ad479824ec76f654a21877f546b0c273a4fff525
[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
19 .int state;
20
21 .float weapon_frametime;
22
23 float W_WeaponRateFactor(entity this)
24 {
25         float t = 1;
26         if(g_weaponratefactor > 0)
27                 t = 1.0 / g_weaponratefactor;
28
29         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
30         t = M_ARGV(0, float);
31
32         return t;
33 }
34
35 float W_WeaponSpeedFactor(entity this)
36 {
37         float t = 1.0 * g_weaponspeedfactor;
38
39         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
40         t = M_ARGV(0, float);
41
42         return t;
43 }
44
45
46 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
47 {
48         this.viewmodelforclient = this.owner;
49         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
50         return true;
51 }
52
53 vector CL_Weapon_GetShotOrg(int wpn)
54 {
55         entity wi = Weapons_from(wpn);
56         entity e = spawn();
57         CL_WeaponEntity_SetModel(e, wi.mdl, false);
58         vector ret = e.movedir;
59         CL_WeaponEntity_SetModel(e, "", false);
60         delete(e);
61         return ret;
62 }
63
64 ..entity weaponentity_fld;
65 .float m_alpha;
66
67 void CL_Weaponentity_Think(entity this)
68 {
69         this.nextthink = time;
70         if (gameover) this.frame = this.anim_idle.x;
71         .entity weaponentity = this.weaponentity_fld;
72         if (this.owner.(weaponentity) != this)
73         {
74                 // owner has new gun; remove old one
75                 if (this.weaponchild) delete(this.weaponchild);
76                 delete(this);
77                 return;
78         }
79         if (IS_DEAD(this.owner))
80         {
81                 // owner died; disappear
82                 this.model = "";
83                 if (this.weaponchild) this.weaponchild.model = "";
84                 return;
85         }
86         if (this.weaponname != this.owner.weaponname
87             || this.dmg != this.owner.modelindex
88             || this.deadflag != this.owner.deadflag)
89         {
90                 // owner changed weapons; update appearance
91                 this.weaponname = this.owner.weaponname;
92                 this.dmg = this.owner.modelindex;
93                 this.deadflag = this.owner.deadflag;
94
95                 CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
96         }
97
98         this.alpha = -1;  // TODO: don't render this entity at all
99
100         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
101         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
102         else this.m_alpha  = 1;
103
104         if (this.weaponchild)
105         {
106                 this.weaponchild.alpha = this.alpha;
107                 this.weaponchild.effects = this.effects;
108         }
109 }
110
111 void CL_ExteriorWeaponentity_Think(entity this)
112 {
113         this.nextthink = time;
114         if (this.owner.exteriorweaponentity != this)
115         {
116                 delete(this);
117                 return;
118         }
119         if (IS_DEAD(this.owner))
120         {
121                 this.model = "";
122                 return;
123         }
124         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
125             || this.deadflag != this.owner.deadflag)
126         {
127                 this.weaponname = this.owner.weaponname;
128                 this.dmg = this.owner.modelindex;
129                 this.deadflag = this.owner.deadflag;
130                 if (this.owner.weaponname != "")
131                 {
132                         _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
133                         setsize(this, '0 0 0', '0 0 0');
134                 }
135                 else this.model = "";
136
137                 int tag_found;
138                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
139                 {
140                         this.tag_index = tag_found;
141                         this.tag_entity = this.owner;
142                 }
143                 else
144                 {
145                         setattachment(this, this.owner, "bip01 r hand");
146                 }
147         }
148         this.effects = this.owner.effects;
149         this.effects |= EF_LOWPRECISION;
150         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
151         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
152         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
153         else this.alpha = 1;
154
155     Weapon wep = PS(this.owner).m_weapon;
156         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
157         this.colormap = this.owner.colormap;
158
159         CSQCMODEL_AUTOUPDATE(this);
160 }
161
162 // spawning weaponentity for client
163 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
164 {
165         entity view = actor.(weaponentity) = new(weaponentity);
166         view.solid = SOLID_NOT;
167         view.owner = actor;
168         setmodel(view, MDL_Null);  // precision set when changed
169         setorigin(view, '0 0 0');
170         view.weaponentity_fld = weaponentity;
171         setthink(view, CL_Weaponentity_Think);
172         view.nextthink = time;
173         view.viewmodelforclient = actor;
174         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
175
176         if (weaponentity == weaponentities[0])
