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