void W_TriggerReload() { weapon_action(self.weapon, WR_RELOAD); } // switch between weapons void W_SwitchWeapon(float imp) { if (self.switchweapon != imp) { if (client_hasweapon(self, imp, TRUE, TRUE)) W_SwitchWeapon_Force(self, imp); else self.selectweapon = imp; // update selectweapon ANYWAY } else { W_TriggerReload(); } } .float weaponcomplainindex; float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) { // We cannot tokenize in this function, as GiveItems calls this // function. Thus we must use car/cdr. float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c; string rest; switchtonext = switchtolast = 0; first_valid = prev_valid = 0; float weaponcur; if(skipmissing || pl.selectweapon == 0) weaponcur = pl.switchweapon; else weaponcur = pl.selectweapon; if(dir == 0) switchtonext = 1; c = 0; rest = weaponorder; while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); if(imp >= 0) if((get_weaponinfo(weaponwant)).impulse != imp) continue; ++c; if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE)) { if(switchtonext) return weaponwant; if(!first_valid) first_valid = weaponwant; if(weaponwant == weaponcur) { if(dir >= 0) switchtonext = 1; else if(prev_valid) return prev_valid; else switchtolast = 1; } prev_valid = weaponwant; } } if(first_valid) { if(switchtolast) return prev_valid; else return first_valid; } // complain (but only for one weapon on the button that has been pressed) if(complain) { self.weaponcomplainindex += 1; c = mod(self.weaponcomplainindex, c) + 1; rest = weaponorder; while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); if(imp >= 0) if((get_weaponinfo(weaponwant)).impulse != imp) continue; --c; if(c == 0) { client_hasweapon(pl, weaponwant, TRUE, TRUE); break; } } } return 0; } void W_CycleWeapon(string weaponorder, float dir) { float w; w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE); if(w > 0) W_SwitchWeapon(w); } void W_NextWeaponOnImpulse(float imp) { float w; w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); if(w > 0) W_SwitchWeapon(w); } // next weapon void W_NextWeapon(float list) { if(list == 0) W_CycleWeapon(weaponorder_byid, -1); else if(list == 1) W_CycleWeapon(self.weaponorder_byimpulse, -1); else if(list == 2) W_CycleWeapon(self.cvar_cl_weaponpriority, -1); } // prev weapon void W_PreviousWeapon(float list) { if(list == 0) W_CycleWeapon(weaponorder_byid, +1); else if(list == 1) W_CycleWeapon(self.weaponorder_byimpulse, +1); else if(list == 2) W_CycleWeapon(self.cvar_cl_weaponpriority, +1); } // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon() { if(client_hasweapon(self, self.cnt, TRUE, FALSE)) W_SwitchWeapon(self.cnt); else W_SwitchToOtherWeapon(self); } float w_getbestweapon(entity e) { return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE); } // generic weapons table // TODO should they be macros instead? float weapon_action(float wpn, float wrequest) { return (get_weaponinfo(wpn)).weapon_func(wrequest); } string W_Name(float weaponid) { return (get_weaponinfo(weaponid)).message; } float W_WeaponBit(float wpn) { return (get_weaponinfo(wpn)).weapons; } float W_AmmoItemCode(float wpn) { return (get_weaponinfo(wpn)).items & IT_AMMO; } .float savenextthink; void thrown_wep_think() { self.owner = world; float timeleft = self.savenextthink - time; if(timeleft > 1) SUB_SetFade(self, self.savenextthink - 1, 1); else if(timeleft > 0) SUB_SetFade(self, time, timeleft); else SUB_VanishOrRemove(self); } void thrown_wep_ode_think() { self.nextthink = time; self.alpha = self.owner.alpha; // apply fading of the original weapon if(!self.owner.modelindex) remove(self); // the real weapon is gone, remove this } // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo) { entity oldself, wep; float wa, thisammo, i, j; string s; var .float ammofield; wep = spawn(); setorigin(wep, org); wep.classname = "droppedweapon"; wep.velocity = velo; wep.owner = wep.enemy = own; wep.flags |= FL_TOSSED; wep.colormap = own.colormap; if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS) { if(own.items & IT_UNLIMITED_SUPERWEAPONS) { wep.superweapons_finished = time + autocvar_g_balance_superweapons_time; } else { float superweapons = 1; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i)) ++superweapons; if(superweapons <= 1) { wep.superweapons_finished = own.superweapons_finished; own.superweapons_finished = 0; } else { float timeleft = own.superweapons_finished - time; float weptimeleft = timeleft / superweapons; wep.superweapons_finished = time + weptimeleft; own.superweapons_finished -= weptimeleft; } } } wa = W_AmmoItemCode(wpn); if(wa == 0) { oldself = self; self = wep; weapon_defaultspawnfunc(wpn); self = oldself; if(startitem_failed) return string_null; wep.glowmod = own.weaponentity_glowmod; wep.think = thrown_wep_think; wep.savenextthink = wep.nextthink; wep.nextthink = min(wep.nextthink, time + 0.5); wep.pickup_anyway = TRUE; // these are ALWAYS pickable return ""; } else { s = ""; oldself = self; self = wep; weapon_defaultspawnfunc(wpn); self = oldself; if(startitem_failed) return string_null; if(doreduce && g_weapon_stay == 2) { for(i = 0, j = 1; i < 24; ++i, j *= 2) { if(wa & j) { ammofield = Item_CounterField(j); // if our weapon is loaded, give its load back to the player if(self.(weapon_load[self.weapon]) > 0) { own.ammofield += self.(weapon_load[self.weapon]); self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading } wep.ammofield = 0; } } } else if(doreduce) { for(i = 0, j = 1; i < 24; ++i, j *= 2) { if(wa & j) { ammofield = Item_CounterField(j); // if our weapon is loaded, give its load back to the player if(self.