842 lines
26 KiB
Text
842 lines
26 KiB
Text
#include "weaponsystem.qh"
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#include <common/animdecide.qh>
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#include <common/constants.qh>
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#include <common/items/_mod.qh>
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#include <common/mapobjects/platforms.qh>
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#include <common/monsters/_mod.qh>
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#include <common/mutators/mutator/status_effects/_mod.qh>
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#include <common/net_linked.qh>
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#include <common/notifications/all.qh>
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#include <common/resources/sv_resources.qh>
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#include <common/state.qh>
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#include <common/util.qh>
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#include <common/vehicles/all.qh>
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#include <common/weapons/_all.qh>
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#include <common/wepent.qh>
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#include <lib/csqcmodel/sv_model.qh>
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#include <server/cheats.qh>
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#include <server/client.qh>
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#include <server/command/common.qh>
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#include <server/damage.qh>
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#include <server/items/items.qh>
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#include <server/hook.qh>
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#include <server/mutators/_mod.qh>
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#include <server/round_handler.qh>
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#include <server/weapons/selection.qh>
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#include <server/world.qh>
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.int state;
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.float weapon_frametime;
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float W_WeaponRateFactor(entity this)
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{
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float t = 1;
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if(autocvar_g_weaponratefactor > 0)
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t = 1.0 / autocvar_g_weaponratefactor;
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MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
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t = M_ARGV(0, float);
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return t;
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}
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float W_WeaponSpeedFactor(entity this)
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{
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float t = 1.0 * autocvar_g_weaponspeedfactor;
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MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
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t = M_ARGV(0, float);
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return t;
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}
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bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
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{
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this.viewmodelforclient = this.owner;
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if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
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return false;
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}
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vector CL_Weapon_GetShotOrg(int wpn)
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{
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entity wi = REGISTRY_GET(Weapons, wpn);
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entity e = spawn();
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CL_WeaponEntity_SetModel(e, wi.mdl, false);
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vector ret = e.movedir;
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CL_WeaponEntity_SetModel(e, "", false);
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delete(e);
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return ret;
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}
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.float m_alpha;
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.string w_weaponname;
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.int w_dmg;
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.int w_deadflag;
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void CL_Weaponentity_Think(entity this)
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{
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this.nextthink = time;
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if (game_stopped) this.frame = this.anim_idle.x;
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.entity weaponentity = this.weaponentity_fld;
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if (this.owner.(weaponentity) != this)
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{
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// owner has new gun; remove old one
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if (this.weaponchild) delete(this.weaponchild);
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if (this.hook) delete(this.hook);
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delete(this);
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return;
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}
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if (IS_DEAD(this.owner))
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{
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// owner died; disappear
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this.model = "";
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if (this.weaponchild) this.weaponchild.model = "";
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return;
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}
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if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
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{
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// owner changed weapons; update appearance
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this.w_weaponname = this.weaponname;
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this.w_dmg = this.modelindex;
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this.w_deadflag = this.deadflag;
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CL_WeaponEntity_SetModel(this, this.weaponname, true);
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}
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this.alpha = -1; // TODO: don't render this entity at all
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if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
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else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
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else this.m_alpha = 1;
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if (this.weaponchild)
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{
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this.weaponchild.alpha = this.alpha;
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this.weaponchild.effects = this.effects;
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}
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}
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void CL_ExteriorWeaponentity_Think(entity this)
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{
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this.nextthink = time;
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.entity weaponentity = this.weaponentity_fld;
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entity w_ent = this.owner.(weaponentity);
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if (this.owner.exteriorweaponentity != this)
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{
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delete(this);
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return;
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}
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if (IS_DEAD(this.owner))
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{
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this.model = "";
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return;
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}
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if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
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{
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this.weaponname = w_ent.weaponname;
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this.dmg = w_ent.modelindex;
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this.deadflag = w_ent.deadflag;
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if (w_ent.weaponname != "")
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{
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_setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
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setsize(this, '0 0 0', '0 0 0');
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}
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else this.model = "";
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int tag_found;
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if ((tag_found = gettagindex(this.owner, "tag_weapon")))
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{
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this.tag_index = tag_found;
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this.tag_entity = this.owner;
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}
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else
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{
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setattachment(this, this.owner, "bip01 r hand");
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}
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}
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this.effects = this.owner.effects;
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this.effects |= EF_LOWPRECISION;
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this.effects = this.effects & EFMASK_CHEAP; // eat performance
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if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
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else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
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else this.alpha = 1;
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Weapon wep = this.owner.(weaponentity).m_weapon;
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if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity));
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this.colormap = this.owner.colormap;
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this.skin = w_ent.skin;
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CSQCMODEL_AUTOUPDATE(this);
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}
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// spawning weaponentity for client
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void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
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{
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entity w_ent = actor.(weaponentity) = new(weaponentity);
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w_ent.solid = SOLID_NOT;
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w_ent.owner = actor;
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setmodel(w_ent, MDL_Null); // precision set when changed
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setorigin(w_ent, '0 0 0');
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w_ent.weaponentity_fld = weaponentity;
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setthink(w_ent, CL_Weaponentity_Think);
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w_ent.nextthink = time;
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w_ent.viewmodelforclient = actor;
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w_ent.draggable = drag_undraggable;
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setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
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wepent_link(w_ent);
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if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
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{
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entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
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exterior.solid = SOLID_NOT;
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exterior.owner = actor;
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exterior.draggable = drag_undraggable;
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exterior.weaponentity_fld = weaponentity;
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setorigin(exterior, '0 0 0');
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setthink(exterior, CL_ExteriorWeaponentity_Think);
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exterior.nextthink = time;
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CSQCMODEL_AUTOINIT(exterior);
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}
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}
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// Weapon subs
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void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
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{
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entity w_ent = actor.(weaponentity);
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if (w_ent)
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{
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w_ent.m_weapon = WEP_Null;
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w_ent.m_switchingweapon = WEP_Null;
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w_ent.state = WS_CLEAR;
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w_ent.effects = 0;
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}
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}
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void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
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{
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entity w_ent = actor.(weaponentity);
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if (w_ent) w_ent.state = WS_READY;
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weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
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}
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.float prevdryfire;
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.float prevwarntime;
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bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
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{
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if ((actor.items & IT_UNLIMITED_AMMO)) return true;
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bool ammo = false;
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if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
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else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
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if (ammo) return true;
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// always keep the Mine Layer if we placed mines, so that we can detonate them
