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Set nodrawtoclient on the server-side view model (doesn't need to render)
[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 <server/mutators/_mod.qh>
7 #include "../round_handler.qh"
8 #include <server/cheats.qh>
9 #include <server/resources.qh>
10 #include <common/t_items.qh>
11 #include <common/animdecide.qh>
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/monsters/_mod.qh>
15 #include <common/notifications/all.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/state.qh>
19 #include <lib/csqcmodel/sv_model.qh>
20 #include <common/wepent.qh>
21
22 .int state;
23
24 .float weapon_frametime;
25
26 float W_WeaponRateFactor(entity this)
27 {
28         float t = 1;
29         if(g_weaponratefactor > 0)
30                 t = 1.0 / g_weaponratefactor;
31
32         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
33         t = M_ARGV(0, float);
34
35         return t;
36 }
37
38 float W_WeaponSpeedFactor(entity this)
39 {
40         float t = 1.0 * g_weaponspeedfactor;
41
42         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
43         t = M_ARGV(0, float);
44
45         return t;
46 }
47
48
49 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
50 {
51         this.viewmodelforclient = this.owner;
52         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
53         return true;
54 }
55
56 vector CL_Weapon_GetShotOrg(int wpn)
57 {
58         entity wi = Weapons_from(wpn);
59         entity e = spawn();
60         CL_WeaponEntity_SetModel(e, wi.mdl, false);
61         vector ret = e.movedir;
62         CL_WeaponEntity_SetModel(e, "", false);
63         delete(e);
64         return ret;
65 }
66
67 .float m_alpha;
68 .string w_weaponname;
69 .int w_dmg;
70 .int w_deadflag;
71
72 void CL_Weaponentity_Think(entity this)
73 {
74         this.nextthink = time;
75         if (game_stopped) this.frame = this.anim_idle.x;
76         .entity weaponentity = this.weaponentity_fld;
77         if (this.owner.(weaponentity) != this)
78         {
79                 // owner has new gun; remove old one
80                 if (this.weaponchild) delete(this.weaponchild);
81                 if (this.hook) delete(this.hook);
82                 delete(this);
83                 return;
84         }
85         if (IS_DEAD(this.owner))
86         {
87                 // owner died; disappear
88                 this.model = "";
89                 if (this.weaponchild) this.weaponchild.model = "";
90                 return;
91         }
92         if (this.w_weaponname != this.weaponname
93             || this.w_dmg != this.modelindex
94             || this.w_deadflag != this.deadflag)
95         {
96                 // owner changed weapons; update appearance
97                 this.w_weaponname = this.weaponname;
98                 this.w_dmg = this.modelindex;
99                 this.w_deadflag = this.deadflag;
100
101                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
102         }
103
104         this.alpha = -1;  // TODO: don't render this entity at all
105
106         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
107         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
108         else this.m_alpha  = 1;
109
110         if (this.weaponchild)
111         {
112                 this.weaponchild.alpha = this.alpha;
113                 this.weaponchild.effects = this.effects;
114         }
115 }
116
117 void CL_ExteriorWeaponentity_Think(entity this)
118 {
119         this.nextthink = time;
120         .entity weaponentity = this.weaponentity_fld;
121         entity w_ent = this.owner.(weaponentity);
122         if (this.owner.exteriorweaponentity != this)
123         {
124                 delete(this);
125                 return;
126         }
127         if (IS_DEAD(this.owner))
128         {
129                 this.model = "";
130                 return;
131         }
132         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
133             || this.deadflag != w_ent.deadflag)
134         {
135                 this.weaponname = w_ent.weaponname;
136                 this.dmg = w_ent.modelindex;
137                 this.deadflag = w_ent.deadflag;
138                 if (w_ent.weaponname != "")
139                 {
140                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
141                         setsize(this, '0 0 0', '0 0 0');
142                 }
143                 else this.model = "";
144
145                 int tag_found;
146                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
147                 {
148                         this.tag_index = tag_found;
149                         this.tag_entity = this.owner;
150                 }
151                 else
152                 {
153                         setattachment(this, this.owner, "bip01 r hand");
154                 }
155         }
156         this.effects = this.owner.effects;
157         this.effects |= EF_LOWPRECISION;
158         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
159         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
160         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
161         else this.alpha = 1;
162
163     Weapon wep = this.owner.(weaponentity).m_weapon;
164         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
165         this.colormap = this.owner.colormap;
166
167         CSQCMODEL_AUTOUPDATE(this);
168 }
169
170 // spawning weaponentity for client
171 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
172 {
173         entity view = actor.(weaponentity) = new(weaponentity);
174         view.solid = SOLID_NOT;
175         view.owner = actor;
176         setmodel(view, MDL_Null);  // precision set when changed
177         setorigin(view, '0 0 0');
178         view.weaponentity_fld = weaponentity;
179         setthink(view, CL_Weaponentity_Think);
180         view.nextthink = time;
181         view.viewmodelforclient = actor;
182         view.nodrawtoclient = actor;
