#include "weaponsystem.qh" #include "selection.qh" #include "../command/common.qh" #include "../mutators/all.qh" #include "../round_handler.qh" #include #include #include #include #include #include #include #include #include .int state; .float weapon_frametime; float W_WeaponRateFactor(entity this) { float t = 1.0 / g_weaponratefactor; MUTATOR_CALLHOOK(WeaponRateFactor, t, this); t = M_ARGV(0, float); return t; } float W_WeaponSpeedFactor(entity this) { float t = 1.0 * g_weaponspeedfactor; MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this); t = M_ARGV(0, float); return t; } bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client) { this.viewmodelforclient = this.owner; if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client; return true; } vector CL_Weapon_GetShotOrg(int wpn) { entity wi = Weapons_from(wpn); entity e = spawn(); CL_WeaponEntity_SetModel(e, wi.mdl, false); vector ret = e.movedir; CL_WeaponEntity_SetModel(e, "", false); delete(e); return ret; } ..entity weaponentity_fld; .float m_alpha; void CL_Weaponentity_Think(entity this) { this.nextthink = time; if (intermission_running) this.frame = this.anim_idle.x; .entity weaponentity = this.weaponentity_fld; if (this.owner.(weaponentity) != this) { // owner has new gun; remove old one if (this.weaponchild) delete(this.weaponchild); delete(this); return; } if (IS_DEAD(this.owner)) { // owner died; disappear this.model = ""; if (this.weaponchild) this.weaponchild.model = ""; return; } if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex || this.deadflag != this.owner.deadflag) { // owner changed weapons; update appearance this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; CL_WeaponEntity_SetModel(this, this.owner.weaponname, true); } this.alpha = -1; // TODO: don't render this entity at all if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha; else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha; else this.m_alpha = 1; if (this.weaponchild) { this.weaponchild.alpha = this.alpha; this.weaponchild.effects = this.effects; } } void CL_ExteriorWeaponentity_Think(entity this) { this.nextthink = time; if (this.owner.exteriorweaponentity != this) { delete(this); return; } if (IS_DEAD(this.owner)) { this.model = ""; return; } if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex || this.deadflag != this.owner.deadflag) { this.weaponname = this.owner.weaponname; this.dmg = this.owner.modelindex; this.deadflag = this.owner.deadflag; if (this.owner.weaponname != "") { _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3"))); setsize(this, '0 0 0', '0 0 0'); } else this.model = ""; int tag_found; if ((tag_found = gettagindex(this.owner, "tag_weapon"))) { this.tag_index = tag_found; this.tag_entity = this.owner; } else { setattachment(this, this.owner, "bip01 r hand"); } } this.effects = this.owner.effects; this.effects |= EF_LOWPRECISION; this.effects = this.effects & EFMASK_CHEAP; // eat performance if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha; else if (this.owner.alpha != 0) this.alpha = this.owner.alpha; else this.alpha = 1; Weapon wep = PS(this.owner).m_weapon; if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors); this.colormap = this.owner.colormap; CSQCMODEL_AUTOUPDATE(this); } // spawning weaponentity for client void CL_SpawnWeaponentity(entity actor, .entity weaponentity) { entity view = actor.(weaponentity) = new(weaponentity); view.solid = SOLID_NOT; view.owner = actor; setmodel(view, MDL_Null); // precision set when changed setorigin(view, '0 0 0'); view.weaponentity_fld = weaponentity; setthink(view, CL_Weaponentity_Think); view.nextthink = time; view.viewmodelforclient = actor; setcefc(view, CL_Weaponentity_CustomizeEntityForClient); if (weaponentity == weaponentities[0]) { entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity); exterior.solid = SOLID_NOT; exterior.owner = actor; setorigin(exterior, '0 0 0'); setthink(exterior, CL_ExteriorWeaponentity_Think); exterior.nextthink = time; CSQCMODEL_AUTOINIT(exterior); } } // Weapon subs void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire) { PS(actor).m_weapon = WEP_Null; PS(actor).m_switchingweapon = WEP_Null; entity this = actor.(weaponentity); if (this) { this.state = WS_CLEAR; this.effects = 0; } } void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire) { entity this = actor.(weaponentity); if (this) this.state = WS_READY; weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready); } .float prevdryfire; .float prevwarntime; bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary) { if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true; bool ammo = false; if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor); else ammo = thiswep.wr_checkammo1(thiswep, actor); if (ammo) return true; // always keep the Mine Layer if we placed mines, so that we can detonate them if (thiswep == WEP_MINE_LAYER) { IL_EACH(g_mines, it.owner == actor, { return false; }); } if (thiswep == WEP_SHOTGUN) if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM); actor.prevdryfire = time; } // check if the other firing mode has enough ammo bool ammo_other = false; if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor); else ammo_other = thiswep.wr_checkammo2(thiswep, actor); if (ammo_other) { if (time - actor.prevwarntime > 1) { Send_Notification( NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary) ); } actor.prevwarntime = time; } else // this weapon is totally unable to fire, switch to another one { W_SwitchToOtherWeapon(actor); } return false; } .float race_penalty; bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { if (actor.weaponentity == NULL) return true; if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false; // if sv_ready_restart_after_countdown is set, don't allow the player to shoot // if all players readied up and the countdown is running if (time < game_starttime || time < actor.race_penalty) return false; if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused return false; // do not even think about shooting if switching if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false; if (attacktime >= 0) { int slot = weaponslot(weaponentity); // don't fire if previous attack is not finished if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false; entity this = actor.