1 #include "weaponsystem.qh"
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>
30 .float weapon_frametime;
32 float W_WeaponRateFactor(entity this)
35 if(autocvar_g_weaponratefactor > 0)
36 t = 1.0 / autocvar_g_weaponratefactor;
38 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
44 float W_WeaponSpeedFactor(entity this)
46 float t = 1.0 * autocvar_g_weaponspeedfactor;
48 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
55 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
57 this.viewmodelforclient = this.owner;
58 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
62 vector CL_Weapon_GetShotOrg(int wpn)
64 entity wi = REGISTRY_GET(Weapons, wpn);
66 CL_WeaponEntity_SetModel(e, wi.mdl, false);
67 vector ret = e.movedir;
68 CL_WeaponEntity_SetModel(e, "", false);
78 void CL_Weaponentity_Think(entity this)
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)
85 // owner has new gun; remove old one
86 if (this.weaponchild) delete(this.weaponchild);
87 if (this.hook) delete(this.hook);
91 if (IS_DEAD(this.owner))
93 // owner died; disappear
95 if (this.weaponchild) this.weaponchild.model = "";
98 if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
100 // owner changed weapons; update appearance
101 this.w_weaponname = this.weaponname;
102 this.w_dmg = this.modelindex;
103 this.w_deadflag = this.deadflag;
105 CL_WeaponEntity_SetModel(this, this.weaponname, true);
108 this.alpha = -1; // TODO: don't render this entity at all
110 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
111 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
112 else this.m_alpha = 1;
114 if (this.weaponchild)
116 this.weaponchild.alpha = this.alpha;
117 this.weaponchild.effects = this.effects;
121 void CL_ExteriorWeaponentity_Think(entity this)
123 this.nextthink = time;
124 .entity weaponentity = this.weaponentity_fld;
125 entity w_ent = this.owner.(weaponentity);
126 if (this.owner.exteriorweaponentity != this)
131 if (IS_DEAD(this.owner))
136 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
138 this.weaponname = w_ent.weaponname;
139 this.dmg = w_ent.modelindex;
140 this.deadflag = w_ent.deadflag;
141 if (w_ent.weaponname != "")
143 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
144 setsize(this, '0 0 0', '0 0 0');
146 else this.model = "";
149 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
151 this.tag_index = tag_found;
152 this.tag_entity = this.owner;
156 setattachment(this, this.owner, "bip01 r hand");
159 this.effects = this.owner.effects;
160 this.effects |= EF_LOWPRECISION;
161 this.effects = this.effects & EFMASK_CHEAP; // eat performance
162 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
163 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
166 Weapon wep = this.owner.(weaponentity).m_weapon;
167 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
168 this.colormap = this.owner.colormap;
169 this.skin = w_ent.skin;
171 CSQCMODEL_AUTOUPDATE(this);
174 // spawning weaponentity for client
175 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
177 entity w_ent = actor.(weaponentity) = new(weaponentity);
178 w_ent.solid = SOLID_NOT;
180 setmodel(w_ent, MDL_Null); // precision set when changed
181 setorigin(w_ent, '0 0 0');
182 w_ent.weaponentity_fld = weaponentity;
183 setthink(w_ent, CL_Weaponentity_Think);
184 w_ent.nextthink = time;
185 w_ent.viewmodelforclient = actor;
186 w_ent.draggable = drag_undraggable;
187 setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
191 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
193 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
194 exterior.solid = SOLID_NOT;
195 exterior.owner = actor;
196 exterior.draggable = drag_undraggable;
197 exterior.weaponentity_fld = weaponentity;
198 setorigin(exterior, '0 0 0');
199 setthink(exterior, CL_ExteriorWeaponentity_Think);
200 exterior.nextthink = time;
202 CSQCMODEL_AUTOINIT(exterior);
207 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
209 entity w_ent = actor.(weaponentity);
212 w_ent.m_weapon = WEP_Null;
213 w_ent.m_switchingweapon = WEP_Null;
214 w_ent.state = WS_CLEAR;
219 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
221 entity w_ent = actor.(weaponentity);
222 if (w_ent) w_ent.state = WS_READY;
223 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
228 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
230 if ((actor.items & IT_UNLIMITED_AMMO)) return true;
232 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
233 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
234 if (ammo) return true;
235 // always keep the Mine Layer if we placed mines, so that we can detonate them
236 if (thiswep == WEP_MINE_LAYER)
238 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
244 if (thiswep == WEP_SHOTGUN)
245 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
247 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
249 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
250 actor.prevdryfire = time;
253 // check if the other firing mode has enough ammo
254 bool ammo_other = false;
255 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
256 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
259 if (time - actor.prevwarntime > 1)
260 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
261 actor.prevwarntime = time;
263 else // this weapon is totally unable to fire, switch to another one
265 W_SwitchToOtherWeapon(actor, weaponentity);
272 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
274 if (actor.weaponentity == NULL) return true;
275 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
277 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
278 // if all players readied up and the countdown is running
279 if (time < game_starttime || time < actor.race_penalty) return false;
281 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
284 // do not even think about shooting if switching
285 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
289 // don't fire if previous attack is not finished
290 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
291 entity this = actor.(weaponentity);
292 // don't fire while changing weapon
293 if (this.state != WS_READY) return false;
298 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
300 entity this = actor.(weaponentity);
301 if (this == NULL) return;
302 this.state = WS_INUSE;
304 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
306 // if the weapon hasn't been firing continuously, reset the timer
309 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
311 ATTACK_FINISHED(actor, weaponentity) = time;
312 // dprint("resetting attack finished to ", ftos(time), "\n");
314 float arate = W_WeaponRateFactor(actor);
315 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
317 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
319 int slot = weaponslot(weaponentity);
320 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
324 .entity wepent = weaponentities[wepslot];
325 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
327 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
328 continue; // still cooling down!