183         view.draggable = drag_undraggable;
184         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
185
186         wepent_link(view);
187
188         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
189         {
190                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
191                 exterior.solid = SOLID_NOT;
192                 exterior.owner = actor;
193                 exterior.draggable = drag_undraggable;
194                 exterior.weaponentity_fld = weaponentity;
195                 setorigin(exterior, '0 0 0');
196                 setthink(exterior, CL_ExteriorWeaponentity_Think);
197                 exterior.nextthink = time;
198
199                 CSQCMODEL_AUTOINIT(exterior);
200         }
201 }
202
203 // Weapon subs
204 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
205 {
206         actor.(weaponentity).m_weapon = WEP_Null;
207         actor.(weaponentity).m_switchingweapon = WEP_Null;
208         entity this = actor.(weaponentity);
209         if (this)
210         {
211                 this.state = WS_CLEAR;
212                 this.effects = 0;
213         }
214 }
215
216 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
217 {
218         entity this = actor.(weaponentity);
219         if (this) this.state = WS_READY;
220         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
221 }
222
223 .float prevdryfire;
224 .float prevwarntime;
225 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
226 {
227         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
228         bool ammo = false;
229         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
230         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
231         if (ammo) return true;
232         // always keep the Mine Layer if we placed mines, so that we can detonate them
233         if (thiswep == WEP_MINE_LAYER)
234         {
235                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
236                 {
237                         return false;
238                 });
239         }
240
241         if (thiswep == WEP_SHOTGUN)
242                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
243
244         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
245         {
246                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
247                 actor.prevdryfire = time;
248         }
249
250         // check if the other firing mode has enough ammo
251         bool ammo_other = false;
252         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
253         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
254         if (ammo_other)
255         {
256                 if (time - actor.prevwarntime > 1)
257                 {
258                         Send_Notification(
259                                 NOTIF_ONE,
260                                 actor,
261                                 MSG_MULTI,
262                                 ITEM_WEAPON_PRIMORSEC,
263                                 thiswep.m_id,
264                                 secondary,
265                                 (1 - secondary)
266                                          );
267                 }
268                 actor.prevwarntime = time;
269         }
270         else  // this weapon is totally unable to fire, switch to another one
271         {
272                 W_SwitchToOtherWeapon(actor, weaponentity);
273         }
274
275         return false;
276 }
277
278 .float race_penalty;
279 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
280 {
281         if (actor.weaponentity == NULL) return true;
282         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
283
284         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
285         // if all players readied up and the countdown is running
286         if (time < game_starttime || time < actor.race_penalty) return false;
287
288         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
289                 return false;
290
291         // do not even think about shooting if switching
292         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
293
294         if (attacktime >= 0)
295         {
296                 int slot = weaponslot(weaponentity);
297                 // don't fire if previous attack is not finished
298                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
299                 entity this = actor.(weaponentity);
300                 // don't fire while changing weapon
301                 if (this.state != WS_READY) return false;
302         }
303         return true;
304 }
305
306 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
307 {
308         entity this = actor.(weaponentity);
309         if (this == NULL) return;
310         this.state = WS_INUSE;
311
312         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
313
314         // if the weapon hasn't been firing continuously, reset the timer
315         if (attacktime >= 0)
316         {
317                 int slot = weaponslot(weaponentity);
318                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
319                 {
320                         ATTACK_FINISHED(actor, slot) = time;
321                         // dprint("resetting attack finished to ", ftos(time), "\n");
322                 }
323                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
324         }
325         this.bulletcounter += 1;
326         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
327 }
328
329 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
330 {
331         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
332         {
333                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
334                 return true;
335         }
336         return false;
337 }
338
339 /**
340  * @param t defer thinking until time + t
341  * @param func next think function
342  */
343 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
