+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
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
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
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
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
}\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
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
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