3 weapon_action(self.weapon, WR_RELOAD);
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
9 if (self.switchweapon != imp)
11 if (client_hasweapon(self, imp, TRUE, TRUE))
12 W_SwitchWeapon_Force(self, imp);
14 self.selectweapon = imp; // update selectweapon ANYWAY
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
25 // We cannot tokenize in this function, as GiveItems calls this
26 // function. Thus we must use car/cdr.
27 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
29 switchtonext = switchtolast = 0;
30 first_valid = prev_valid = 0;
33 if(skipmissing || pl.selectweapon == 0)
34 weaponcur = pl.switchweapon;
36 weaponcur = pl.selectweapon;
46 weaponwant = stof(car(rest)); rest = cdr(rest);
48 if((get_weaponinfo(weaponwant)).impulse != imp)
53 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
58 first_valid = weaponwant;
59 if(weaponwant == weaponcur)
68 prev_valid = weaponwant;
78 // complain (but only for one weapon on the button that has been pressed)
81 self.weaponcomplainindex += 1;
82 c = mod(self.weaponcomplainindex, c) + 1;
86 weaponwant = stof(car(rest)); rest = cdr(rest);
88 if((get_weaponinfo(weaponwant)).impulse != imp)
94 client_hasweapon(pl, weaponwant, TRUE, TRUE);
102 void W_CycleWeapon(string weaponorder, float dir)
105 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
110 void W_NextWeaponOnImpulse(float imp)
113 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
119 void W_NextWeapon(float list)
122 W_CycleWeapon(weaponorder_byid, -1);
124 W_CycleWeapon(self.weaponorder_byimpulse, -1);
126 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
130 void W_PreviousWeapon(float list)
133 W_CycleWeapon(weaponorder_byid, +1);
135 W_CycleWeapon(self.weaponorder_byimpulse, +1);
137 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
140 // previously used if exists and has ammo, (second) best otherwise
143 if(client_hasweapon(self, self.cnt, TRUE, FALSE))
144 W_SwitchWeapon(self.cnt);
146 W_SwitchToOtherWeapon(self);
149 float w_getbestweapon(entity e)
151 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
154 // generic weapons table
155 // TODO should they be macros instead?
156 float weapon_action(float wpn, float wrequest)
158 return (get_weaponinfo(wpn)).weapon_func(wrequest);
161 .float savenextthink;
162 void thrown_wep_think()
165 float timeleft = self.savenextthink - time;
167 SUB_SetFade(self, self.savenextthink - 1, 1);
168 else if(timeleft > 0)
169 SUB_SetFade(self, time, timeleft);
171 SUB_VanishOrRemove(self);
174 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
175 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
178 float wa, thisammo, i, j;
180 var .float ammofield;
185 wep.classname = "droppedweapon";
187 wep.owner = wep.enemy = own;
188 wep.flags |= FL_TOSSED;
189 wep.colormap = own.colormap;
191 if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
193 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
195 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
199 float superweapons = 1;
200 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
201 if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
202 if(WEPSET_CONTAINS_EW(own, i))
204 if(superweapons <= 1)
206 wep.superweapons_finished = own.superweapons_finished;
207 own.superweapons_finished = 0;
211 float timeleft = own.superweapons_finished - time;
212 float weptimeleft = timeleft / superweapons;
213 wep.superweapons_finished = time + weptimeleft;
214 own.superweapons_finished -= weptimeleft;
219 wa = W_AmmoItemCode(wpn);
224 weapon_defaultspawnfunc(wpn);
228 wep.glowmod = own.weaponentity_glowmod;
229 wep.think = thrown_wep_think;
230 wep.savenextthink = wep.nextthink;
231 wep.nextthink = min(wep.nextthink, time + 0.5);
232 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
240 weapon_defaultspawnfunc(wpn);
244 if(doreduce && g_weapon_stay == 2)
246 for(i = 0, j = 1; i < 24; ++i, j *= 2)
250 ammofield = Item_CounterField(j);
252 // if our weapon is loaded, give its load back to the player
253 if(self.(weapon_load[self.weapon]) > 0)
255 own.ammofield += self.(weapon_load[self.weapon]);
256 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
265 for(i = 0, j = 1; i < 24; ++i, j *= 2)
269 ammofield = Item_CounterField(j);
271 // if our weapon is loaded, give its load back to the player
272 if(self.(weapon_load[self.weapon]) > 0)
274 own.ammofield += self.(weapon_load[self.weapon]);
275 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
278 thisammo = min(own.ammofield, wep.ammofield);
279 wep.ammofield = thisammo;
280 own.ammofield -= thisammo;
281 s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
284 s = substring(s, 5, -1);