(weaponentity); // don't fire while changing weapon if (this.state != WS_READY) return false; } return true; } void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime) { entity this = actor.(weaponentity); if (this == NULL) return; this.state = WS_INUSE; actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire // if the weapon hasn't been firing continuously, reset the timer if (attacktime >= 0) { int slot = weaponslot(weaponentity); if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5) { ATTACK_FINISHED(actor, slot) = time; // dprint("resetting attack finished to ", ftos(time), "\n"); } ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor); } actor.bulletcounter += 1; // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n"); } bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime) { if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime)) { weapon_prepareattack_do(actor, weaponentity, secondary, attacktime); return true; } return false; } void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); /** * @param t defer thinking until time + t * @param func next think function */ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func) { entity this = actor.(weaponentity); if (this == NULL) return; bool restartanim; if (fr == WFRAME_DONTCHANGE) { fr = this.wframe; restartanim = false; } else { restartanim = fr != WFRAME_IDLE; } vector of = v_forward; vector or = v_right; vector ou = v_up; vector a = '0 0 0'; this.wframe = fr; if (fr == WFRAME_IDLE) a = this.anim_idle; else if (fr == WFRAME_FIRE1) a = this.anim_fire1; else if (fr == WFRAME_FIRE2) a = this.anim_fire2; else // if (fr == WFRAME_RELOAD) a = this.anim_reload; a.z *= g_weaponratefactor; v_forward = of; v_right = or; v_up = ou; if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace( "Tried to override initial weapon think function - should this really happen?"); t *= W_WeaponRateFactor(actor); // VorteX: haste can be added here if (this.weapon_think == w_ready) { this.weapon_nextthink = time; // dprint("started firing at ", ftos(time), "\n"); } if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5) { this.weapon_nextthink = time; // dprint("reset weapon animation timer at ", ftos(time), "\n"); } this.weapon_nextthink += t; if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink; this.weapon_think = func; // dprint("next ", ftos(this.weapon_nextthink), "\n"); if (this) { FOREACH_CLIENT(true, LAMBDA( if(it == actor || (IS_SPEC(it) && it.enemy == actor)) wframe_send(it, this, a, restartanim); )); } if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI)); bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC)); int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT ; animdecide_setaction(actor, act, restartanim); } else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE) { actor.anim_upper_action = 0; } } bool forbidWeaponUse(entity player) { if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true; if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true; if (player.player_blocked) return true; if (gameover) return true; if (STAT(FROZEN, player)) return true; if (player.weapon_blocked) return true; return false; } .bool hook_switchweapon; void W_WeaponFrame(Player actor) { TC(Player, actor); TC(PlayerState, PS(actor)); .entity weaponentity = weaponentities[0]; // TODO: unhardcode entity this = actor.(weaponentity); if (frametime) actor.weapon_frametime = frametime; if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands if (forbidWeaponUse(actor)) { if (actor.(weaponentity).state != WS_CLEAR) { Weapon wpn = PS(actor).m_weapon; w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); return; } } if (PS(actor).m_switchweapon == WEP_Null) { PS(actor).m_weapon = WEP_Null; PS(actor).m_switchingweapon = WEP_Null; this.state = WS_CLEAR; actor.weaponname = ""; // actor.items &= ~IT_AMMO; return; } makevectors(actor.v_angle); vector fo = v_forward; // save them in case the weapon think functions change it vector ri = v_right; vector up = v_up; // Change weapon if (PS(actor).m_weapon != PS(actor).m_switchweapon) { switch (this.state) { default: LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state); break; case WS_INUSE: case WS_RAISE: break; case WS_CLEAR: { // end switching! Weapon newwep = PS(actor).m_switchweapon; PS(actor).m_switchingweapon = newwep; // the two weapon entities will notice this has changed and update their models PS(actor).m_weapon = newwep; actor.weaponname = newwep.mdl; actor.bulletcounter = 0; actor.ammo_field = newwep.ammo_field; newwep.wr_setup(newwep, actor); this.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars { actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]); actor.clip_size = newwep.reloading_ammo; } else { actor.clip_load = actor.clip_size = 0; } weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready); break; } case WS_DROP: { // in dropping phase we can switch at any time PS(actor).m_switchingweapon = PS(actor).m_switchweapon; break; } case WS_READY: { // start switching! PS(actor).m_switchingweapon = PS(actor).m_switchweapon; entity oldwep = PS(actor).m_weapon; // set up weapon switch think in the future, and start drop anim if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5) { sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM); this.state = WS_DROP; weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); } break; } } } // LordHavoc: network timing test code // if (actor.