344         .entity weaponentity, int fire) func)
345 {
346         entity this = actor.(weaponentity);
347         if (this == NULL) return;
348         bool restartanim;
349         if (fr == WFRAME_DONTCHANGE)
350         {
351                 fr = this.wframe;
352                 restartanim = false;
353         }
354         else
355         {
356                 restartanim = fr != WFRAME_IDLE;
357         }
358
359         vector of = v_forward;
360         vector or = v_right;
361         vector ou = v_up;
362
363         vector a = '0 0 0';
364     this.wframe = fr;
365     if (fr == WFRAME_IDLE) a = this.anim_idle;
366     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
367     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
368     else  // if (fr == WFRAME_RELOAD)
369         a = this.anim_reload;
370     a.z *= g_weaponratefactor;
371
372         v_forward = of;
373         v_right = or;
374         v_up = ou;
375
376         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
377                         "Tried to override initial weapon think function - should this really happen?");
378
379         t *= W_WeaponRateFactor(actor);
380
381         // VorteX: haste can be added here
382         if (this.weapon_think == w_ready)
383         {
384                 this.weapon_nextthink = time;
385                 // dprint("started firing at ", ftos(time), "\n");
386         }
387         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
388             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
389         {
390                 this.weapon_nextthink = time;
391                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
392         }
393         this.weapon_nextthink += t;
394         this.weapon_think = func;
395         // dprint("next ", ftos(this.weapon_nextthink), "\n");
396
397         if (this)
398         {
399                 FOREACH_CLIENT(true, {
400                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
401                                 wframe_send(it, this, a, restartanim);
402                 });
403         }
404
405         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
406         {
407                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
408                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
409                 int act = (primary_melee || secondary_melee)
410                         ? ANIMACTION_MELEE
411                         : ANIMACTION_SHOOT
412                         ;
413                 animdecide_setaction(actor, act, restartanim);
414         }
415         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
416         {
417                 actor.anim_upper_action = 0;
418         }
419 }
420
421 bool forbidWeaponUse(entity player)
422 {
423         if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
424         if (player.player_blocked) return true;
425         if (game_stopped) return true;
426         if (STAT(FROZEN, player)) return true;
427         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
428         return false;
429 }
430
431 .bool hook_switchweapon;
432
433 void W_WeaponFrame(Player actor, .entity weaponentity)
434 {
435         TC(Player, actor);
436         TC(PlayerState, PS(actor));
437         entity this = actor.(weaponentity);
438         if (frametime) this.weapon_frametime = frametime;
439
440         if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
441
442         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
443         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
444
445         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
446                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
447
448         if (forbidWeaponUse(actor))
449         {
450                 if (this.state != WS_CLEAR)
451                 {
452                         Weapon wpn = this.m_weapon;
453                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
454                         return;
455                 }
456         }
457
458         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
459         {
460                 .entity wepe1 = weaponentities[0];
461                 entity wep1 = actor.(wepe1);
462                 this.m_switchweapon = wep1.m_switchweapon;
463                 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
464                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
465                 {
466                         this.m_weapon = WEP_Null;
467                         this.m_switchingweapon = WEP_Null;
468                         this.m_switchweapon = WEP_Null;
469                         this.state = WS_CLEAR;
470                         this.weaponname = "";
471                         return;
472                 }
473         }
474
475         if (this.m_switchweapon == WEP_Null)
476         {
477                 if (this.state != WS_CLEAR)
478                         w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
479                 this.m_weapon = WEP_Null;
480                 this.m_switchingweapon = WEP_Null;
481                 this.state = WS_CLEAR;
482                 this.weaponname = "";
483                 return;
484         }
485
486         makevectors(actor.v_angle);
487         vector fo = v_forward;  // save them in case the weapon think functions change it
488         vector ri = v_right;
489         vector up = v_up;
490
491         // Change weapon
492         if (this.m_weapon != this.m_switchweapon)
493         {
494                 switch (this.state)
495                 {
496                         default:
497                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
498                                 break;
499                         case WS_INUSE:
500                         case WS_RAISE:
501                                 break;
502                         case WS_CLEAR:
503                         {
504                                 // end switching!