286 wep.glowmod = own.weaponentity_glowmod;
287 wep.think = thrown_wep_think;
288 wep.savenextthink = wep.nextthink;
289 wep.nextthink = min(wep.nextthink, time + 0.5);
290 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
296 float W_IsWeaponThrowable(float w)
300 if (!autocvar_g_pickup_items)
310 if (g_nexball && w == WEP_GRENADE_LAUNCHER)
315 wa = W_AmmoItemCode(w);
316 if(WEPSET_CONTAINS_AW(start_weapons, w))
318 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
319 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
328 // toss current weapon
329 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
336 return; // just in case
339 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
341 if(!autocvar_g_weapon_throwable)
343 if(self.weaponentity.state != WS_READY)
345 if(!W_IsWeaponThrowable(w))
348 if(!WEPSET_CONTAINS_EW(self, w))
350 WEPSET_ANDNOT_EW(self, w);
352 W_SwitchWeapon_Force(self, w_getbestweapon(self));
353 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
356 Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
359 // Bringed back weapon frame
365 self.weapon_frametime = frametime;
367 if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
370 if(self.freezetag_frozen == 1 || self.frozen == 1)
373 if (!self.weaponentity || self.health < 1)
374 return; // Dead player can't use weapons and injure impulse commands
376 if(!self.switchweapon)
379 self.switchingweapon = 0;
380 self.weaponentity.state = WS_CLEAR;
381 self.weaponname = "";
382 self.items &~= IT_AMMO;
386 makevectors(self.v_angle);
387 fo = v_forward; // save them in case the weapon think functions change it
392 if (self.weapon != self.switchweapon)
394 if (self.weaponentity.state == WS_CLEAR)
397 self.switchingweapon = self.switchweapon;
399 //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
400 self.weaponentity.state = WS_RAISE;
401 weapon_action(self.switchweapon, WR_SETUP);
403 // set our clip load to the load of the weapon we switched to, if it's reloadable
405 e = get_weaponinfo(self.switchweapon);
406 if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
408 self.clip_load = self.(weapon_load[self.switchweapon]);
409 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
412 self.clip_load = self.clip_size = 0;
414 // VorteX: add player model weapon select frame here
415 // setcustomframe(PlayerWeaponRaise);
416 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
417 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
419 else if (self.weaponentity.state == WS_DROP)
421 // in dropping phase we can switch at any time
422 self.switchingweapon = self.switchweapon;
424 else if (self.weaponentity.state == WS_READY)
427 self.switchingweapon = self.switchweapon;
429 #ifndef INDEPENDENT_ATTACK_FINISHED
430 if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
433 sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
434 self.weaponentity.state = WS_DROP;
435 // set up weapon switch think in the future, and start drop anim
436 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
437 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
438 #ifndef INDEPENDENT_ATTACK_FINISHED
444 // LordHavoc: network timing test code
446 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
451 // call the think code which may fire the weapon
452 // and do so multiple times to resolve framerate dependency issues if the
453 // server framerate is very low and the weapon fire rate very high
456 while (c < W_TICSPERFRAME)
459 if(w && !WEPSET_CONTAINS_EW(self, w))
461 if(self.weapon == self.switchweapon)
462 W_SwitchWeapon_Force(self, w_getbestweapon(self));
471 weapon_action(self.weapon, WR_THINK);
473 weapon_action(self.weapon, WR_GONETHINK);
475 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
477 if(self.weapon_think)
485 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
489 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
490 //if (ATTACK_FINISHED(self) < time)
491 // ATTACK_FINISHED(self) = time;
493 //if (self.weapon_nextthink < time)
494 // self.weapon_nextthink = time;
496 // update currentammo incase it has changed
498 if (self.items & IT_CELLS)
499 self.currentammo = self.ammo_cells;
500 else if (self.items & IT_ROCKETS)
501 self.currentammo = self.ammo_rockets;
502 else if (self.items & IT_NAILS)
503 self.currentammo = self.ammo_nails;
504 else if (self.items & IT_SHELLS)
505 self.currentammo = self.ammo_shells;
507 self.currentammo = 1;
511 string W_Apply_Weaponreplace(string in)
513 float n = tokenize_console(in);
516 for(i = 0; i < n; ++i)
519 string r = cvar_string(strcat("g_weaponreplace_", s));
521 out = strcat(out, " ", s);
523 out = strcat(out, " ", r);
525 return substring(out, 1, -1);