(weapon_load[self.weapon]) > 0) { own.ammofield += self.(weapon_load[self.weapon]); self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading } thisammo = min(own.ammofield, wep.ammofield); wep.ammofield = thisammo; own.ammofield -= thisammo; s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); } } s = substring(s, 5, -1); } wep.glowmod = own.weaponentity_glowmod; wep.think = thrown_wep_think; wep.savenextthink = wep.nextthink; wep.nextthink = min(wep.nextthink, time + 0.5); wep.pickup_anyway = TRUE; // these are ALWAYS pickable // make the dropped weapon physical if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon) { entity wep2; wep2 = spawn(); setorigin(wep2, wep.origin); setmodel(wep2, wep.model); wep2.angles = wep.angles; wep2.velocity = velo; wep2.avelocity_x = random() * autocvar_sv_physics_ode_droppedweapon_avelocity; wep2.avelocity_y = random() * autocvar_sv_physics_ode_droppedweapon_avelocity; wep2.avelocity_z = random() * autocvar_sv_physics_ode_droppedweapon_avelocity; wep2.classname = "droppedweapon2"; wep2.owner = wep; wep2.solid = SOLID_BBOX; wep2.movetype = MOVETYPE_PHYSICS; wep2.takedamage = DAMAGE_AIM; wep2.colormap = wep.colormap; wep2.glowmod = wep.glowmod; wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale; wep2.think = thrown_wep_ode_think; wep2.nextthink = time; wep.model = "null"; // don't use setmodel, we want to keep the size wep.movetype = MOVETYPE_FOLLOW; wep.aiment = wep2; } return s; } } float W_IsWeaponThrowable(float w) { float wb, wa; if (!autocvar_g_pickup_items) return 0; if (g_weaponarena) return 0; if (g_lms) return 0; if (g_ca) return 0; if (g_cts) return 0; if (g_nexball && w == WEP_GRENADE_LAUNCHER) return 0; wb = W_WeaponBit(w); if(!wb) return 0; wa = W_AmmoItemCode(w); if(start_weapons & wb) { // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo) if(start_items & IT_UNLIMITED_WEAPON_AMMO) return 0; if(wa == 0) return 0; } return 1; } // toss current weapon void W_ThrowWeapon(vector velo, vector delta, float doreduce) { float w, wb; string a; w = self.weapon; if (w == 0) return; // just in case if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; if(!autocvar_g_weapon_throwable) return; if(self.weaponentity.state != WS_READY) return; if(!W_IsWeaponThrowable(w)) return; wb = W_WeaponBit(w); if(self.weapons & wb != wb) return; self.weapons &~= wb; W_SwitchWeapon_Force(self, w_getbestweapon(self)); a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); if not(a) return; if(a == "") sprint(self, strcat("You dropped the ^2", W_Name(w), "\n")); else sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n")); } // Bringed back weapon frame void W_WeaponFrame() { vector fo, ri, up; if (frametime) self.weapon_frametime = frametime; if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown)) return; if(self.freezetag_frozen == 1) return; if (!self.weaponentity || self.health < 1) return; // Dead player can't use weapons and injure impulse commands if(!self.switchweapon) { self.weapon = 0; self.switchingweapon = 0; self.weaponentity.state = WS_CLEAR; self.weaponname = ""; self.items &~= IT_AMMO; return; } makevectors(self.v_angle); fo = v_forward; // save them in case the weapon think functions change it ri = v_right; up = v_up; // Change weapon if (self.weapon != self.switchweapon) { if (self.weaponentity.state == WS_CLEAR) { // end switching! self.switchingweapon = self.switchweapon; //setanim(self, self.anim_draw, FALSE, TRUE, TRUE); self.weaponentity.state = WS_RAISE; weapon_action(self.switchweapon, WR_SETUP); // set our clip load to the load of the weapon we switched to, if it's reloadable entity e; e = get_weaponinfo(self.switchweapon); if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars { self.clip_load = self.(weapon_load[self.switchweapon]); self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); } else self.clip_load = self.clip_size = 0; // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_DROP) { // in dropping phase we can switch at any time self.switchingweapon = self.switchweapon; } else if (self.weaponentity.state == WS_READY) { // start switching! self.switchingweapon = self.switchweapon; #ifndef INDEPENDENT_ATTACK_FINISHED if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) { #endif sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } #endif } } // LordHavoc: network timing test code //if (self.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); float wb; wb = W_WeaponBit(self.weapon); // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high float c; c = 0; while (c < W_TICSPERFRAME) { c = c + 1; if(wb && ((self.weapons & wb) == 0)) { if(self.weapon == self.switchweapon) W_SwitchWeapon_Force(self, w_getbestweapon(self)); wb = 0; } v_forward = fo; v_right = ri; v_up = up; if(wb) weapon_action(self.weapon, WR_THINK); else weapon_action(self.weapon, WR_GONETHINK); if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) { if(self.weapon_think) { v_forward = fo; v_right = ri; v_up = up; self.weapon_think(); } else bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n"); } } // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!) //if (ATTACK_FINISHED(self) < time) // ATTACK_FINISHED(self) = time; //if (self.weapon_nextthink < time) // self.weapon_nextthink = time; // update currentammo incase it has changed #if 0 if (self.items & IT_CELLS) self.currentammo = self.ammo_cells; else if (self.items & IT_ROCKETS) self.currentammo = self.ammo_rockets; else if (self.items & IT_NAILS) self.currentammo = self.ammo_nails; else if (self.items & IT_SHELLS) self.currentammo = self.ammo_shells; else self.currentammo = 1; #endif }