]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include "selection.qh"
4
5 #include "../command/common.qh"
6 #include "../mutators/_mod.qh"
7 #include "../round_handler.qh"
8 #include <common/t_items.qh>
9 #include <common/animdecide.qh>
10 #include <common/constants.qh>
11 #include <common/net_linked.qh>
12 #include <common/monsters/_mod.qh>
13 #include <common/notifications/all.qh>
14 #include <common/util.qh>
15 #include <common/weapons/_all.qh>
16 #include <common/state.qh>
17 #include <lib/csqcmodel/sv_model.qh>
18 #include <common/wepent.qh>
19
20 .int state;
21
22 .float weapon_frametime;
23
24 float W_WeaponRateFactor(entity this)
25 {
26         float t = 1;
27         if(g_weaponratefactor > 0)
28                 t = 1.0 / g_weaponratefactor;
29
30         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
31         t = M_ARGV(0, float);
32
33         return t;
34 }
35
36 float W_WeaponSpeedFactor(entity this)
37 {
38         float t = 1.0 * g_weaponspeedfactor;
39
40         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
41         t = M_ARGV(0, float);
42
43         return t;
44 }
45
46
47 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
48 {
49         this.viewmodelforclient = this.owner;
50         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
51         return true;
52 }
53
54 vector CL_Weapon_GetShotOrg(int wpn)
55 {
56         entity wi = Weapons_from(wpn);
57         entity e = spawn();
58         CL_WeaponEntity_SetModel(e, wi.mdl, false);
59         vector ret = e.movedir;
60         CL_WeaponEntity_SetModel(e, "", false);
61         delete(e);
62         return ret;
63 }
64
65 .float m_alpha;
66 .string w_weaponname;
67 .int w_dmg;
68 .int w_deadflag;
69
70 void CL_Weaponentity_Think(entity this)
71 {
72         this.nextthink = time;
73         if (game_stopped) this.frame = this.anim_idle.x;
74         .entity weaponentity = this.weaponentity_fld;
75         if (this.owner.(weaponentity) != this)
76         {
77                 // owner has new gun; remove old one
78                 if (this.weaponchild) delete(this.weaponchild);
79                 if (this.hook) delete(this.hook);
80                 delete(this);
81                 return;
82         }
83         if (IS_DEAD(this.owner))
84         {
85                 // owner died; disappear
86                 this.model = "";
87                 if (this.weaponchild) this.weaponchild.model = "";
88                 return;
89         }
90         if (this.w_weaponname != this.weaponname
91             || this.w_dmg != this.modelindex
92             || this.w_deadflag != this.deadflag)
93         {
94                 // owner changed weapons; update appearance
95                 this.w_weaponname = this.weaponname;
96                 this.w_dmg = this.modelindex;
97                 this.w_deadflag = this.deadflag;
98
99                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
100         }
101
102         this.alpha = -1;  // TODO: don't render this entity at all
103
104         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
105         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
106         else this.m_alpha  = 1;
107
108         if (this.weaponchild)
109         {
110                 this.weaponchild.alpha = this.alpha;
111                 this.weaponchild.effects = this.effects;
112         }
113 }
114
115 void CL_ExteriorWeaponentity_Think(entity this)
116 {
117         this.nextthink = time;
118         .entity weaponentity = this.weaponentity_fld;
119         entity w_ent = this.owner.(weaponentity);
120         if (this.owner.exteriorweaponentity != this)
121         {
122                 delete(this);
123                 return;
124         }
125         if (IS_DEAD(this.owner))
126         {
127                 this.model = "";
128                 return;
129         }
130         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
131             || this.deadflag != w_ent.deadflag)
132         {
133                 this.weaponname = w_ent.weaponname;
134                 this.dmg = w_ent.modelindex;
135                 this.deadflag = w_ent.deadflag;
136                 if (w_ent.weaponname != "")
137                 {
138                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
139                         setsize(this, '0 0 0', '0 0 0');
140                 }
141                 else this.model = "";
142
143                 int tag_found;
144                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
145                 {
146                         this.tag_index = tag_found;
147                         this.tag_entity = this.owner;
148                 }
149                 else
150                 {
151                         setattachment(this, this.owner, "bip01 r hand");
152                 }
153         }
154         this.effects = this.owner.effects;
155         this.effects |= EF_LOWPRECISION;
156         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
157         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
158         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
159         else this.alpha = 1;
160
161     Weapon wep = this.owner.(weaponentity).m_weapon;
162         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
163         this.colormap = this.owner.colormap;
164
165         CSQCMODEL_AUTOUPDATE(this);
166 }
167
168 // spawning weaponentity for client
169 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
170 {
171         entity view = actor.(weaponentity) = new(weaponentity);
172         view.solid = SOLID_NOT;
173         view.owner = actor;
174         setmodel(view, MDL_Null);  // precision set when changed
175         setorigin(view, '0 0 0');
176         view.weaponentity_fld = weaponentity;
177         setthink(view, CL_Weaponentity_Think);
178         view.nextthink = time;
179         view.viewmodelforclient = actor;
