !intermission_running)
{
- f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
self.angles = ang;
}
+ self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
};
sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
- if(cvar("g_showweaponspawns"))
+ if(autocvar_g_showweaponspawns)
{
entity e;
string s;
void weapon_setup(float windex)
{
entity e;
- qcweaponanimation = cvar("sv_qcweaponanimation");
+ qcweaponanimation = autocvar_sv_qcweaponanimation;
e = get_weaponinfo(windex);
self.items &~= IT_AMMO;
self.items = self.items | e.items;
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
- nstyle = cvar("g_projectiles_newton_style");
+ nstyle = autocvar_g_projectiles_newton_style;
if(nstyle == 0 || forceAbsolute)
{
// absolute velocity
//dprint("impossible shot, adjusting\n");
}
- outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
+ outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
outvelocity = mdirection * outspeed;
}
else if(nstyle == 3)
spread *= g_weaponspreadfactor;
if(spread <= 0)
return forward;
- sstyle = cvar("g_projectiles_spread_style");
+ sstyle = autocvar_g_projectiles_spread_style;
if(sstyle == 0)
{
dir = normalize(dir);
#if 0
- if(cvar("g_projectiles_spread_style") != mspercallsstyle)
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
{
mspercallsum = mspercallcount = 0;
- mspercallsstyle = cvar("g_projectiles_spread_style");
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
}
mspercallsum -= gettime(GETTIME_HIRES);
#endif
#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
+
+// weapon reloading code
+
+..float reload_ammo_player;
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
+
+float W_ReloadCheck(float ammo_amount, float ammo_shot)
+{
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return FALSE;
+
+ // no ammo, so nothing to load
+ if(!ammo_amount && ammo_shot)
+ {
+ if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return FALSE;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return FALSE;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ return TRUE;
+}
+
+void W_ReloadEnd()
+{
+ float t;
+
+ // now do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.reload_ammo_player)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.reload_ammo_player) -= 1;
+ }
+ }
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - self.reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_ReloadStart()
+{
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ if(!W_ReloadCheck(self.(self.reload_ammo_player), self.reload_ammo_min))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
+void W_Reload(.float sent_ammo_player, float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ self.reload_ammo_player = sent_ammo_player;
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
+ W_ReloadStart();
+}
\ No newline at end of file