amogusspecialsauce/xonoticspecialsauce/qcsrc/server/weapons/weaponsystem.qc

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#include "weaponsystem.qh"
#include <common/animdecide.qh>
#include <common/constants.qh>
#include <common/items/_mod.qh>
#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/net_linked.qh>
#include <common/notifications/all.qh>
#include <common/resources/sv_resources.qh>
#include <common/state.qh>
#include <common/util.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
#include <common/wepent.qh>
#include <lib/csqcmodel/sv_model.qh>
#include <server/cheats.qh>
#include <server/client.qh>
#include <server/command/common.qh>
#include <server/damage.qh>
#include <server/items/items.qh>
#include <server/hook.qh>
#include <server/mutators/_mod.qh>
#include <server/round_handler.qh>
#include <server/weapons/selection.qh>
#include <server/world.qh>
.int state;
.float weapon_frametime;
float W_WeaponRateFactor(entity this)
{
float t = 1;
if(autocvar_g_weaponratefactor > 0)
t = 1.0 / autocvar_g_weaponratefactor;
MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
t = M_ARGV(0, float);
return t;
}
float W_WeaponSpeedFactor(entity this)
{
float t = 1.0 * autocvar_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 false;
}
vector CL_Weapon_GetShotOrg(int wpn)
{
entity wi = REGISTRY_GET(Weapons, wpn);
entity e = spawn();
CL_WeaponEntity_SetModel(e, wi.mdl, false);
vector ret = e.movedir;
CL_WeaponEntity_SetModel(e, "", false);
delete(e);
return ret;
}
.float m_alpha;
.string w_weaponname;
.int w_dmg;
.int w_deadflag;
void CL_Weaponentity_Think(entity this)
{
this.nextthink = time;
if (game_stopped) 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);
if (this.hook) delete(this.hook);
delete(this);
return;
}
if (IS_DEAD(this.owner))
{
// owner died; disappear
this.model = "";
if (this.weaponchild) this.weaponchild.model = "";
return;
}
if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
{
// owner changed weapons; update appearance
this.w_weaponname = this.weaponname;
this.w_dmg = this.modelindex;
this.w_deadflag = this.deadflag;
CL_WeaponEntity_SetModel(this, this.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;
.entity weaponentity = this.weaponentity_fld;
entity w_ent = this.owner.(weaponentity);
if (this.owner.exteriorweaponentity != this)
{
delete(this);
return;
}
if (IS_DEAD(this.owner))
{
this.model = "";
return;
}
if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
{
this.weaponname = w_ent.weaponname;
this.dmg = w_ent.modelindex;
this.deadflag = w_ent.deadflag;
if (w_ent.weaponname != "")
{
_setmodel(this, W_Model(strcat("v_", w_ent.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 = this.owner.(weaponentity).m_weapon;
if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity));
this.colormap = this.owner.colormap;
this.skin = w_ent.skin;
CSQCMODEL_AUTOUPDATE(this);
}
// spawning weaponentity for client
void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
entity w_ent = actor.(weaponentity) = new(weaponentity);
w_ent.solid = SOLID_NOT;
w_ent.owner = actor;
setmodel(w_ent, MDL_Null); // precision set when changed
setorigin(w_ent, '0 0 0');
w_ent.weaponentity_fld = weaponentity;
setthink(w_ent, CL_Weaponentity_Think);
w_ent.nextthink = time;
w_ent.viewmodelforclient = actor;
w_ent.draggable = drag_undraggable;
setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
wepent_link(w_ent);
if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
{
entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
exterior.solid = SOLID_NOT;
exterior.owner = actor;
exterior.draggable = drag_undraggable;
exterior.weaponentity_fld = weaponentity;
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)
{
entity w_ent = actor.(weaponentity);
if (w_ent)
{
w_ent.m_weapon = WEP_Null;
w_ent.m_switchingweapon = WEP_Null;
w_ent.state = WS_CLEAR;
w_ent.effects = 0;
}
}
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
entity w_ent = actor.(weaponentity);
if (w_ent) w_ent.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, .entity weaponentity)
{
if ((actor.items & IT_UNLIMITED_AMMO)) return true;
bool ammo = false;
if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
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 && it.weaponentity_fld == weaponentity,
{
return false;
});
}
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
if (thiswep == actor.(weaponentity).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, weaponentity);
else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
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, weaponentity);
}
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, weaponentity)) 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 (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
if (attacktime >= 0)
{
// don't fire if previous attack is not finished
if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
entity this = actor.(weaponentity);
// don't fire while changing weapon
if (!actor.vehicle && 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;
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if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
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StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
{
if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
{
ATTACK_FINISHED(actor, weaponentity) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
float arate = W_WeaponRateFactor(actor);
ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
{
int slot = weaponslot(weaponentity);
for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
{
if(slot == wepslot)
continue;
.entity wepent = weaponentities[wepslot];
if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
{
if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
continue; // still cooling down!
if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
ATTACK_FINISHED(actor, wepent) = time;
ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
}
}
}
}
this.bulletcounter += 1;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\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;
}
/**
* @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)
{
// this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
if (this.wframe == WFRAME_DONTCHANGE)
this.wframe = WFRAME_IDLE;
fr = this.wframe;
restartanim = false;
}
else
{
restartanim = fr != WFRAME_IDLE;
}
this.wframe = fr;
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");
}
float w_frametime_limit = this.weapon_frametime * 1.5;
if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
{
this.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\n");
}
this.weapon_nextthink += t;
this.weapon_think = func;
// dprint("next ", ftos(this.weapon_nextthink), "\n");
if (this)
{
FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
});
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.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 weaponUseForbidden(entity player)
{
if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
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if (autocvar_g_weapons_spawnshield_forbid_firing && StatusEffects_active(STATUSEFFECT_SpawnShield, player)) return true;
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return false;
}
bool weaponLocked(entity player)
{
if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
if (player.player_blocked) return true;
if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
return false;
}
void W_ResetGunAlign(entity player, int preferred_alignment)
{
if(W_DualWielding(player))
preferred_alignment = 3; // right align, the second gun will default to left
// clear current weapon slots' alignments so we can redo the calculations!