180         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
181
182         wepent_link(view);
183
184         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
185         {
186                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
187                 exterior.solid = SOLID_NOT;
188                 exterior.owner = actor;
189                 exterior.weaponentity_fld = weaponentity;
190                 setorigin(exterior, '0 0 0');
191                 setthink(exterior, CL_ExteriorWeaponentity_Think);
192                 exterior.nextthink = time;
193
194                 CSQCMODEL_AUTOINIT(exterior);
195         }
196 }
197
198 // Weapon subs
199 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
200 {
201         actor.(weaponentity).m_weapon = WEP_Null;
202         actor.(weaponentity).m_switchingweapon = WEP_Null;
203         entity this = actor.(weaponentity);
204         if (this)
205         {
206                 this.state = WS_CLEAR;
207                 this.effects = 0;
208         }
209 }
210
211 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
212 {
213         entity this = actor.(weaponentity);
214         if (this) this.state = WS_READY;
215         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
216 }
217
218 .float prevdryfire;
219 .float prevwarntime;
220 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
221 {
222         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
223         bool ammo = false;
224         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
225         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
226         if (ammo) return true;
227         // always keep the Mine Layer if we placed mines, so that we can detonate them
228         if (thiswep == WEP_MINE_LAYER)
229         {
230                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
231                 {
232                         return false;
233                 });
234         }
235
236         if (thiswep == WEP_SHOTGUN)
237                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
238
239         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
240         {
241                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
242                 actor.prevdryfire = time;
243         }
244
245         // check if the other firing mode has enough ammo
246         bool ammo_other = false;
247         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
248         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
249         if (ammo_other)
250         {
251                 if (time - actor.prevwarntime > 1)
252                 {
253                         Send_Notification(
254                                 NOTIF_ONE,
255                                 actor,
256                                 MSG_MULTI,
257                                 ITEM_WEAPON_PRIMORSEC,
258                                 thiswep.m_id,
259                                 secondary,
260                                 (1 - secondary)
261                                          );
262                 }
263                 actor.prevwarntime = time;
264         }
265         else  // this weapon is totally unable to fire, switch to another one
266         {
267                 W_SwitchToOtherWeapon(actor, weaponentity);
268         }
269
270         return false;
271 }
272
273 .float race_penalty;
274 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
275 {
276         if (actor.weaponentity == NULL) return true;
277         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
278
279         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
280         // if all players readied up and the countdown is running
281         if (time < game_starttime || time < actor.race_penalty) return false;
282
283         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
284                 return false;
285
286         // do not even think about shooting if switching
287         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
288
289         if (attacktime >= 0)
290         {
291                 int slot = weaponslot(weaponentity);
292                 // don't fire if previous attack is not finished
293                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
294                 entity this = actor.(weaponentity);
295                 // don't fire while changing weapon
296                 if (this.state != WS_READY) return false;
297         }
298         return true;
299 }
300
301 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
302 {
303         entity this = actor.(weaponentity);
304         if (this == NULL) return;
305         this.state = WS_INUSE;
306
307         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
308
309         // if the weapon hasn't been firing continuously, reset the timer
310         if (attacktime >= 0)
311         {
312                 int slot = weaponslot(weaponentity);
313                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
314                 {
315                         ATTACK_FINISHED(actor, slot) = time;
316                         // dprint("resetting attack finished to ", ftos(time), "\n");
317                 }
318                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
319         }
320         this.bulletcounter += 1;
321         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
322 }
323
324 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
325 {
326         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
327         {
328                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
329                 return true;
330         }
331         return false;
332 }
333
334 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
335
336 /**
337  * @param t defer thinking until time + t
338  * @param func next think function
