]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into terencehill/glowmod_color_fix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include <common/animdecide.qh>
4 #include <common/constants.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/platforms.qh>
7 #include <common/monsters/_mod.qh>
8 #include <common/net_linked.qh>
9 #include <common/notifications/all.qh>
10 #include <common/state.qh>
11 #include <common/util.qh>
12 #include <common/vehicles/all.qh>
13 #include <common/weapons/_all.qh>
14 #include <common/wepent.qh>
15 #include <lib/csqcmodel/sv_model.qh>
16 #include <server/cheats.qh>
17 #include <server/client.qh>
18 #include <server/command/common.qh>
19 #include <server/damage.qh>
20 #include <server/items/items.qh>
21 #include <server/hook.qh>
22 #include <server/mutators/_mod.qh>
23 #include <server/resources.qh>
24 #include <server/round_handler.qh>
25 #include <server/weapons/selection.qh>
26 #include <server/world.qh>
27
28 .int state;
29
30 .float weapon_frametime;
31
32 float W_WeaponRateFactor(entity this)
33 {
34         float t = 1;
35         if(autocvar_g_weaponratefactor > 0)
36                 t = 1.0 / autocvar_g_weaponratefactor;
37
38         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
39         t = M_ARGV(0, float);
40
41         return t;
42 }
43
44 float W_WeaponSpeedFactor(entity this)
45 {
46         float t = 1.0 * autocvar_g_weaponspeedfactor;
47
48         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
49         t = M_ARGV(0, float);
50
51         return t;
52 }
53
54
55 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
56 {
57         this.viewmodelforclient = this.owner;
58         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
59         return false;
60 }
61
62 vector CL_Weapon_GetShotOrg(int wpn)
63 {
64         entity wi = REGISTRY_GET(Weapons, wpn);
65         entity e = spawn();
66         CL_WeaponEntity_SetModel(e, wi.mdl, false);
67         vector ret = e.movedir;
68         CL_WeaponEntity_SetModel(e, "", false);
69         delete(e);
70         return ret;
71 }
72
73 .float m_alpha;
74 .string w_weaponname;
75 .int w_dmg;
76 .int w_deadflag;
77
78 void CL_Weaponentity_Think(entity this)
79 {
80         this.nextthink = time;
81         if (game_stopped) this.frame = this.anim_idle.x;
82         .entity weaponentity = this.weaponentity_fld;
83         if (this.owner.(weaponentity) != this)
84         {
85                 // owner has new gun; remove old one
86                 if (this.weaponchild) delete(this.weaponchild);
87                 if (this.hook) delete(this.hook);
88                 delete(this);
89                 return;
90         }
91         if (IS_DEAD(this.owner))
92         {
93                 // owner died; disappear
94                 this.model = "";
95                 if (this.weaponchild) this.weaponchild.model = "";
96                 return;
97         }
98         if (this.w_weaponname != this.weaponname
99             || this.w_dmg != this.modelindex
100             || this.w_deadflag != this.deadflag)
101         {
102                 // owner changed weapons; update appearance
103                 this.w_weaponname = this.weaponname;
104                 this.w_dmg = this.modelindex;
105                 this.w_deadflag = this.deadflag;
106
107                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
108         }
109
110         this.alpha = -1;  // TODO: don't render this entity at all
111
112         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
113         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
114         else this.m_alpha  = 1;
115
116         if (this.weaponchild)
117         {
118                 this.weaponchild.alpha = this.alpha;
119                 this.weaponchild.effects = this.effects;
120         }
121 }
122
123 void CL_ExteriorWeaponentity_Think(entity this)
124 {
125         this.nextthink = time;
126         .entity weaponentity = this.weaponentity_fld;
127         entity w_ent = this.owner.(weaponentity);
128         if (this.owner.exteriorweaponentity != this)
129         {
130                 delete(this);
131                 return;
132         }
133         if (IS_DEAD(this.owner))
134         {
135                 this.model = "";
136                 return;
137         }
138         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
139             || this.deadflag != w_ent.deadflag)
140         {
141                 this.weaponname = w_ent.weaponname;
142                 this.dmg = w_ent.modelindex;
143                 this.deadflag = w_ent.deadflag;
144                 if (w_ent.weaponname != "")
145                 {
146                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
147                         setsize(this, '0 0 0', '0 0 0');
148                 }
149                 else this.model = "";
150
151                 int tag_found;
152                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
153                 {
154                         this.tag_index = tag_found;
155                         this.tag_entity = this.owner;
156                 }
157                 else
158                 {
159                         setattachment(this, this.owner, "bip01 r hand");
160                 }
161         }
162         this.effects = this.owner.effects;
163         this.effects |= EF_LOWPRECISION;
164         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
165         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
166         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
167         else this.alpha = 1;
168
169     Weapon wep = this.owner.(weaponentity).m_weapon;
170         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
171         this.colormap = this.owner.colormap;
172         this.skin = w_ent.skin;
173
174         CSQCMODEL_AUTOUPDATE(this);
175 }
176
177 // spawning weaponentity for client
178 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
179 {
180         entity view = actor.(weaponentity) = new(weaponentity);
181         view.solid = SOLID_NOT;
182         view.owner = actor;
183         setmodel(view, MDL_Null);  // precision set when changed
184         setorigin(view, '0 0 0');
185         view.weaponentity_fld = weaponentity;
