From b2f337d575d2dc0879bd1f9ce0aa5da05a6ed506 Mon Sep 17 00:00:00 2001 From: YEETUSXONOTICUSSUS Date: Sun, 20 Aug 2023 00:30:32 +0200 Subject: [PATCH] added spawnshield option --- .../qcsrc/server/weapons/weaponsystem.qc | 842 ++++++++++++++++++ .../qcsrc/server/weapons/weaponsystem.qh | 80 ++ 2 files changed, 922 insertions(+) create mode 100644 xonotic special sauce/qcsrc/server/weapons/weaponsystem.qc create mode 100644 xonotic special sauce/qcsrc/server/weapons/weaponsystem.qh diff --git a/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qc b/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qc new file mode 100644 index 0000000..a8765b5 --- /dev/null +++ b/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qc @@ -0,0 +1,842 @@ +#include "weaponsystem.qh" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +.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; + + if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor) && !autocvar_g_weapons_spawnshield_forbid_firing) // given this is performed often, perform a lighter check first + 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; + if (autocvar_g_weapons_spawnshield_forbid_firing && StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) return true; + 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); +} diff --git a/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qh b/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qh new file mode 100644 index 0000000..80f23de --- /dev/null +++ b/xonotic special sauce/qcsrc/server/weapons/weaponsystem.qh @@ -0,0 +1,80 @@ +#pragma once + +#include + +float autocvar_g_weaponspreadfactor; +float autocvar_g_weaponforcefactor; +float autocvar_g_weapondamagefactor; +float autocvar_g_weaponratefactor; +float autocvar_g_weaponspeedfactor; +bool autocvar_g_weapons_spawnshield_forbid_firing; + +#define INDEPENDENT_ATTACK_FINISHED 1 + +// there is 2 weapon tics that can run in one server frame +const int W_TICSPERFRAME = 2; + +// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) +.float weapon_nextthink; +.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; + +float internalteam; +entity weapon_dropevent_item; + +// reset to 0 on weapon switch +// may be useful to all weapons +.float bulletcounter; + +..entity weaponentity_fld; + +.float weapon_load[REGISTRY_MAX(Weapons)]; +.int ammo_none; // used by the reloading system, must always be 0 +.int clip_load; +.int old_clip_load; +.int clip_size; + +.float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS]; +.float attack_finished_single[MAX_WEAPONSLOTS]; +#if INDEPENDENT_ATTACK_FINISHED +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) +#else +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) +#endif +#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) + +void CL_SpawnWeaponentity(entity e, .entity weaponentity); + +void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); + +void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); + +vector CL_Weapon_GetShotOrg(float wpn); + +bool weaponUseForbidden(entity player); +bool weaponLocked(entity player); + +void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset); + +void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity); + +void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity); + +void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound); + +void W_ResetGunAlign(entity player, int preferred_alignment); + +void W_WeaponFrame(Player actor, .entity weaponentity); + +float W_WeaponRateFactor(entity this); + +float W_WeaponSpeedFactor(entity this); + +bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime); + +bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime); + +void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime); + +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func); + +//REPLICATE_APPLYCHANGE("cl_gunalign", { W_ResetGunAlign(this, store.cvar_cl_gunalign); });