339  */
340 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
341         .entity weaponentity, int fire) func)
342 {
343         entity this = actor.(weaponentity);
344         if (this == NULL) return;
345         bool restartanim;
346         if (fr == WFRAME_DONTCHANGE)
347         {
348                 fr = this.wframe;
349                 restartanim = false;
350         }
351         else
352         {
353                 restartanim = fr != WFRAME_IDLE;
354         }
355
356         vector of = v_forward;
357         vector or = v_right;
358         vector ou = v_up;
359
360         vector a = '0 0 0';
361     this.wframe = fr;
362     if (fr == WFRAME_IDLE) a = this.anim_idle;
363     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
364     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
365     else  // if (fr == WFRAME_RELOAD)
366         a = this.anim_reload;
367     a.z *= g_weaponratefactor;
368
369         v_forward = of;
370         v_right = or;
371         v_up = ou;
372
373         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
374                         "Tried to override initial weapon think function - should this really happen?");
375
376         t *= W_WeaponRateFactor(actor);
377
378         // VorteX: haste can be added here
379         if (this.weapon_think == w_ready)
380         {
381                 this.weapon_nextthink = time;
382                 // dprint("started firing at ", ftos(time), "\n");
383         }
384         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
385             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
386         {
387                 this.weapon_nextthink = time;
388                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
389         }
390         this.weapon_nextthink += t;
391         this.weapon_think = func;
392         // dprint("next ", ftos(this.weapon_nextthink), "\n");
393
394         if (this)
395         {
396                 FOREACH_CLIENT(true, LAMBDA(
397                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
398                                 wframe_send(it, this, a, restartanim);
399                 ));
400         }
401
402         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
403         {
404                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
405                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
406                 int act = (primary_melee || secondary_melee)
407                         ? ANIMACTION_MELEE
408                         : ANIMACTION_SHOOT
409                         ;
410                 animdecide_setaction(actor, act, restartanim);
411         }
412         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
413         {
414                 actor.anim_upper_action = 0;
415         }
416 }
417
418 bool forbidWeaponUse(entity player)
419 {
420         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
421         if (player.player_blocked) return true;
422         if (game_stopped) return true;
423         if (STAT(FROZEN, player)) return true;
424         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
425         return false;
426 }
427
428 .bool hook_switchweapon;
429
430 void W_WeaponFrame(Player actor, .entity weaponentity)
431 {
432     TC(Player, actor);
433     TC(PlayerState, PS(actor));
434         entity this = actor.(weaponentity);
435         if (frametime) this.weapon_frametime = frametime;
436
437         if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
438
439         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
440         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
441
442         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
443                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
444
445         if (forbidWeaponUse(actor))
446         {
447                 if (this.state != WS_CLEAR)
448                 {
449                         Weapon wpn = this.m_weapon;
450                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
451                         return;
452                 }
453         }
454
455         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
456         {
457                 .entity wepe1 = weaponentities[0];
458                 entity wep1 = actor.(wepe1);
459                 this.m_switchweapon = wep1.m_switchweapon;
460                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD))
461                 {
462                         this.m_weapon = WEP_Null;
463                         this.m_switchingweapon = WEP_Null;
464                         this.m_switchweapon = WEP_Null;
465                         this.state = WS_CLEAR;
466                         this.weaponname = "";
467                         return;
468                 }
469         }
470
471         if (this.m_switchweapon == WEP_Null)
472         {
473                 this.m_weapon = WEP_Null;
474                 this.m_switchingweapon = WEP_Null;
475                 this.state = WS_CLEAR;
476                 this.weaponname = "";
477                 return;
478         }
479
480         makevectors(actor.v_angle);
481         vector fo = v_forward;  // save them in case the weapon think functions change it
482         vector ri = v_right;
483         vector up = v_up;
484
485         // Change weapon
486         if (this.m_weapon != this.m_switchweapon)
487         {
488                 switch (this.state)
489                 {
490                         default:
491                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
492                                 break;
493                         case WS_INUSE:
494                         case WS_RAISE:
495                                 break;
496                         case WS_CLEAR:
497                         {
498                                 // end switching!