186         setthink(view, CL_Weaponentity_Think);
187         view.nextthink = time;
188         view.viewmodelforclient = actor;
189         view.draggable = drag_undraggable;
190         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
191
192         wepent_link(view);
193
194         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
195         {
196                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
197                 exterior.solid = SOLID_NOT;
198                 exterior.owner = actor;
199                 exterior.draggable = drag_undraggable;
200                 exterior.weaponentity_fld = weaponentity;
201                 setorigin(exterior, '0 0 0');
202                 setthink(exterior, CL_ExteriorWeaponentity_Think);
203                 exterior.nextthink = time;
204
205                 CSQCMODEL_AUTOINIT(exterior);
206         }
207 }
208
209 // Weapon subs
210 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
211 {
212         actor.(weaponentity).m_weapon = WEP_Null;
213         actor.(weaponentity).m_switchingweapon = WEP_Null;
214         entity this = actor.(weaponentity);
215         if (this)
216         {
217                 this.state = WS_CLEAR;
218                 this.effects = 0;
219         }
220 }
221
222 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
223 {
224         entity this = actor.(weaponentity);
225         if (this) this.state = WS_READY;
226         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
227 }
228
229 .float prevdryfire;
230 .float prevwarntime;
231 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
232 {
233         if ((actor.items & IT_UNLIMITED_AMMO)) return true;
234         bool ammo = false;
235         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
236         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
237         if (ammo) return true;
238         // always keep the Mine Layer if we placed mines, so that we can detonate them
239         if (thiswep == WEP_MINE_LAYER)
240         {
241                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
242                 {
243                         return false;
244                 });
245         }
246
247         if (thiswep == WEP_SHOTGUN)
248                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
249
250         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
251         {
252                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
253                 actor.prevdryfire = time;
254         }
255
256         // check if the other firing mode has enough ammo
257         bool ammo_other = false;
258         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
259         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
260         if (ammo_other)
261         {
262                 if (time - actor.prevwarntime > 1)
263                 {
264                         Send_Notification(
265                                 NOTIF_ONE,
266                                 actor,
267                                 MSG_MULTI,
268                                 ITEM_WEAPON_PRIMORSEC,
269                                 thiswep.m_id,
270                                 secondary,
271                                 (1 - secondary)
272                                          );
273                 }
274                 actor.prevwarntime = time;
275         }
276         else  // this weapon is totally unable to fire, switch to another one
277         {
278                 W_SwitchToOtherWeapon(actor, weaponentity);
279         }
280
281         return false;
282 }
283
284 .float race_penalty;
285 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
286 {
287         if (actor.weaponentity == NULL) return true;
288         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
289
290         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
291         // if all players readied up and the countdown is running
292         if (time < game_starttime || time < actor.race_penalty) return false;
293
294         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
295                 return false;
296
297         // do not even think about shooting if switching
298         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
299
300         if (attacktime >= 0)
301         {
302                 // don't fire if previous attack is not finished
303                 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
304                 entity this = actor.(weaponentity);
305                 // don't fire while changing weapon
306                 if (this.state != WS_READY) return false;
307         }
308         return true;
309 }
310
311 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
312 {
313         entity this = actor.(weaponentity);
314         if (this == NULL) return;
315         this.state = WS_INUSE;
316
317         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
318
319         // if the weapon hasn't been firing continuously, reset the timer
320         if (attacktime >= 0)
321         {
322                 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
323                 {
324                         ATTACK_FINISHED(actor, weaponentity) = time;
325                         // dprint("resetting attack finished to ", ftos(time), "\n");
326                 }
327                 float arate = W_WeaponRateFactor(actor);
328                 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
329
330                 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
331                 {
332                         int slot = weaponslot(weaponentity);
333                         for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
334                         {
335                                 if(slot == wepslot)
336                                         continue;
337                                 .entity wepent = weaponentities[wepslot];
338                                 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
339                                 {
340                                         if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
341                                                 continue; // still cooling down!
