3 weapon_action(self.weapon, WR_RELOAD);
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
9 if (self.switchweapon != imp)
11 if (client_hasweapon(self, imp, TRUE, TRUE))
12 W_SwitchWeapon_Force(self, imp);
14 self.selectweapon = imp; // update selectweapon ANYWAY
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
25 // We cannot tokenize in this function, as GiveItems calls this
26 // function. Thus we must use car/cdr.
27 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
29 switchtonext = switchtolast = 0;
30 first_valid = prev_valid = 0;
33 if(skipmissing || pl.selectweapon == 0)
34 weaponcur = pl.switchweapon;
36 weaponcur = pl.selectweapon;
46 weaponwant = stof(car(rest)); rest = cdr(rest);
48 if((get_weaponinfo(weaponwant)).impulse != imp)
53 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
58 first_valid = weaponwant;
59 if(weaponwant == weaponcur)
68 prev_valid = weaponwant;
78 // complain (but only for one weapon on the button that has been pressed)
81 self.weaponcomplainindex += 1;
82 c = mod(self.weaponcomplainindex, c) + 1;
86 weaponwant = stof(car(rest)); rest = cdr(rest);
88 if((get_weaponinfo(weaponwant)).impulse != imp)
94 client_hasweapon(pl, weaponwant, TRUE, TRUE);
102 void W_CycleWeapon(string weaponorder, float dir)
105 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
110 void W_NextWeaponOnImpulse(float imp)
113 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
119 void W_NextWeapon(float list)
122 W_CycleWeapon(weaponorder_byid, -1);
124 W_CycleWeapon(self.weaponorder_byimpulse, -1);
126 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
130 void W_PreviousWeapon(float list)
133 W_CycleWeapon(weaponorder_byid, +1);
135 W_CycleWeapon(self.weaponorder_byimpulse, +1);
137 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
140 // previously used if exists and has ammo, (second) best otherwise
143 if(client_hasweapon(self, self.cnt, TRUE, FALSE))
144 W_SwitchWeapon(self.cnt);
146 W_SwitchToOtherWeapon(self);
149 float w_getbestweapon(entity e)
151 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
154 // generic weapons table
155 // TODO should they be macros instead?
156 float weapon_action(float wpn, float wrequest)
158 return (get_weaponinfo(wpn)).weapon_func(wrequest);
161 string W_Name(float weaponid)
163 return (get_weaponinfo(weaponid)).message;
166 float W_WeaponBit(float wpn)
168 return (get_weaponinfo(wpn)).weapons;
171 float W_AmmoItemCode(float wpn)
173 return (get_weaponinfo(wpn)).items & IT_AMMO;
176 .float savenextthink;
177 void thrown_wep_think()
180 float timeleft = self.savenextthink - time;
182 SUB_SetFade(self, self.savenextthink - 1, 1);
183 else if(timeleft > 0)
184 SUB_SetFade(self, time, timeleft);
186 SUB_VanishOrRemove(self);
189 void thrown_wep_ode_think()
191 self.nextthink = time;
192 self.alpha = self.owner.alpha; // apply fading of the original weapon
193 if(!self.owner.modelindex)
194 remove(self); // the real weapon is gone, remove this
197 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
198 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
201 float wa, thisammo, i, j;
203 var .float ammofield;
208 wep.classname = "droppedweapon";
210 wep.owner = wep.enemy = own;
211 wep.flags |= FL_TOSSED;
212 wep.colormap = own.colormap;
214 if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
216 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
218 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
222 float superweapons = 1;
223 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
224 if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
226 if(superweapons <= 1)
228 wep.superweapons_finished = own.superweapons_finished;
229 own.superweapons_finished = 0;
233 float timeleft = own.superweapons_finished - time;
234 float weptimeleft = timeleft / superweapons;
235 wep.superweapons_finished = time + weptimeleft;
236 own.superweapons_finished -= weptimeleft;
241 wa = W_AmmoItemCode(wpn);
246 weapon_defaultspawnfunc(wpn);
250 wep.glowmod = own.weaponentity_glowmod;
251 wep.think = thrown_wep_think;
252 wep.savenextthink = wep.nextthink;
253 wep.nextthink = min(wep.nextthink, time + 0.5);
254 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
262 weapon_defaultspawnfunc(wpn);
266 if(doreduce && g_weapon_stay == 2)
268 for(i = 0, j = 1; i < 24; ++i, j *= 2)
272 ammofield = Item_CounterField(j);
274 // if our weapon is loaded, give its load back to the player
275 if(self.(weapon_load[self.weapon]) > 0)
277 own.ammofield += self.(weapon_load[self.weapon]);
278 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
287 for(i = 0, j = 1; i < 24; ++i, j *= 2)
291 ammofield = Item_CounterField(j);
293 // if our weapon is loaded, give its load back to the player
294 if(self.(weapon_load[self.weapon]) > 0)
296 own.ammofield += self.(weapon_load[self.weapon]);
297 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
300 thisammo = min(own.ammofield, wep.ammofield);
301 wep.ammofield = thisammo;
302 own.ammofield -= thisammo;
303 s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
306 s = substring(s, 5, -1);
308 wep.glowmod = own.weaponentity_glowmod;
309 wep.think = thrown_wep_think;
310 wep.savenextthink = wep.nextthink;
