]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weapons.qc
Properly calculate falling damage based on player scale. Don't just offset the damage...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weapons.qc
index 3bd7846b89ea4399e8be8d13d05645a0cb2afc92..01ce3ea747d307ea154354b7a56228c25b1f1d3f 100644 (file)
@@ -1,3 +1,12 @@
+void W_TriggerReload()\r
+{\r
+       // don't trigger reload if holding the weapon attack button\r
+       if(self.BUTTON_ATCK2)\r
+               return;\r
+\r
+    weapon_action(self.weapon, WR_RELOAD);\r
+}\r
+\r
 // switch between weapons\r
 void W_SwitchWeapon(float imp)\r
 {\r
@@ -6,6 +15,10 @@ void W_SwitchWeapon(float imp)
                if (client_hasweapon(self, imp, TRUE, TRUE))\r
                        W_SwitchWeapon_Force(self, imp);\r
        }\r
+       else\r
+       {\r
+               W_TriggerReload();\r
+       }\r
 };\r
 \r
 .float weaponcomplainindex;\r
@@ -193,6 +206,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                if(startitem_failed)\r
                        return string_null;\r
                wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+               wep.glowmod = own.weaponentity_glowmod;\r
                wep.think = thrown_wep_think;\r
                wep.nextthink = time + 0.5;\r
                return "";\r
@@ -217,11 +231,19 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                        wep.ammofield = thisammo;\r
                                        own.ammofield -= thisammo;\r
                                        s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));\r
+\r
+                                       // if our weapon is loaded, give its load back to the player\r
+                                       if(self.weapon_load[self.weapon] > 0)\r
+                                       {\r
+                                               own.ammofield += self.weapon_load[self.weapon];\r
+                                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading\r
+                                       }\r
                                }\r
                        }\r
                        s = substring(s, 5, -1);\r
                }\r
                wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+               wep.glowmod = own.weaponentity_glowmod;\r
                wep.think = thrown_wep_think;\r
                wep.nextthink = time + 0.5;\r
                return s;\r
@@ -258,12 +280,12 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        w = self.weapon;\r
        if (w == 0)\r
                return; // just in case\r
+       if(self.stat_eaten && self.dropweapon_check)\r
+               return; // can't drop weapons from the stomach\r
        if (g_lms)\r
                return;\r
        if (!cvar("g_pickup_items"))\r
                return;\r
-       if (g_ca)\r
-               return;\r
        if(!cvar("g_weapon_throwable"))\r
                return;\r
        if(cvar("g_weapon_stay") == 1)\r
@@ -289,10 +311,125 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        }\r
 };\r
 \r
+.float display_setup;\r
+void W_DisplayDigitThink()\r
+{\r
+       self.nextthink = time;\r
+       float w_load, w_ammo;\r
+       w_load = self.owner.weapon_load[self.owner.weapon];\r
+       w_ammo = self.owner.(self.owner.current_ammo);\r
+\r
+       // the owner has switched to another weapon, remove the digits\r
+       if(!self.owner.display_setup || !self.owner.weapon || self.owner.deadflag != DEAD_NO)\r
+       {\r
+               self.nextthink = 0;\r
+               remove(self);\r
+               self = world;\r
+               return;\r
+       }\r
+\r
+       // copy all properties of the weapon to the digit\r
+       self.origin = self.weaponentity.origin;\r
+       self.angles = self.weaponentity.angles;\r
+       self.scale = self.weaponentity.scale;\r
+       self.effects = self.weaponentity.effects;\r
+       self.alpha = self.weaponentity.alpha;\r
+       self.colormap = self.weaponentity.colormap;\r
+       self.colormod = self.weaponentity.colormod; // used by the regurgitating colors\r
+       self.glowmod = self.weaponentity.glowmod;\r
+\r
+       string txt;\r
+       if(self.team) // weapon load display\r
+       {\r
+               if(w_load <= 0)\r
+               {\r
+                       self.skin = 11; // unavailable digit\r
+                       return;\r
+               }\r
+               else\r
+               {\r
+                       txt = ftos(floor(w_load));\r
+                       txt = substring(txt, self.cnt - 1, 1);\r
+               }\r
+\r
+               entity e;\r
+               e = get_weaponinfo(self.owner.weapon);\r
+               if(self.owner.weapon_load[self.owner.weapon] <= cvar(strcat("g_gundisplay_warn_weapon_", e.netname)))\r
+               {\r
+                       // in warning mode, only keep red color\r