342                                         if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
343                                                 ATTACK_FINISHED(actor, wepent) = time;
344                                         ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
345                                 }
346                         }
347                 }
348         }
349         this.bulletcounter += 1;
350         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
351 }
352
353 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
354 {
355         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
356         {
357                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
358                 return true;
359         }
360         return false;
361 }
362
363 /**
364  * @param t defer thinking until time + t
365  * @param func next think function
366  */
367 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
368         .entity weaponentity, int fire) func)
369 {
370         entity this = actor.(weaponentity);
371         if (this == NULL) return;
372         bool restartanim;
373         if (fr == WFRAME_DONTCHANGE)
374         {
375                 // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
376                 if (this.wframe == WFRAME_DONTCHANGE)
377                         this.wframe = WFRAME_IDLE;
378                 fr = this.wframe;
379                 restartanim = false;
380         }
381         else
382         {
383                 restartanim = fr != WFRAME_IDLE;
384         }
385
386     this.wframe = fr;
387
388         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
389                         "Tried to override initial weapon think function - should this really happen?");
390
391         t *= W_WeaponRateFactor(actor);
392
393         // VorteX: haste can be added here
394         if (this.weapon_think == w_ready)
395         {
396                 this.weapon_nextthink = time;
397                 // dprint("started firing at ", ftos(time), "\n");
398         }
399         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
400             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
401         {
402                 this.weapon_nextthink = time;
403                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
404         }
405         this.weapon_nextthink += t;
406         this.weapon_think = func;
407         // dprint("next ", ftos(this.weapon_nextthink), "\n");
408
409         if (this)
410         {
411                 FOREACH_CLIENT(true, {
412                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
413                                 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
414                 });
415         }
416
417         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
418         {
419                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
420                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
421                 int act = (primary_melee || secondary_melee)
422                         ? ANIMACTION_MELEE
423                         : ANIMACTION_SHOOT
424                         ;
425                 animdecide_setaction(actor, act, restartanim);
426         }
427         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
428         {
429                 actor.anim_upper_action = 0;
430         }
431 }
432
433 bool weaponUseForbidden(entity player)
434 {
435         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
436         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
437         return false;
438 }
439
440 bool weaponLocked(entity player)
441 {
442         if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
443         if (player.player_blocked) return true;
444         if (game_stopped) return true;
445         if (STAT(FROZEN, player)) return true;
446         if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
447         return false;
448 }
449
450 void W_ResetGunAlign(entity player, int preferred_alignment)
451 {
452         if(W_DualWielding(player))
453                 preferred_alignment = 3; // right align, the second gun will default to left
454
455         // clear current weapon slots' alignments so we can redo the calculations!
456         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
457         {
458                 .entity weaponentity = weaponentities[slot];
459                 if (player.(weaponentity))
460                         player.(weaponentity).m_gunalign = 0;
461         }
462
463         // now set the new values
464         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
465         {
466                 .entity weaponentity = weaponentities[slot];
467                 if (player.(weaponentity))
468                         player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
469         }
470 }
471
472 .bool hook_switchweapon;
473
474 void W_WeaponFrame(Player actor, .entity weaponentity)
475 {
476         TC(Player, actor);
477         TC(PlayerState, PS(actor));
478         entity this = actor.(weaponentity);
479         if (frametime) this.weapon_frametime = frametime;
480
481         if (!this || GetResource(actor, RES_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
482
483         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
484         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
485
486         if (weaponUseForbidden(actor))
487                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
488
489         if (weaponLocked(actor))
490         {
491                 if (this.state != WS_CLEAR)
492                 {
493                         Weapon wpn = this.m_weapon;
494                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
495                         return;
496                 }
497         }
498
499         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
500         {
501                 .entity wepe1 = weaponentities[0];
502                 entity wep1 = actor.(wepe1);
503                 this.m_switchweapon = wep1.m_switchweapon;
504                 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
505                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
506                 {
507                         this.m_weapon = WEP_Null;
508                         this.m_switchingweapon = WEP_Null;
509                         this.m_switchweapon = WEP_Null;
510                         this.state = WS_CLEAR;
511                         this.weaponname = "";
512                         return;
513                 }
514         }
515
516         if (this.m_switchweapon == WEP_Null)
517         {
518                 if (this.state != WS_CLEAR)
519                         w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
520                 this.m_weapon = WEP_Null;
521                 this.m_switchingweapon = WEP_Null;
522                 this.state = WS_CLEAR;
523                 this.weaponname = "";
524                 return;
525         }
526
527         vector fo, ri, up;
528         MAKE_VECTORS(actor.v_angle, fo, ri, up);
529
530         // Change weapon
531         if (this.m_weapon != this.m_switchweapon)
532         {
533                 switch (this.state)
534                 {
535                         default:
536                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
537                                 break;
538                         case WS_INUSE:
539                         case WS_RAISE:
540                                 break;
541                         case WS_CLEAR:
542                         {
543                                 // end switching!