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n"); Weapon w = PS(actor).m_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 for (int c = 0; c < W_TICSPERFRAME; ++c) { if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w))) { if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w = WEP_Null; } v_forward = fo; v_right = ri; v_up = up; bool block_weapon = false; { bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle; Weapon off = actor.offhand; if (off && !(actor.weapons & WEPSET(HOOK))) { if (off.offhand_think) off.offhand_think(off, actor, key_pressed); } else { if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon) W_SwitchWeapon(actor, WEP_HOOK); actor.hook_switchweapon = key_pressed; Weapon h = WEP_HOOK; block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed)); h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0); } } v_forward = fo; v_right = ri; v_up = up; if (!block_weapon) { Weapon e = PS(actor).m_weapon; TC(Weapon, e); if (w != WEP_Null) { e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } else if (e) { e.wr_gonethink(e, actor); } } if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink) { if (this.weapon_think) { v_forward = fo; v_right = ri; v_up = up; Weapon wpn = PS(actor).m_weapon; this.weapon_think(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } else { bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n"); } } } } void W_AttachToShotorg(entity actor, entity flash, vector offset) { .entity weaponentity = weaponentities[0]; flash.owner = actor; flash.angles_z = random() * 360; entity view = actor.(weaponentity); entity exterior = actor.exteriorweaponentity; if (gettagindex(view, "shot")) setattachment(flash, view, "shot"); else setattachment(flash, view, "tag_shot"); setorigin(flash, offset); entity xflash = spawn(); copyentity(flash, xflash); flash.viewmodelforclient = actor; if (view.oldorigin.x > 0) { setattachment(xflash, exterior, ""); setorigin(xflash, view.oldorigin + offset); } else { if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot"); else setattachment(xflash, exterior, "tag_shot"); setorigin(xflash, offset); } } void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use) { if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return; if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if (wep.reloading_ammo) { actor.clip_load -= ammo_use; actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; } else if (wep.ammo_field != ammo_none) { actor.(wep.ammo_field) -= ammo_use; if (actor.(wep.ammo_field) < 0) { backtrace(sprintf( "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... " "Please notify Samual immediately with a copy of this backtrace!\n", ammo_use, wep.netname, GetAmmoPicture(wep.ammo_field), actor.netname, actor.(wep.ammo_field) )); } } } // weapon reloading code .float reload_ammo_amount, reload_ammo_min, reload_time; .float reload_complain; .string reload_sound; void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire) { // finish the reloading process, and do the ammo transfer actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none) { actor.clip_load = actor.reload_ammo_amount; } else { // make sure we don't add more ammo than we have float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field)); actor.clip_load += load; actor.(actor.ammo_field) -= load; } actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load; // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1; Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id); w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1)); } void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound) { TC(Sound, sent_sound); .entity weaponentity = weaponentities[0]; // set global values to work with Weapon e = PS(actor).m_weapon; if (MUTATOR_CALLHOOK(W_Reload, actor)) return; actor.reload_ammo_min = sent_ammo_min; actor.reload_ammo_amount = e.reloading_ammo; actor.reload_time = e.reloading_time; if (actor.reload_sound) strunzone(actor.reload_sound); actor.reload_sound = strzone(Sound_fixpath(sent_sound)); // don't reload weapons that don't have the RELOADABLE flag if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) { LOG_TRACE( "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); return; } // return if reloading is disabled for this weapon if (!actor.reload_ammo_amount) return; // our weapon is fully loaded, no need to reload if (actor.clip_load >= actor.reload_ammo_amount) return; // no ammo, so nothing to load if (actor.ammo_field != ammo_none) { if (!actor.(actor.ammo_field) && actor.reload_ammo_min) { if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { if (IS_REAL_CLIENT(actor) && actor.reload_complain < time) { play2(actor, SND(UNAVAILABLE)); sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n")); actor.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon Weapon w = PS(actor).m_weapon; if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor))) { actor.clip_load = -1; // reload later W_SwitchToOtherWeapon(actor); } return; } } } entity this = actor.(weaponentity); if (this) { if (this.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! this.state = WS_READY; } // now begin the reloading process _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1; weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady); if (actor.clip_load < 0) actor.clip_load = 0; actor.old_clip_load = actor.clip_load; actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1; } void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item) { Weapon w = Weapons_from(weapon_type); weapon_dropevent_item = weapon_item; w.event(w, player); }