177         {
178                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
179                 exterior.solid = SOLID_NOT;
180                 exterior.owner = actor;
181                 setorigin(exterior, '0 0 0');
182                 setthink(exterior, CL_ExteriorWeaponentity_Think);
183                 exterior.nextthink = time;
184
185                 CSQCMODEL_AUTOINIT(exterior);
186         }
187 }
188
189 // Weapon subs
190 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
191 {
192         PS(actor).m_weapon = WEP_Null;
193         PS(actor).m_switchingweapon = WEP_Null;
194         entity this = actor.(weaponentity);
195         if (this)
196         {
197                 this.state = WS_CLEAR;
198                 this.effects = 0;
199         }
200 }
201
202 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
203 {
204         entity this = actor.(weaponentity);
205         if (this) this.state = WS_READY;
206         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
207 }
208
209 .float prevdryfire;
210 .float prevwarntime;
211 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
212 {
213         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
214         bool ammo = false;
215         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
216         else ammo = thiswep.wr_checkammo1(thiswep, actor);
217         if (ammo) return true;
218         // always keep the Mine Layer if we placed mines, so that we can detonate them
219         if (thiswep == WEP_MINE_LAYER)
220         {
221                 IL_EACH(g_mines, it.owner == actor,
222                 {
223                         return false;
224                 });
225         }
226
227         if (thiswep == WEP_SHOTGUN)
228                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
229
230         if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
231         {
232                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
233                 actor.prevdryfire = time;
234         }
235
236         // check if the other firing mode has enough ammo
237         bool ammo_other = false;
238         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
239         else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
240         if (ammo_other)
241         {
242                 if (time - actor.prevwarntime > 1)
243                 {
244                         Send_Notification(
245                                 NOTIF_ONE,
246                                 actor,
247                                 MSG_MULTI,
248                                 ITEM_WEAPON_PRIMORSEC,
249                                 thiswep.m_id,
250                                 secondary,
251                                 (1 - secondary)
252                                          );
253                 }
254                 actor.prevwarntime = time;
255         }
256         else  // this weapon is totally unable to fire, switch to another one
257         {
258                 W_SwitchToOtherWeapon(actor);
259         }
260
261         return false;
262 }
263
264 .float race_penalty;
265 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
266 {
267         if (actor.weaponentity == NULL) return true;
268         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
269
270         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
271         // if all players readied up and the countdown is running
272         if (time < game_starttime || time < actor.race_penalty) return false;
273
274         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
275                 return false;
276
277         // do not even think about shooting if switching
278         if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
279
280         if (attacktime >= 0)
281         {
282                 int slot = weaponslot(weaponentity);
283                 // don't fire if previous attack is not finished
284                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
285                 entity this = actor.(weaponentity);
286                 // don't fire while changing weapon
287                 if (this.state != WS_READY) return false;
288         }
289         return true;
290 }
291
292 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
293 {
294         entity this = actor.(weaponentity);
295         if (this == NULL) return;
296         this.state = WS_INUSE;
297
298         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
299
300         // if the weapon hasn't been firing continuously, reset the timer
301         if (attacktime >= 0)
302         {
303                 int slot = weaponslot(weaponentity);
304                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
305                 {
306                         ATTACK_FINISHED(actor, slot) = time;
307                         // dprint("resetting attack finished to ", ftos(time), "\n");
308                 }
309                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
310         }
311         actor.bulletcounter += 1;
312         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
313 }
314
315 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
316 {
317         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
318         {
319                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