505                                 Weapon newwep = this.m_switchweapon;
506                                 this.m_switchingweapon = newwep;
507
508                                 // the two weapon entities will notice this has changed and update their models
509                                 this.m_weapon = newwep;
510                                 this.weaponname = newwep.mdl;
511                                 this.bulletcounter = 0;
512                                 newwep.wr_setup(newwep, actor, weaponentity);
513                                 this.state = WS_RAISE;
514
515                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
516                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
517                                 {
518                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
519                                         this.clip_size = newwep.reloading_ammo;
520                                 }
521                                 else
522                                 {
523                                         this.clip_load = this.clip_size = 0;
524                                 }
525
526                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
527                                 break;
528                         }
529                         case WS_DROP:
530                         {
531                                 // in dropping phase we can switch at any time
532                                 this.m_switchingweapon = this.m_switchweapon;
533                                 break;
534                         }
535                         case WS_READY:
536                         {
537                                 // start switching!
538                                 this.m_switchingweapon = this.m_switchweapon;
539                                 entity oldwep = this.m_weapon;
540
541                                 // set up weapon switch think in the future, and start drop anim
542                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
543                                 {
544                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
545                                         this.state = WS_DROP;
546                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
547                                 }
548                                 break;
549                         }
550                 }
551         }
552
553         // LordHavoc: network timing test code
554         // if (actor.button0)
555         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
556
557         Weapon w = this.m_weapon;
558
559         // call the think code which may fire the weapon
560         // and do so multiple times to resolve framerate dependency issues if the
561         // server framerate is very low and the weapon fire rate very high
562         for (int c = 0; c < W_TICSPERFRAME; ++c)
563         {
564                 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
565                 {
566                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
567                         w = WEP_Null;
568                 }
569
570                 v_forward = fo;
571                 v_right = ri;
572                 v_up = up;
573
574                 bool block_weapon = false;
575                 {
576                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
577                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
578                                 key_pressed = false;
579
580                         Weapon off = actor.offhand;
581                         if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
582                         {
583                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
584                         }
585                         else
586                         {
587                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
588                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
589                                 actor.hook_switchweapon = key_pressed;
590                                 Weapon h = WEP_HOOK;
591                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
592                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
593                         }
594                 }
595
596                 v_forward = fo;
597                 v_right = ri;
598                 v_up = up;
599
600                 if (!block_weapon)
601                 {
602                         Weapon e = this.m_weapon;
603                         TC(Weapon, e);
604                         if (w != WEP_Null)
605                         {
606                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
607                         }
608                         else if (e)
609                         {
610                                 e.wr_gonethink(e, actor, weaponentity);
611                         }
612                 }
613
614                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
615                 {
616                         if (this.weapon_think)
617                         {
618                                 v_forward = fo;
619                                 v_right = ri;
620                                 v_up = up;
621                                 Weapon wpn = this.m_weapon;
622                                 this.weapon_think(wpn, actor, weaponentity,
623                                         button_atck | (button_atck2 << 1));
624                         }
625                         else
626                         {
627                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
628                         }
629                 }
630         }
631 }
632
633 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
634 {
635         flash.owner = actor;
636         flash.angles_z = random() * 360;
637
638         entity view = actor.(weaponentity);
639         entity exterior = actor.exteriorweaponentity;
640
641         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
642         else setattachment(flash, view, "tag_shot");
643         setorigin(flash, offset);
644
645         entity xflash = spawn();
646         copyentity(flash, xflash);
647
648         flash.viewmodelforclient = actor;
649
650         if (view.oldorigin.x > 0)
651         {
652                 setattachment(xflash, exterior, "");
653                 setorigin(xflash, view.oldorigin + offset);