329 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
330 ATTACK_FINISHED(actor, wepent) = time;
331 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
336 this.bulletcounter += 1;
337 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
340 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
342 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
344 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
351 * @param t defer thinking until time + t
352 * @param func next think function
354 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
355 .entity weaponentity, int fire) func)
357 entity this = actor.(weaponentity);
358 if (this == NULL) return;
360 if (fr == WFRAME_DONTCHANGE)
362 // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
363 if (this.wframe == WFRAME_DONTCHANGE)
364 this.wframe = WFRAME_IDLE;
370 restartanim = fr != WFRAME_IDLE;
375 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE)
376 backtrace("Tried to override initial weapon think function - should this really happen?");
378 t *= W_WeaponRateFactor(actor);
380 // VorteX: haste can be added here
381 if (this.weapon_think == w_ready)
383 this.weapon_nextthink = time;
384 // dprint("started firing at ", ftos(time), "\n");
386 float w_frametime_limit = this.weapon_frametime * 1.5;
387 if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
389 this.weapon_nextthink = time;
390 // dprint("reset weapon animation timer at ", ftos(time), "\n");
392 this.weapon_nextthink += t;
393 this.weapon_think = func;
394 // dprint("next ", ftos(this.weapon_nextthink), "\n");
398 FOREACH_CLIENT(true, {
399 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
400 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
404 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
406 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
407 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
408 int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
409 animdecide_setaction(actor, act, restartanim);
411 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
413 actor.anim_upper_action = 0;
417 bool weaponUseForbidden(entity player)
419 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
420 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
424 bool weaponLocked(entity player)
426 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
427 if (player.player_blocked) return true;
428 if (game_stopped) return true;
429 if (STAT(FROZEN, player)) return true;
430 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
434 void W_ResetGunAlign(entity player, int preferred_alignment)
436 if(W_DualWielding(player))
437 preferred_alignment = 3; // right align, the second gun will default to left
439 // clear current weapon slots' alignments so we can redo the calculations!
440 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
442 .entity weaponentity = weaponentities[slot];
443 if (player.(weaponentity))
444 player.(weaponentity).m_gunalign = 0;
447 // now set the new values
448 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
450 .entity weaponentity = weaponentities[slot];
451 if (player.(weaponentity))
452 player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
456 .bool hook_switchweapon;
458 void W_WeaponFrame(Player actor, .entity weaponentity)
461 TC(PlayerState, PS(actor));
462 entity this = actor.(weaponentity);
463 if (frametime) this.weapon_frametime = frametime;
465 if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
467 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
468 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
470 if (weaponUseForbidden(actor))
471 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
473 if (weaponLocked(actor))
475 if (this.state != WS_CLEAR)
477 Weapon wpn = this.m_weapon;
478 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
483 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
485 .entity wepe1 = weaponentities[0];
486 entity wep1 = actor.(wepe1);
487 this.m_switchweapon = wep1.m_switchweapon;
488 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
489 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
491 this.m_weapon = WEP_Null;
492 this.m_switchingweapon = WEP_Null;
493 this.m_switchweapon = WEP_Null;
494 this.state = WS_CLEAR;
495 this.weaponname = "";
496 this.clip_load = this.clip_size = this.old_clip_load = 0;
501 if (this.m_switchweapon == WEP_Null)
503 if (this.state != WS_CLEAR)
504 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
505 this.m_weapon = WEP_Null;
506 this.m_switchingweapon = WEP_Null;
507 this.state = WS_CLEAR;
508 this.weaponname = "";
509 this.clip_load = this.clip_size = this.old_clip_load = 0;
514 MAKE_VECTORS(actor.v_angle, fo, ri, up);
517 if (this.m_weapon != this.m_switchweapon)
522 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
530 Weapon newwep = this.m_switchweapon;
531 this.m_switchingweapon = newwep;
533 // the two weapon entities will notice this has changed and update their models
534 this.m_weapon = newwep;
535 this.weaponname = newwep.mdl;
536 this.bulletcounter = 0;
537 newwep.wr_setup(newwep, actor, weaponentity);
538 this.state = WS_RAISE;
540 // set our clip load to the load of the weapon we switched to, if it's reloadable
541 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
543 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
544 this.clip_size = newwep.reloading_ammo;
548 this.clip_load = this.clip_size = 0;
551 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
556 // in dropping phase we can switch at any time
557 this.m_switchingweapon = this.m_switchweapon;
563 this.m_switchingweapon = this.m_switchweapon;
564 entity oldwep = this.m_weapon;
566 // set up weapon switch think in the future, and start drop anim
567 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
569 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
570 this.state = WS_DROP;
571 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
578 // LordHavoc: network timing test code
579 // if (actor.button0)
580 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
582 Weapon w = this.m_weapon;
584 // call the think code which may fire the weapon
585 // and do so multiple times to resolve framerate dependency issues if the
