#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) // 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); }