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if (thiswep == WEP_MINE_LAYER)
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{
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IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
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{
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return false;
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});
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}
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if (thiswep == WEP_SHOTGUN)
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if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
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if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
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{
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sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
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actor.prevdryfire = time;
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}
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// check if the other firing mode has enough ammo
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bool ammo_other = false;
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if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
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else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
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if (ammo_other)
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{
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if (time - actor.prevwarntime > 1)
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Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
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actor.prevwarntime = time;
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}
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else // this weapon is totally unable to fire, switch to another one
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{
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W_SwitchToOtherWeapon(actor, weaponentity);
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}
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return false;
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}
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.float race_penalty;
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bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
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{
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if (actor.weaponentity == NULL) return true;
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if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
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// if sv_ready_restart_after_countdown is set, don't allow the player to shoot
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// if all players readied up and the countdown is running
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if (time < game_starttime || time < actor.race_penalty) return false;
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if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
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return false;
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// do not even think about shooting if switching
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if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
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if (attacktime >= 0)
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{
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// don't fire if previous attack is not finished
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if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
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entity this = actor.(weaponentity);
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// don't fire while changing weapon
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if (!actor.vehicle && this.state != WS_READY) return false;
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}
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return true;
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}
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void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
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{
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entity this = actor.(weaponentity);
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if (this == NULL) return;
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this.state = WS_INUSE;
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if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor) && !autocvar_g_weapons_spawnshield_forbid_firing) // 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
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// if the weapon hasn't been firing continuously, reset the timer
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if (attacktime >= 0)
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{
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if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
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{
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ATTACK_FINISHED(actor, weaponentity) = time;
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// dprint("resetting attack finished to ", ftos(time), "\n");
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}
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float arate = W_WeaponRateFactor(actor);
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ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
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if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
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{
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int slot = weaponslot(weaponentity);
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for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
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{
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if(slot == wepslot)
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continue;
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.entity wepent = weaponentities[wepslot];
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if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
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{
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if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
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continue; // still cooling down!
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if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
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ATTACK_FINISHED(actor, wepent) = time;
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ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
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}
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}
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}
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}
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this.bulletcounter += 1;
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// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
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}
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bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
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{
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if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
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{
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weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
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return true;
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}
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return false;
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}
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/**
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* @param t defer thinking until time + t
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* @param func next think function
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*/
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void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
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.entity weaponentity, int fire) func)
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{
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entity this = actor.(weaponentity);
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if (this == NULL) return;
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bool restartanim;
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if (fr == WFRAME_DONTCHANGE)
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{
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// this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
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if (this.wframe == WFRAME_DONTCHANGE)
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this.wframe = WFRAME_IDLE;
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fr = this.wframe;
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restartanim = false;
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}
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else
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{
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restartanim = fr != WFRAME_IDLE;
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}
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this.wframe = fr;
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if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE)
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backtrace("Tried to override initial weapon think function - should this really happen?");
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t *= W_WeaponRateFactor(actor);
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// VorteX: haste can be added here
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if (this.weapon_think == w_ready)
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{
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this.weapon_nextthink = time;
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// dprint("started firing at ", ftos(time), "\n");
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}
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float w_frametime_limit = this.weapon_frametime * 1.5;
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if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
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{
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this.weapon_nextthink = time;
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// dprint("reset weapon animation timer at ", ftos(time), "\n");
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}
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this.weapon_nextthink += t;
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this.weapon_think = func;
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// dprint("next ", ftos(this.weapon_nextthink), "\n");
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if (this)
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{
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FOREACH_CLIENT(true, {
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if(it == actor || (IS_SPEC(it) && it.enemy == actor))
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wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
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});
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}
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if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
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{
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bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
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bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
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int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
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animdecide_setaction(actor, act, restartanim);
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}
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else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
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{
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actor.anim_upper_action = 0;
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}
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}
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bool weaponUseForbidden(entity player)
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{
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if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
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if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
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if (autocvar_g_weapons_spawnshield_forbid_firing && StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) return true;
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return false;
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}
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bool weaponLocked(entity player)
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{
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if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
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if (player.player_blocked) return true;
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if (game_stopped) return true;
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if (STAT(FROZEN, player)) return true;
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if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
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return false;
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}
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void W_ResetGunAlign(entity player, int preferred_alignment)
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{
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if(W_DualWielding(player))
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preferred_alignment = 3; // right align, the second gun will default to left
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// clear current weapon slots' alignments so we can redo the calculations!
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for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
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{
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.entity weaponentity = weaponentities[slot];
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if (player.(weaponentity))
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player.(weaponentity).m_gunalign = 0;
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}
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// now set the new values
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for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
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{
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.entity weaponentity = weaponentities[slot];
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if (player.(weaponentity))
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player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
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}
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}
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.bool hook_switchweapon;
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void W_WeaponFrame(Player actor, .entity weaponentity)
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{
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TC(Player, actor);
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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);
|
|
}
|