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