499                                 Weapon newwep = this.m_switchweapon;
500                                 this.m_switchingweapon = newwep;
501
502                                 // the two weapon entities will notice this has changed and update their models
503                                 this.m_weapon = newwep;
504                                 this.weaponname = newwep.mdl;
505                                 this.bulletcounter = 0;
506                                 newwep.wr_setup(newwep, actor, weaponentity);
507                                 this.state = WS_RAISE;
508
509                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
510                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
511                                 {
512                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
513                                         this.clip_size = newwep.reloading_ammo;
514                                 }
515                                 else
516                                 {
517                                         this.clip_load = this.clip_size = 0;
518                                 }
519
520                                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
521                                 break;
522                         }
523                         case WS_DROP:
524                         {
525                                 // in dropping phase we can switch at any time
526                                 this.m_switchingweapon = this.m_switchweapon;
527                                 break;
528                         }
529                         case WS_READY:
530                         {
531                                 // start switching!
532                                 this.m_switchingweapon = this.m_switchweapon;
533                                 entity oldwep = this.m_weapon;
534
535                                 // set up weapon switch think in the future, and start drop anim
536                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
537                                 {
538                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
539                                         this.state = WS_DROP;
540                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
541                                 }
542                                 break;
543                         }
544                 }
545         }
546
547         // LordHavoc: network timing test code
548         // if (actor.button0)
549         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
550
551         Weapon w = this.m_weapon;
552
553         // call the think code which may fire the weapon
554         // and do so multiple times to resolve framerate dependency issues if the
555         // server framerate is very low and the weapon fire rate very high
556         for (int c = 0; c < W_TICSPERFRAME; ++c)
557         {
558                 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
559                 {
560                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
561                         w = WEP_Null;
562                 }
563
564                 v_forward = fo;
565                 v_right = ri;
566                 v_up = up;
567
568                 bool block_weapon = false;
569                 {
570                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
571                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
572                                 key_pressed = false;
573
574                         Weapon off = actor.offhand;
575                         if (off && !(actor.weapons & WEPSET(HOOK)))
576                         {
577                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
578                         }
579                         else
580                         {
581                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
582                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
583                                 actor.hook_switchweapon = key_pressed;
584                                 Weapon h = WEP_HOOK;
585                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
586                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
587                         }
588                 }
589
590                 v_forward = fo;
591                 v_right = ri;
592                 v_up = up;
593
594                 if (!block_weapon)
595                 {
596             Weapon e = this.m_weapon;
597             TC(Weapon, e);
598                         if (w != WEP_Null)
599                         {
600                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
601                         }
602                         else if (e)
603                         {
604                                 e.wr_gonethink(e, actor, weaponentity);
605                         }
606                 }
607
608                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
609                 {
610                         if (this.weapon_think)
611                         {
612                                 v_forward = fo;
613                                 v_right = ri;
614                                 v_up = up;
615                                 Weapon wpn = this.m_weapon;
616                                 this.weapon_think(wpn, actor, weaponentity,
617                                         button_atck | (button_atck2 << 1));
618                         }
619                         else
620                         {
621                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
622                         }
623                 }
624         }
625 }
626
627 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
628 {
629         flash.owner = actor;
630         flash.angles_z = random() * 360;
631
632         entity view = actor.(weaponentity);
633         entity exterior = actor.exteriorweaponentity;
634
635         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
636         else setattachment(flash, view, "tag_shot");
637         setorigin(flash, offset);
638
639         entity xflash = spawn();
640         copyentity(flash, xflash);
641
642         flash.viewmodelforclient = actor;
643
644         if (view.oldorigin.x > 0)
645         {
646                 setattachment(xflash, exterior, "");
