1 #include "selection.qh"
4 #include "weaponsystem.qh"
5 #include "../t_items.qh"
6 #include "../waypointsprites.qh"
7 #include "../../common/constants.qh"
8 #include "../../common/util.qh"
9 #include "../../common/weapons/all.qh"
11 // switch between weapons
12 void Send_WeaponComplain(entity e, float wpn, float type)
15 WriteByte(MSG_ONE, SVC_TEMPENTITY);
16 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
17 WriteByte(MSG_ONE, wpn);
18 WriteByte(MSG_ONE, type);
21 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
26 if(time < self.hasweapon_complain_spam)
29 if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
33 self.hasweapon_complain_spam = time + 0.2;
35 if (wpn < WEP_FIRST || wpn > WEP_LAST)
38 sprint(self, "Invalid weapon\n");
41 if (cl.weapons & WepSet_FromWeapon(wpn))
45 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
53 f = WEP_ACTION(wpn, WR_CHECKAMMO1);
54 f = f + WEP_ACTION(wpn, WR_CHECKAMMO2);
56 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
58 if(wpn == WEP_MINE_LAYER)
59 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
67 if(IS_REAL_CLIENT(cl))
69 play2(cl, "weapons/unavailable.wav");
70 Send_WeaponComplain (cl, wpn, 0);
80 // Report Proper Weapon Status / Modified Weapon Ownership Message
81 if (weaponsInMap & WepSet_FromWeapon(wpn))
83 Send_WeaponComplain(cl, wpn, 1);
85 if(autocvar_g_showweaponspawns)
89 for(e = world; (e = findfloat(e, weapon, wpn)); )
91 if(e.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
93 if(!(e.flags & FL_ITEM))
96 (get_weaponinfo(wpn)).wpmodel,
98 world, e.origin + ('0 0 1' * e.maxs.z) * 1.2,
102 RADARICON_NONE, '0 0 0'
109 Send_WeaponComplain (cl, wpn, 2);
112 play2(cl, "weapons/unavailable.wav");
117 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
119 // We cannot tokenize in this function, as GiveItems calls this
120 // function. Thus we must use car/cdr.
121 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
122 WepSet wepset = '0 0 0';
123 switchtonext = switchtolast = 0;
124 first_valid = prev_valid = 0;
128 if(skipmissing || pl.selectweapon == 0)
129 weaponcur = pl.switchweapon;
131 weaponcur = pl.selectweapon;
138 string rest = weaponorder;
141 weaponwant = stof(car(rest)); rest = cdr(rest);
142 wep = get_weaponinfo(weaponwant);
143 wepset = WepSet_FromWeapon(weaponwant);
145 if(wep.impulse != imp)
148 float i, have_other = false;
149 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
152 if((get_weaponinfo(i)).impulse == imp || imp < 0)
153 if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
157 // skip weapons we don't own that aren't normal and aren't in the map
158 if(!(pl.weapons & wepset))
159 if(!(weaponsInMap & wepset))
160 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
165 if(!skipmissing || client_hasweapon(pl, weaponwant, true, false))
170 first_valid = weaponwant;
171 if(weaponwant == weaponcur)
180 prev_valid = weaponwant;
190 // complain (but only for one weapon on the button that has been pressed)
193 self.weaponcomplainindex += 1;
194 c = (self.weaponcomplainindex % c) + 1;
198 weaponwant = stof(car(rest)); rest = cdr(rest);
199 wep = get_weaponinfo(weaponwant);
200 wepset = WepSet_FromWeapon(weaponwant);
202 if(wep.impulse != imp)
205 float i, have_other = false;
206 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
209 if((get_weaponinfo(i)).impulse == imp || imp < 0)
210 if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
214 // skip weapons we don't own that aren't normal and aren't in the map
215 if(!(pl.weapons & wepset))
216 if(!(weaponsInMap & wepset))
217 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
223 client_hasweapon(pl, weaponwant, true, true);
231 void W_SwitchWeapon_Force(entity e, float w)
233 e.cnt = e.switchweapon;
238 // perform weapon to attack (weaponstate and attack_finished check is here)
239 void W_SwitchToOtherWeapon(entity pl)
241 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
244 if(pl.weapons & WepSet_FromWeapon(w))
246 pl.weapons &= ~WepSet_FromWeapon(w);
247 ww = w_getbestweapon(pl);
248 pl.weapons |= WepSet_FromWeapon(w);
251 ww = w_getbestweapon(pl);
253 W_SwitchWeapon_Force(pl, ww);
256 void W_SwitchWeapon(float imp)
258 if (self.switchweapon != imp)
260 if (client_hasweapon(self, imp, true, true))
261 W_SwitchWeapon_Force(self, imp);
263 self.selectweapon = imp; // update selectweapon ANYWAY
265 else if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
268 void W_CycleWeapon(string weaponorder, float dir)
271 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true);
276 void W_NextWeaponOnImpulse(float imp)
279 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
285 void W_NextWeapon(float list)
288 W_CycleWeapon(weaponorder_byid, -1);
290 W_CycleWeapon(self.weaponorder_byimpulse, -1);
292 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
296 void W_PreviousWeapon(float list)
299 W_CycleWeapon(weaponorder_byid, +1);
301 W_CycleWeapon(self.weaponorder_byimpulse, +1);
303 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
306 // previously used if exists and has ammo, (second) best otherwise
307 void W_LastWeapon(void)
309 if(client_hasweapon(self, self.cnt, true, false))
310 W_SwitchWeapon(self.cnt);
312 W_SwitchToOtherWeapon(self);