544                                 Weapon newwep = this.m_switchweapon;
545                                 this.m_switchingweapon = newwep;
546
547                                 // the two weapon entities will notice this has changed and update their models
548                                 this.m_weapon = newwep;
549                                 this.weaponname = newwep.mdl;
550                                 this.bulletcounter = 0;
551                                 newwep.wr_setup(newwep, actor, weaponentity);
552                                 this.state = WS_RAISE;
553
554                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
555                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
556                                 {
557                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
558                                         this.clip_size = newwep.reloading_ammo;
559                                 }
560                                 else
561                                 {
562                                         this.clip_load = this.clip_size = 0;
563                                 }
564
565                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
566                                 break;
567                         }
568                         case WS_DROP:
569                         {
570                                 // in dropping phase we can switch at any time
571                                 this.m_switchingweapon = this.m_switchweapon;
572                                 break;
573                         }
574                         case WS_READY:
575                         {
576                                 // start switching!
577                                 this.m_switchingweapon = this.m_switchweapon;
578                                 entity oldwep = this.m_weapon;
579
580                                 // set up weapon switch think in the future, and start drop anim
581                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
582                                 {
583                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
584                                         this.state = WS_DROP;
585                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
586                                 }
587                                 break;
588                         }
589                 }
590         }
591
592         // LordHavoc: network timing test code
593         // if (actor.button0)
594         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
595
596         Weapon w = this.m_weapon;
597
598         // call the think code which may fire the weapon
599         // and do so multiple times to resolve framerate dependency issues if the
600         // server framerate is very low and the weapon fire rate very high
601         for (int c = 0; c < W_TICSPERFRAME; ++c)
602         {
603                 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
604                 {
605                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
606                         w = WEP_Null;
607                 }
608
609                 v_forward = fo;
610                 v_right = ri;
611                 v_up = up;
612
613                 bool block_weapon = false;
614                 {
615                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
616                         if (weaponUseForbidden(actor))
617                                 key_pressed = false;
618
619                         Weapon off = actor.offhand;
620                         if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
621                         {
622                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
623                         }
624                         else
625                         {
626                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
627                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
628                                 actor.hook_switchweapon = key_pressed;
629                                 Weapon h = WEP_HOOK;
630                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
631                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
632                         }
633                 }
634
635                 v_forward = fo;
636                 v_right = ri;
637                 v_up = up;
638
639                 if (!block_weapon)
640                 {
641                         Weapon e = this.m_weapon;
642                         TC(Weapon, e);
643                         if (w != WEP_Null)
644                         {
645                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
646                         }
647                         else if (e)
648                         {
649                                 e.wr_gonethink(e, actor, weaponentity);
650                         }
651                 }
652
653                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
654                 {
655                         if (this.weapon_think)
656                         {
657                                 v_forward = fo;
658                                 v_right = ri;
659                                 v_up = up;
660                                 Weapon wpn = this.m_weapon;
661                                 this.weapon_think(wpn, actor, weaponentity,
662                                         button_atck | (button_atck2 << 1));
663                         }
664                         else
665                         {
666                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
667                         }
668                 }
669         }
670 }
671
672 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
673 {
674         flash.owner = actor;
675         flash.angles_z = random() * 360;
676
677         entity view = actor.(weaponentity);
678         entity exterior = actor.exteriorweaponentity;
679
680         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
681         else setattachment(flash, view, "tag_shot");
682         setorigin(flash, offset);
683
684         entity xflash = spawn();
685         copyentity(flash, xflash);
686
687         flash.viewmodelforclient = actor;
688
689         if (view.oldorigin.x > 0)
690         {
691                 setattachment(xflash, exterior, "");
692                 setorigin(xflash, view.oldorigin + offset);
693         }
694         else
695         {
696                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