647                 setorigin(xflash, view.oldorigin + offset);
648         }
649         else
650         {
651                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
652                 else setattachment(xflash, exterior, "tag_shot");
653                 setorigin(xflash, offset);
654         }
655 }
656
657 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
658 {
659         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
660         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
661
662         entity w_ent = actor.(weaponentity);
663
664         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
665         if (wep.reloading_ammo)
666         {
667                 w_ent.clip_load -= ammo_use;
668                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
669         }
670         else if (wep.ammo_field != ammo_none)
671         {
672                 actor.(wep.ammo_field) -= ammo_use;
673                 if (actor.(wep.ammo_field) < 0)
674                 {
675                         backtrace(sprintf(
676                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
677                                 "Please notify Samual immediately with a copy of this backtrace!\n",
678                                 ammo_use,
679                                 wep.netname,
680                                 GetAmmoPicture(wep.ammo_field),
681                                 actor.netname,
682                                 actor.(wep.ammo_field)
683                                              ));
684                 }
685         }
686 }
687
688 // weapon reloading code
689
690 .float reload_ammo_amount, reload_ammo_min, reload_time;
691 .float reload_complain;
692 .string reload_sound;
693
694 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
695 {
696         // finish the reloading process, and do the ammo transfer
697
698         entity w_ent = actor.(weaponentity);
699         Weapon wpn = w_ent.m_weapon;
700
701         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
702
703         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
704         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
705         {
706                 w_ent.clip_load = w_ent.reload_ammo_amount;
707         }
708         else
709         {
710                 // make sure we don't add more ammo than we have
711                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
712                 w_ent.clip_load += load;
713                 actor.(wpn.ammo_field) -= load;
714         }
715         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
716
717         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
718         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
719         // so your weapon is disabled for a few seconds without reason
720
721         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
722
723         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
724 }
725
726 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
727 {
728     TC(Sound, sent_sound);
729         // set global values to work with
730         entity this = actor.(weaponentity);
731         Weapon e = this.m_weapon;
732
733         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
734
735         this.reload_ammo_min = sent_ammo_min;
736         this.reload_ammo_amount = e.reloading_ammo;
737         this.reload_time = e.reloading_time;
738         if (actor.reload_sound) strunzone(actor.reload_sound);
739         actor.reload_sound = strzone(Sound_fixpath(sent_sound));
740
741         // don't reload weapons that don't have the RELOADABLE flag
742         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
743         {
744                 LOG_TRACE(
745                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
746                 return;
747         }
748
749         // return if reloading is disabled for this weapon
750         if (!this.reload_ammo_amount) return;
751
752         // our weapon is fully loaded, no need to reload
753         if (this.clip_load >= this.reload_ammo_amount) return;
754
755         // no ammo, so nothing to load
756         if (e.ammo_field != ammo_none)
757         {
758                 if (!actor.(e.ammo_field) && this.reload_ammo_min)
759                 {
760                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
761                         {
762                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
763                                 {
764                                         play2(actor, SND(UNAVAILABLE));
765                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
766                                         actor.reload_complain = time + 1;
767                                 }
768                                 // switch away if the amount of ammo is not enough to keep using this weapon
769                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
770                                 {
771                                         this.clip_load = -1;  // reload later
772                                         W_SwitchToOtherWeapon(actor, weaponentity);
773                                 }
774                                 return;
775                         }
776                 }
777         }
778
779         if (this)
780         {
781                 if (this.wframe == WFRAME_RELOAD) return;
782
783                 // allow switching away while reloading, but this will cause a new reload!
784                 this.state = WS_READY;
785         }
786
787         // now begin the reloading process
788
789         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
790
791         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
792         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
793         // so your weapon is disabled for a few seconds without reason
794
795         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
796
797         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
798
799         if (this.clip_load < 0) this.clip_load = 0;
800         this.old_clip_load = this.clip_load;
801         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
802 }
803
804 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
805 {
806         Weapon w = Weapons_from(weapon_type);
807         weapon_dropevent_item = weapon_item;
808         w.event(w, player, weaponentity);
809 }