320                 return true;
321         }
322         return false;
323 }
324
325 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
326
327 /**
328  * @param t defer thinking until time + t
329  * @param func next think function
330  */
331 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
332         .entity weaponentity, int fire) func)
333 {
334         entity this = actor.(weaponentity);
335         if (this == NULL) return;
336         bool restartanim;
337         if (fr == WFRAME_DONTCHANGE)
338         {
339                 fr = this.wframe;
340                 restartanim = false;
341         }
342         else
343         {
344                 restartanim = fr != WFRAME_IDLE;
345         }
346
347         vector of = v_forward;
348         vector or = v_right;
349         vector ou = v_up;
350
351         vector a = '0 0 0';
352     this.wframe = fr;
353     if (fr == WFRAME_IDLE) a = this.anim_idle;
354     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
355     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
356     else  // if (fr == WFRAME_RELOAD)
357         a = this.anim_reload;
358     a.z *= g_weaponratefactor;
359
360         v_forward = of;
361         v_right = or;
362         v_up = ou;
363
364         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
365                         "Tried to override initial weapon think function - should this really happen?");
366
367         t *= W_WeaponRateFactor(actor);
368
369         // VorteX: haste can be added here
370         if (this.weapon_think == w_ready)
371         {
372                 this.weapon_nextthink = time;
373                 // dprint("started firing at ", ftos(time), "\n");
374         }
375         if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
376             || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
377         {
378                 this.weapon_nextthink = time;
379                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
380         }
381         this.weapon_nextthink += t;
382         if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
383         this.weapon_think = func;
384         // dprint("next ", ftos(this.weapon_nextthink), "\n");
385
386         if (this)
387         {
388                 FOREACH_CLIENT(true, LAMBDA(
389                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
390                                 wframe_send(it, this, a, restartanim);
391                 ));
392         }
393
394         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
395         {
396                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
397                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
398                 int act = (primary_melee || secondary_melee)
399                         ? ANIMACTION_MELEE
400                         : ANIMACTION_SHOOT
401                         ;
402                 animdecide_setaction(actor, act, restartanim);
403         }
404         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
405         {
406                 actor.anim_upper_action = 0;
407         }
408 }
409
410 bool forbidWeaponUse(entity player)
411 {
412         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
413         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
414         if (player.player_blocked) return true;
415         if (gameover) return true;
416         if (STAT(FROZEN, player)) return true;
417         if (player.weapon_blocked) return true;
418         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
419         return false;
420 }
421
422 .bool hook_switchweapon;
423
424 void W_WeaponFrame(Player actor, .entity weaponentity)
425 {
426     TC(Player, actor);
427     TC(PlayerState, PS(actor));
428         entity this = actor.(weaponentity);
429         if (frametime) actor.weapon_frametime = frametime;
430
431         if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
432
433
434         if (forbidWeaponUse(actor))
435         {
436                 if (actor.(weaponentity).state != WS_CLEAR)
437                 {
438                         Weapon wpn = PS(actor).m_weapon;
439                         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
440                         return;
441                 }
442         }
443
444         if (PS(actor).m_switchweapon == WEP_Null)
445         {
446                 PS(actor).m_weapon = WEP_Null;
447                 PS(actor).m_switchingweapon = WEP_Null;
448                 this.state = WS_CLEAR;
449                 actor.weaponname = "";
450                 return;
451         }
452
453         makevectors(actor.v_angle);
454         vector fo = v_forward;  // save them in case the weapon think functions change it
455         vector ri = v_right;
456         vector up = v_up;
457
458         // Change weapon
459         if (PS(actor).m_weapon != PS(actor).m_switchweapon)
460         {
461                 switch (this.state)
462                 {
463                         default:
464                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
465                                 break;
466                         case WS_INUSE:
467                         case WS_RAISE:
468                                 break;
469                         case WS_CLEAR:
470                         {
471                                 // end switching!