586 // server framerate is very low and the weapon fire rate very high
587 for (int c = 0; c < W_TICSPERFRAME; ++c)
589 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
591 if (this.m_weapon == this.m_switchweapon)
592 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
600 bool block_weapon = false;
602 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
603 if (weaponUseForbidden(actor))
606 Weapon off = actor.offhand;
607 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
609 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
613 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
614 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
615 actor.hook_switchweapon = key_pressed;
617 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
618 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
628 Weapon e = this.m_weapon;
632 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
636 e.wr_gonethink(e, actor, weaponentity);
640 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
642 if (this.weapon_think)
647 Weapon wpn = this.m_weapon;
648 this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
652 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
658 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
661 flash.angles_z = random() * 360;
663 entity w_ent = actor.(weaponentity);
664 entity exterior = actor.exteriorweaponentity;
666 if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
667 else setattachment(flash, w_ent, "tag_shot");
668 setorigin(flash, offset);
670 entity xflash = spawn();
671 copyentity(flash, xflash);
673 flash.viewmodelforclient = actor;
675 if (w_ent.oldorigin.x > 0)
677 setattachment(xflash, exterior, "");
678 setorigin(xflash, w_ent.oldorigin + offset);
682 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
683 else setattachment(xflash, exterior, "tag_shot");
684 setorigin(xflash, offset);
688 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
690 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
691 if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
693 ammo_use = M_ARGV(2, float);
695 entity w_ent = actor.(weaponentity);
697 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
698 if (wep.reloading_ammo)
700 w_ent.clip_load -= ammo_use;
701 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
703 else if (wep.ammo_type != RES_NONE)
705 float ammo = GetResource(actor, wep.ammo_type);
709 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
710 "Please notify the developers immediately with a copy of this backtrace!\n",
711 ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), actor.netname, ammo));
713 SetResource(actor, wep.ammo_type, ammo - ammo_use);
717 // weapon reloading code
719 .float reload_ammo_amount, reload_ammo_min, reload_time;
720 .float reload_complain;
721 .string reload_sound;
723 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
725 // finish the reloading process, and do the ammo transfer
727 entity w_ent = actor.(weaponentity);
728 Weapon wpn = w_ent.m_weapon;
730 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
732 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
733 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
735 w_ent.clip_load = w_ent.reload_ammo_amount;
739 // make sure we don't add more ammo than we have
740 float ammo = GetResource(actor, wpn.ammo_type);
741 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
742 w_ent.clip_load += load;
743 SetResource(actor, wpn.ammo_type, ammo - load);
745 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
747 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
748 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
749 // so your weapon is disabled for a few seconds without reason
751 // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
753 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
756 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
758 TC(Sound, sent_sound);
759 // set global values to work with
760 entity this = actor.(weaponentity);
761 Weapon e = this.m_weapon;
763 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
765 this.reload_ammo_min = sent_ammo_min;
766 this.reload_ammo_amount = e.reloading_ammo;
767 this.reload_time = e.reloading_time;
768 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
770 // don't reload weapons that don't have the RELOADABLE flag
771 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
774 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
778 // return if reloading is disabled for this weapon
779 if (!this.reload_ammo_amount) return;
781 // our weapon is fully loaded, no need to reload
782 if (this.clip_load >= this.reload_ammo_amount) return;
784 // no ammo, so nothing to load
785 if (e.ammo_type != RES_NONE)
787 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
789 if (!(actor.items & IT_UNLIMITED_AMMO))
791 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
792 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)
793 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
795 play2(actor, SND(UNAVAILABLE));
796 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
797 actor.reload_complain = time + 1;
799 // switch away if the amount of ammo is not enough to keep using this weapon
800 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
802 this.clip_load = -1; // reload later
803 W_SwitchToOtherWeapon(actor, weaponentity);
811 if (this.wframe == WFRAME_RELOAD) return;
813 // allow switching away while reloading, but this will cause a new reload!
814 this.state = WS_READY;
817 // now begin the reloading process
819 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
821 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
822 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
823 // so your weapon is disabled for a few seconds without reason
825 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
827 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
829 if (this.clip_load < 0) this.clip_load = 0;
830 this.old_clip_load = this.clip_load;
831 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
834 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
836 Weapon w = REGISTRY_GET(Weapons, weapon_type);
837 weapon_dropevent_item = weapon_item;
838 w.event(w, player, weaponentity);