697                 else setattachment(xflash, exterior, "tag_shot");
698                 setorigin(xflash, offset);
699         }
700 }
701
702 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
703 {
704         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
705         if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
706
707         ammo_use = M_ARGV(2, float);
708
709         entity w_ent = actor.(weaponentity);
710
711         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
712         if (wep.reloading_ammo)
713         {
714                 w_ent.clip_load -= ammo_use;
715                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
716         }
717         else if (wep.ammo_type != RES_NONE)
718         {
719                 float ammo = GetResource(actor, wep.ammo_type);
720                 if (ammo < ammo_use)
721                 {
722                         backtrace(sprintf(
723                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
724                                 "Please notify the developers immediately with a copy of this backtrace!\n",
725                                 ammo_use,
726                                 wep.netname,
727                                 GetAmmoPicture(wep.ammo_type),
728                                 actor.netname,
729                                 ammo
730                                              ));
731                 }
732                 SetResource(actor, wep.ammo_type, ammo - ammo_use);
733         }
734 }
735
736 // weapon reloading code
737
738 .float reload_ammo_amount, reload_ammo_min, reload_time;
739 .float reload_complain;
740 .string reload_sound;
741
742 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
743 {
744         // finish the reloading process, and do the ammo transfer
745
746         entity w_ent = actor.(weaponentity);
747         Weapon wpn = w_ent.m_weapon;
748
749         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
750
751         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
752         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
753         {
754                 w_ent.clip_load = w_ent.reload_ammo_amount;
755         }
756         else
757         {
758                 // make sure we don't add more ammo than we have
759                 float ammo = GetResource(actor, wpn.ammo_type);
760                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
761                 w_ent.clip_load += load;
762                 SetResource(actor, wpn.ammo_type, ammo - load);
763         }
764         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
765
766         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
767         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
768         // so your weapon is disabled for a few seconds without reason
769
770         // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
771
772         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
773 }
774
775 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
776 {
777         TC(Sound, sent_sound);
778         // set global values to work with
779         entity this = actor.(weaponentity);
780         Weapon e = this.m_weapon;
781
782         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
783
784         this.reload_ammo_min = sent_ammo_min;
785         this.reload_ammo_amount = e.reloading_ammo;
786         this.reload_time = e.reloading_time;
787         strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
788
789         // don't reload weapons that don't have the RELOADABLE flag
790         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
791         {
792                 LOG_TRACE(
793                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
794                 return;
795         }
796
797         // return if reloading is disabled for this weapon
798         if (!this.reload_ammo_amount) return;
799
800         // our weapon is fully loaded, no need to reload
801         if (this.clip_load >= this.reload_ammo_amount) return;
802
803         // no ammo, so nothing to load
804         if (e.ammo_type != RES_NONE)
805         {
806                 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
807                 {
808                         if (!(actor.items & IT_UNLIMITED_AMMO))
809                         {
810                                 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
811                                         return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
812                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
813                                 {
814                                         play2(actor, SND(UNAVAILABLE));
815                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
816                                         actor.reload_complain = time + 1;
817                                 }
818                                 // switch away if the amount of ammo is not enough to keep using this weapon
819                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
820                                 {
821                                         this.clip_load = -1;  // reload later
822                                         W_SwitchToOtherWeapon(actor, weaponentity);
823                                 }
824                                 return;
825                         }
826                 }
827         }
828         if (this)
829         {
830                 if (this.wframe == WFRAME_RELOAD) return;
831
832                 // allow switching away while reloading, but this will cause a new reload!
833                 this.state = WS_READY;
834         }
835
836         // now begin the reloading process
837
838         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
839
840         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
841         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
842         // so your weapon is disabled for a few seconds without reason
843
844         // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
845
846         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
847
848         if (this.clip_load < 0) this.clip_load = 0;
849         this.old_clip_load = this.clip_load;
850         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
851 }
852
853 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
854 {
855         Weapon w = REGISTRY_GET(Weapons, weapon_type);
856         weapon_dropevent_item = weapon_item;
857         w.event(w, player, weaponentity);
858 }