472                                 Weapon newwep = PS(actor).m_switchweapon;
473                                 PS(actor).m_switchingweapon = newwep;
474
475                                 // the two weapon entities will notice this has changed and update their models
476                                 PS(actor).m_weapon = newwep;
477                                 actor.weaponname = newwep.mdl;
478                                 actor.bulletcounter = 0;
479                                 actor.ammo_field = newwep.ammo_field;
480                                 newwep.wr_setup(newwep, actor);
481                                 this.state = WS_RAISE;
482
483                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
484                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
485                                 {
486                                         actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
487                                         actor.clip_size = newwep.reloading_ammo;
488                                 }
489                                 else
490                                 {
491                                         actor.clip_load = actor.clip_size = 0;
492                                 }
493
494                                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
495                                 break;
496                         }
497                         case WS_DROP:
498                         {
499                                 // in dropping phase we can switch at any time
500                                 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
501                                 break;
502                         }
503                         case WS_READY:
504                         {
505                                 // start switching!
506                                 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
507                                 entity oldwep = PS(actor).m_weapon;
508
509                                 // set up weapon switch think in the future, and start drop anim
510                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
511                                 {
512                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
513                                         this.state = WS_DROP;
514                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
515                                 }
516                                 break;
517                         }
518                 }
519         }
520
521         // LordHavoc: network timing test code
522         // if (actor.button0)
523         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
524
525         Weapon w = PS(actor).m_weapon;
526
527         // call the think code which may fire the weapon
528         // and do so multiple times to resolve framerate dependency issues if the
529         // server framerate is very low and the weapon fire rate very high
530         for (int c = 0; c < W_TICSPERFRAME; ++c)
531         {
532                 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
533                 {
534                         if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
535                         w = WEP_Null;
536                 }
537
538                 v_forward = fo;
539                 v_right = ri;
540                 v_up = up;
541
542                 bool block_weapon = false;
543                 {
544                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
545                         Weapon off = actor.offhand;
546                         if (off && !(actor.weapons & WEPSET(HOOK)))
547                         {
548                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
549                         }
550                         else
551                         {
552                                 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
553                                         W_SwitchWeapon(actor, WEP_HOOK);
554                                 actor.hook_switchweapon = key_pressed;
555                                 Weapon h = WEP_HOOK;
556                                 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
557                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
558                         }
559                 }
560
561                 v_forward = fo;
562                 v_right = ri;
563                 v_up = up;
564
565                 if (!block_weapon)
566                 {
567             Weapon e = PS(actor).m_weapon;
568             TC(Weapon, e);
569                         if (w != WEP_Null)
570                         {
571                                 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
572                         }
573                         else if (e)
574                         {
575                                 e.wr_gonethink(e, actor, weaponentity);
576                         }
577                 }
578
579                 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
580                 {
581                         if (this.weapon_think)
582                         {
583                                 v_forward = fo;
584                                 v_right = ri;
585                                 v_up = up;
586                                 Weapon wpn = PS(actor).m_weapon;
587                                 this.weapon_think(wpn, actor, weaponentity,
588                                         PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
589                         }
590                         else
591                         {
592                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
593                         }
594                 }
595         }
596 }
597
598 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
599 {
600         flash.owner = actor;
601         flash.angles_z = random() * 360;
602
603         entity view = actor.(weaponentity);
604         entity exterior = actor.exteriorweaponentity;
605
606         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
607         else setattachment(flash, view, "tag_shot");
608         setorigin(flash, offset);
609
610         entity xflash = spawn();
611         copyentity(flash, xflash);
612
613         flash.viewmodelforclient = actor;
614
615         if (view.oldorigin.x > 0)
616         {