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
if (player.(weaponentity))
player.(weaponentity).m_gunalign = 0;
}
// now set the new values
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
if (player.(weaponentity))
player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
}
}
.bool hook_switchweapon;
void W_WeaponFrame(Player actor, .entity weaponentity)
{
TC(Player, actor);
TC(PlayerState, PS(actor));
entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
if (weaponUseForbidden(actor))
button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
if (weaponLocked(actor))
{
if (this.state != WS_CLEAR)
{
Weapon wpn = this.m_weapon;
w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
return;
}
}
if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
{
.entity wepe1 = weaponentities[0];
entity wep1 = actor.(wepe1);
this.m_switchweapon = wep1.m_switchweapon;
entity store = IS_PLAYER(actor) ? PS(actor) : actor;
if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
{
this.m_weapon = WEP_Null;
this.m_switchingweapon = WEP_Null;
this.m_switchweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
}
if (this.m_switchweapon == WEP_Null)
{
if (this.state != WS_CLEAR)
w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
this.m_weapon = WEP_Null;
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
vector fo, ri, up;
MAKE_VECTORS(actor.v_angle, fo, ri, up);
// Change weapon
if (this.m_weapon != this.m_switchweapon)
{
switch (this.state)
{
default:
LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
break;
case WS_INUSE:
case WS_RAISE:
break;
case WS_CLEAR:
{
// end switching!
Weapon newwep = this.m_switchweapon;
this.m_switchingweapon = newwep;
// the two weapon entities will notice this has changed and update their models
this.m_weapon = newwep;
this.weaponname = newwep.mdl;
this.bulletcounter = 0;
newwep.wr_setup(newwep, actor, weaponentity);
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
{
this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
this.clip_size = newwep.reloading_ammo;
}
else
{
this.clip_load = this.clip_size = 0;
}
weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
break;
}
case WS_DROP:
{
// in dropping phase we can switch at any time
this.m_switchingweapon = this.m_switchweapon;
break;
}
case WS_READY:
{
// start switching!
this.m_switchingweapon = this.m_switchweapon;
entity oldwep = this.m_weapon;
// set up weapon switch think in the future, and start drop anim
if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.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, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
Weapon w = this.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 && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
{
if (this.m_weapon == this.m_switchweapon)
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
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;
if (weaponUseForbidden(actor))
key_pressed = false;
Weapon off = actor.offhand;
if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
{
if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
}
else
{
if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (this.m_weapon == h && (button_atck || 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 = this.m_weapon;
TC(Weapon, e);
if (w != WEP_Null)
{
e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else if (e)
{
e.wr_gonethink(e, actor, weaponentity);
}
}
if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
{
if (this.weapon_think)
{
v_forward = fo;
v_right = ri;
v_up = up;
Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else
{
bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
}
}
}
}
void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
{
flash.owner = actor;
flash.angles_z = random() * 360;
entity w_ent = actor.(weaponentity);
entity exterior = actor.exteriorweaponentity;
if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
else setattachment(flash, w_ent, "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
copyentity_qc(flash, xflash);
flash.viewmodelforclient = actor;
if (w_ent.oldorigin.x > 0)
{
setattachment(xflash, exterior, "");
setorigin(xflash, w_ent.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, .entity weaponentity)
{
if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
ammo_use = M_ARGV(2, float);
entity w_ent = actor.(weaponentity);
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if (wep.reloading_ammo)
{
w_ent.clip_load -= ammo_use;
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
else if (wep.ammo_type != RES_NONE)
{
float ammo = GetResource(actor, wep.ammo_type);
if (ammo < ammo_use)
{
backtrace(sprintf(
"W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
"Please notify the developers immediately with a copy of this backtrace!\n",
ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), actor.netname, ammo));
}
SetResource(actor, wep.ammo_type, ammo - ammo_use);
}
}
// 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
entity w_ent = actor.(weaponentity);
Weapon wpn = w_ent.m_weapon;
w_ent.clip_load = w_ent.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 (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
{
w_ent.clip_load = w_ent.reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
float ammo = GetResource(actor, wpn.ammo_type);
float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
w_ent.clip_load += load;
SetResource(actor, wpn.ammo_type, ammo - load);
}
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.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, weaponentity) -= w_ent.reload_time - 1;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
{
TC(Sound, sent_sound);
// set global values to work with
entity this = actor.(weaponentity);
Weapon e = this.m_weapon;
if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
this.reload_ammo_min = sent_ammo_min;
this.reload_ammo_amount = e.reloading_ammo;
this.reload_time = e.reloading_time;
strcpy(actor.reload_sound, 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 (!this.reload_ammo_amount) return;
// our weapon is fully loaded, no need to reload
if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
if (e.ammo_type != RES_NONE)
{
if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_AMMO))
{
if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
return; // in this case the primary weapon will do the switching when it runs out of ammo (TODO: do this same check but for other slots)
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", this.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
if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
{
this.clip_load = -1; // reload later
W_SwitchToOtherWeapon(actor, weaponentity);
}
return;
}
}
}
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, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
if (this.clip_load < 0) this.clip_load = 0;
this.old_clip_load = this.clip_load;
this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
}
void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
{
Weapon w = REGISTRY_GET(Weapons, weapon_type);
weapon_dropevent_item = weapon_item;
w.event(w, player, weaponentity);
}