+                       if(!self.colormod)\r
+                               self.colormod = '1 1 1';\r
+                       self.colormod_y = 0;\r
+                       self.colormod_z = 0;\r
+               }\r
+       }\r
+       else // ammo display\r
+       {\r
+               txt = ftos(floor(w_ammo));\r
+               txt = substring(txt, self.cnt - 1, 1);\r
+\r
+               if(w_ammo <= cvar(strcat("g_gundisplay_warn_ammo_", Item_CounterFieldName(W_AmmoItemCode(self.owner.weapon)))))\r
+               {\r
+                       // in warning mode, only keep red color\r
+                       if(!self.colormod)\r
+                               self.colormod = '1 1 1';\r
+                       self.colormod_y = 0;\r
+                       self.colormod_z = 0;\r
+               }\r
+       }\r
+\r
+       if((!txt || txt == ""))\r
+               self.skin = 10; // empty digit\r
+       else\r
+               self.skin = stof(txt);\r
+}\r
+\r
+void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
+{\r
+       entity digit, e;\r
+       digit = spawn();\r
+       digit.owner = own;\r
+       //digit.weapon = own.weapon;\r
+       digit.team = load;\r
+       digit.cnt = num;\r
+       e = get_weaponinfo(own.weapon);\r
+\r
+       if(exterior) // exterior weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               setattachment(digit, digit.owner, "bip01 r hand");\r
+               digit.weaponentity = digit.owner.exteriorweaponentity;\r
+       }\r
+       else // view weapon\r
+       {\r
+               // keep the digit attached to the same bone as the gun\r
+               // TODO: Does this work with self-animated weapons too?\r
+               if(gettagindex(digit.owner.weaponentity, "weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "weapon");\r
+               else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))\r
+                       setattachment(digit, digit.owner.weaponentity, "tag_weapon");\r
+               digit.weaponentity = digit.owner.weaponentity;\r
+       }\r
+\r
+       if(load)\r
+       {\r
+               // weapon load digit\r
+               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
+       }\r
+       else\r
+       {\r
+               // ammo count digit\r
+               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
+       }\r
+       digit.think = W_DisplayDigitThink;\r
+       digit.nextthink = time;\r
+}\r
+\r
 // Bringed back weapon frame\r
 void W_WeaponFrame()\r
 {\r
        vector fo, ri, up;\r
+       entity e;\r
 \r
        if (frametime)\r
                self.weapon_frametime = frametime;\r
@@ -317,6 +454,31 @@ void W_WeaponFrame()
        ri = v_right;\r
        up = v_up;\r
 \r
+       // setup weapon display digits\r
+       if(self.weapon != self.switchweapon || self.classname != "player")\r
+               self.display_setup = FALSE;\r
+       else if(!self.display_setup)\r
+       {\r
+               if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)\r
+               {\r
+                       float i;\r
+                       e = get_weaponinfo(self.weapon);\r
+\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model\r
+                               W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model\r
+                       }\r
+                       for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
+                       {\r
+                               W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model\r
+                               W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model\r
+                       }\r
+\r
+                       self.display_setup = TRUE;\r
+               }\r
+       }\r
+\r
        // Change weapon\r
        if (self.weapon != self.switchweapon)\r
        {\r
@@ -325,6 +487,17 @@ void W_WeaponFrame()
                        setanim(self, self.anim_draw, FALSE, TRUE, TRUE);\r
                        self.weaponentity.state = WS_RAISE;\r
                        weapon_action(self.switchweapon, WR_SETUP);\r
+\r
+                       // set our clip load to the load of the weapon we switched to, if it's reloadable\r
+                       e = get_weaponinfo(self.switchweapon);\r
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
+                       {\r
+                               self.clip_load = self.weapon_load[self.switchweapon];\r
+                               self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                       }\r
+                       else\r
+                               self.clip_load = self.clip_size = 0;\r
+\r
                        // VorteX: add player model weapon select frame here\r
                        // setcustomframe(PlayerWeaponRaise);\r
                        weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);\r