311 wep.nextthink = min(wep.nextthink, time + 0.5);
312 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
314 // make the dropped weapon physical
315 if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon)
319 setorigin(wep2, wep.origin);
320 setmodel(wep2, wep.model);
321 wep2.angles = wep.angles;
322 wep2.velocity = velo;
323 wep2.avelocity_x = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
324 wep2.avelocity_y = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
325 wep2.avelocity_z = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
327 wep2.classname = "droppedweapon2";
329 wep2.solid = SOLID_BBOX;
330 wep2.movetype = MOVETYPE_PHYSICS;
331 wep2.takedamage = DAMAGE_AIM;
332 wep2.colormap = wep.colormap;
333 wep2.glowmod = wep.glowmod;
334 wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale;
336 wep2.think = thrown_wep_ode_think;
337 wep2.nextthink = time;
339 wep.model = "null"; // don't use setmodel, we want to keep the size
340 wep.movetype = MOVETYPE_FOLLOW;
348 float W_IsWeaponThrowable(float w)
352 if (!autocvar_g_pickup_items)
362 if (g_nexball && w == WEP_GRENADE_LAUNCHER)
368 wa = W_AmmoItemCode(w);
369 if(start_weapons & wb)
371 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
372 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
381 // toss current weapon
382 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
389 return; // just in case
390 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
392 if(!autocvar_g_weapon_throwable)
394 if(self.weaponentity.state != WS_READY)
396 if(!W_IsWeaponThrowable(w))
400 if(self.weapons & wb != wb)
404 W_SwitchWeapon_Force(self, w_getbestweapon(self));
405 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
409 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
411 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
414 // Bringed back weapon frame
420 self.weapon_frametime = frametime;
422 if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
425 if(self.freezetag_frozen == 1)
428 if (!self.weaponentity || self.health < 1)
429 return; // Dead player can't use weapons and injure impulse commands
431 if(!self.switchweapon)
434 self.switchingweapon = 0;
435 self.weaponentity.state = WS_CLEAR;
436 self.weaponname = "";
437 self.items &~= IT_AMMO;
441 makevectors(self.v_angle);
442 fo = v_forward; // save them in case the weapon think functions change it
447 if (self.weapon != self.switchweapon)
449 if (self.weaponentity.state == WS_CLEAR)
452 self.switchingweapon = self.switchweapon;
454 //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
455 self.weaponentity.state = WS_RAISE;
456 weapon_action(self.switchweapon, WR_SETUP);
458 // set our clip load to the load of the weapon we switched to, if it's reloadable
460 e = get_weaponinfo(self.switchweapon);
461 if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
463 self.clip_load = self.(weapon_load[self.switchweapon]);
464 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
467 self.clip_load = self.clip_size = 0;
469 // VorteX: add player model weapon select frame here
470 // setcustomframe(PlayerWeaponRaise);
471 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
472 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
474 else if (self.weaponentity.state == WS_DROP)
476 // in dropping phase we can switch at any time
477 self.switchingweapon = self.switchweapon;
479 else if (self.weaponentity.state == WS_READY)
482 self.switchingweapon = self.switchweapon;
484 #ifndef INDEPENDENT_ATTACK_FINISHED
485 if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
488 sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
489 self.weaponentity.state = WS_DROP;
490 // set up weapon switch think in the future, and start drop anim
491 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
492 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
493 #ifndef INDEPENDENT_ATTACK_FINISHED
499 // LordHavoc: network timing test code
501 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
504 wb = W_WeaponBit(self.weapon);
506 // call the think code which may fire the weapon
507 // and do so multiple times to resolve framerate dependency issues if the
508 // server framerate is very low and the weapon fire rate very high
511 while (c < W_TICSPERFRAME)
514 if(wb && ((self.weapons & wb) == 0))
516 if(self.weapon == self.switchweapon)
517 W_SwitchWeapon_Force(self, w_getbestweapon(self));
526 weapon_action(self.weapon, WR_THINK);
528 weapon_action(self.weapon, WR_GONETHINK);
530 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
532 if(self.weapon_think)
540 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
544 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
545 //if (ATTACK_FINISHED(self) < time)
546 // ATTACK_FINISHED(self) = time;
548 //if (self.weapon_nextthink < time)
549 // self.weapon_nextthink = time;
551 // update currentammo incase it has changed
553 if (self.items & IT_CELLS)
554 self.currentammo = self.ammo_cells;
555 else if (self.items & IT_ROCKETS)
556 self.currentammo = self.ammo_rockets;
557 else if (self.items & IT_NAILS)
558 self.currentammo = self.ammo_nails;
559 else if (self.items & IT_SHELLS)
560 self.currentammo = self.ammo_shells;
562 self.currentammo = 1;