654         }
655         else
656         {
657                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
658                 else setattachment(xflash, exterior, "tag_shot");
659                 setorigin(xflash, offset);
660         }
661 }
662
663 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
664 {
665         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
666         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
667
668         ammo_use = M_ARGV(2, float);
669
670         entity w_ent = actor.(weaponentity);
671
672         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
673         if (wep.reloading_ammo)
674         {
675                 w_ent.clip_load -= ammo_use;
676                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
677         }
678         else if (wep.ammo_type != RESOURCE_NONE)
679         {
680                 float ammo = GetResourceAmount(actor, wep.ammo_type);
681                 if (ammo < ammo_use)
682                 {
683                         backtrace(sprintf(
684                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
685                                 "Please notify Samual immediately with a copy of this backtrace!\n",
686                                 ammo_use,
687                                 wep.netname,
688                                 GetAmmoPicture(wep.ammo_type),
689                                 actor.netname,
690                                 ammo
691                                              ));
692                 }
693                 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
694         }
695 }
696
697 // weapon reloading code
698
699 .float reload_ammo_amount, reload_ammo_min, reload_time;
700 .float reload_complain;
701 .string reload_sound;
702
703 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
704 {
705         // finish the reloading process, and do the ammo transfer
706
707         entity w_ent = actor.(weaponentity);
708         Weapon wpn = w_ent.m_weapon;
709
710         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
711
712         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
713         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
714         {
715                 w_ent.clip_load = w_ent.reload_ammo_amount;
716         }
717         else
718         {
719                 // make sure we don't add more ammo than we have
720                 float ammo = GetResourceAmount(actor, wpn.ammo_type);
721                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
722                 w_ent.clip_load += load;
723                 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
724         }
725         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
726
727         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
728         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
729         // so your weapon is disabled for a few seconds without reason
730
731         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
732
733         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
734 }
735
736 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
737 {
738         TC(Sound, sent_sound);
739         // set global values to work with
740         entity this = actor.(weaponentity);
741         Weapon e = this.m_weapon;
742
743         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
744
745         this.reload_ammo_min = sent_ammo_min;
746         this.reload_ammo_amount = e.reloading_ammo;
747         this.reload_time = e.reloading_time;
748         strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
749
750         // don't reload weapons that don't have the RELOADABLE flag
751         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
752         {
753                 LOG_TRACE(
754                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
755                 return;
756         }
757
758         // return if reloading is disabled for this weapon
759         if (!this.reload_ammo_amount) return;
760
761         // our weapon is fully loaded, no need to reload
762         if (this.clip_load >= this.reload_ammo_amount) return;
763
764         // no ammo, so nothing to load
765         if (e.ammo_type != RESOURCE_NONE)
766         {
767                 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
768                 {
769                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
770                         {
771                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
772                                 {
773                                         play2(actor, SND(UNAVAILABLE));
774                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
775                                         actor.reload_complain = time + 1;
776                                 }
777                                 // switch away if the amount of ammo is not enough to keep using this weapon
778                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
779                                 {
780                                         this.clip_load = -1;  // reload later
781                                         W_SwitchToOtherWeapon(actor, weaponentity);
782                                 }
783                                 return;
784                         }
785                 }
786         }
787
788         if (this)
789         {
790                 if (this.wframe == WFRAME_RELOAD) return;
791
792                 // allow switching away while reloading, but this will cause a new reload!
793                 this.state = WS_READY;
794         }
795
796         // now begin the reloading process
797
798         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
799
800         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
801         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
802         // so your weapon is disabled for a few seconds without reason
803
804         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
805
806         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
807
808         if (this.clip_load < 0) this.clip_load = 0;
809         this.old_clip_load = this.clip_load;
810         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
811 }
812
813 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
814 {
815         Weapon w = Weapons_from(weapon_type);
816         weapon_dropevent_item = weapon_item;
817         w.event(w, player, weaponentity);
818 }