617                 setattachment(xflash, exterior, "");
618                 setorigin(xflash, view.oldorigin + offset);
619         }
620         else
621         {
622                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
623                 else setattachment(xflash, exterior, "tag_shot");
624                 setorigin(xflash, offset);
625         }
626 }
627
628 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
629 {
630         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
631
632         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
633
634         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
635         if (wep.reloading_ammo)
636         {
637                 actor.clip_load -= ammo_use;
638                 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
639         }
640         else if (wep.ammo_field != ammo_none)
641         {
642                 actor.(wep.ammo_field) -= ammo_use;
643                 if (actor.(wep.ammo_field) < 0)
644                 {
645                         backtrace(sprintf(
646                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
647                                 "Please notify Samual immediately with a copy of this backtrace!\n",
648                                 ammo_use,
649                                 wep.netname,
650                                 GetAmmoPicture(wep.ammo_field),
651                                 actor.netname,
652                                 actor.(wep.ammo_field)
653                                              ));
654                 }
655         }
656 }
657
658 // weapon reloading code
659
660 .float reload_ammo_amount, reload_ammo_min, reload_time;
661 .float reload_complain;
662 .string reload_sound;
663
664 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
665 {
666         // finish the reloading process, and do the ammo transfer
667
668         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
669
670         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
671         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
672         {
673                 actor.clip_load = actor.reload_ammo_amount;
674         }
675         else
676         {
677                 // make sure we don't add more ammo than we have
678                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
679                 actor.clip_load += load;
680                 actor.(actor.ammo_field) -= load;
681         }
682         actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
683
684         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
685         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
686         // so your weapon is disabled for a few seconds without reason
687
688         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
689
690         Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
691         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
692 }
693
694 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
695 {
696     TC(Sound, sent_sound);
697         // set global values to work with
698         Weapon e = PS(actor).m_weapon;
699
700         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
701
702         actor.reload_ammo_min = sent_ammo_min;
703         actor.reload_ammo_amount = e.reloading_ammo;
704         actor.reload_time = e.reloading_time;
705         if (actor.reload_sound) strunzone(actor.reload_sound);
706         actor.reload_sound = strzone(Sound_fixpath(sent_sound));
707
708         // don't reload weapons that don't have the RELOADABLE flag
709         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
710         {
711                 LOG_TRACE(
712                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
713                 return;
714         }
715
716         // return if reloading is disabled for this weapon
717         if (!actor.reload_ammo_amount) return;
718
719         // our weapon is fully loaded, no need to reload
720         if (actor.clip_load >= actor.reload_ammo_amount) return;
721
722         // no ammo, so nothing to load
723         if (actor.ammo_field != ammo_none)
724         {
725                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
726                 {
727                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
728                         {
729                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
730                                 {
731                                         play2(actor, SND(UNAVAILABLE));
732                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
733                                         actor.reload_complain = time + 1;
734                                 }
735                                 // switch away if the amount of ammo is not enough to keep using this weapon
736                                 Weapon w = PS(actor).m_weapon;
737                                 if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
738                                 {
739                                         actor.clip_load = -1;  // reload later
740                                         W_SwitchToOtherWeapon(actor);
741                                 }
742                                 return;
743                         }
744                 }
745         }
746
747         entity this = actor.(weaponentity);
748         if (this)
749         {
750                 if (this.wframe == WFRAME_RELOAD) return;
751
752                 // allow switching away while reloading, but this will cause a new reload!
753                 this.state = WS_READY;
754         }
755
756         // now begin the reloading process
757
758         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
759
760         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
761         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
762         // so your weapon is disabled for a few seconds without reason
763
764         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
765
766         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
767
768         if (actor.clip_load < 0) actor.clip_load = 0;
769         actor.old_clip_load = actor.clip_load;
770         actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
771 }
772
773 void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
774 {
775         Weapon w = Weapons_from(weapon_type);
776         weapon_dropevent_item = weapon_item;
777         w.event(w, player);
778 }