1 #include "weaponsystem.qh"
3 #include <common/animdecide.qh>
4 #include <common/constants.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/platforms.qh>
7 #include <common/monsters/_mod.qh>
8 #include <common/mutators/mutator/status_effects/_mod.qh>
9 #include <common/ent_cs.qh>
10 #include <common/net_linked.qh>
11 #include <common/notifications/all.qh>
12 #include <common/resources/sv_resources.qh>
13 #include <common/state.qh>
14 #include <common/util.qh>
15 #include <common/vehicles/all.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/wepent.qh>
18 #include <lib/csqcmodel/sv_model.qh>
19 #include <server/cheats.qh>
20 #include <server/client.qh>
21 #include <server/command/common.qh>
22 #include <server/damage.qh>
23 #include <server/items/items.qh>
24 #include <server/hook.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/round_handler.qh>
27 #include <server/weapons/selection.qh>
28 #include <server/world.qh>
32 .float weapon_frametime;
34 float W_WeaponRateFactor(entity this)
37 if(autocvar_g_weaponratefactor > 0)
38 t = 1.0 / autocvar_g_weaponratefactor;
40 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
46 float W_WeaponSpeedFactor(entity this)
48 float t = 1.0 * autocvar_g_weaponspeedfactor;
50 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
57 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
59 this.viewmodelforclient = this.owner;
60 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
64 vector CL_Weapon_GetShotOrg(int wpn)
66 entity wi = REGISTRY_GET(Weapons, wpn);
68 CL_WeaponEntity_SetModel(e, wi.mdl, false);
69 vector ret = e.movedir;
70 CL_WeaponEntity_SetModel(e, "", false);
80 void CL_Weaponentity_Think(entity this)
82 this.nextthink = time;
83 if (game_stopped) this.frame = this.anim_idle.x;
84 .entity weaponentity = this.weaponentity_fld;
85 if (this.owner.(weaponentity) != this)
87 // owner has new gun; remove old one
88 if (this.weaponchild) delete(this.weaponchild);
89 if (this.hook) delete(this.hook);
93 if (IS_DEAD(this.owner))
95 // owner died; disappear
97 if (this.weaponchild) this.weaponchild.model = "";
100 if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
102 // owner changed weapons; update appearance
103 this.w_weaponname = this.weaponname;
104 this.w_dmg = this.modelindex;
105 this.w_deadflag = this.deadflag;
107 CL_WeaponEntity_SetModel(this, this.weaponname, true);
110 this.alpha = -1; // TODO: don't render this entity at all
112 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
113 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
114 else this.m_alpha = 1;
116 if (this.weaponchild)
118 this.weaponchild.alpha = this.alpha;
119 this.weaponchild.effects = this.effects;
123 void CL_ExteriorWeaponentity_Think(entity this)
125 this.nextthink = time;
126 .entity weaponentity = this.weaponentity_fld;
127 entity w_ent = this.owner.(weaponentity);
128 if (this.owner.exteriorweaponentity != this)
133 if (IS_DEAD(this.owner))
138 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
140 this.weaponname = w_ent.weaponname;
141 this.dmg = w_ent.modelindex;
142 this.deadflag = w_ent.deadflag;
143 if (w_ent.weaponname != "")
145 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
146 setsize(this, '0 0 0', '0 0 0');
148 else this.model = "";
151 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
153 this.tag_index = tag_found;
154 this.tag_entity = this.owner;
158 setattachment(this, this.owner, "bip01 r hand");
161 this.effects = this.owner.effects;
162 this.effects |= EF_LOWPRECISION;
163 this.effects = this.effects & EFMASK_CHEAP; // eat performance
164 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
165 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
168 Weapon wep = this.owner.(weaponentity).m_weapon;
169 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity));
170 this.colormap = this.owner.colormap;
171 this.skin = w_ent.skin;
173 CSQCMODEL_AUTOUPDATE(this);
176 // spawning weaponentity for client
177 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
179 entity w_ent = actor.(weaponentity) = new(weaponentity);
180 w_ent.solid = SOLID_NOT;
182 setmodel(w_ent, MDL_Null); // precision set when changed
183 setorigin(w_ent, '0 0 0');
184 w_ent.weaponentity_fld = weaponentity;
185 setthink(w_ent, CL_Weaponentity_Think);
186 w_ent.nextthink = time;
187 w_ent.viewmodelforclient = actor;
188 w_ent.draggable = drag_undraggable;
189 setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
193 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
195 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
196 exterior.solid = SOLID_NOT;
197 exterior.owner = actor;
198 exterior.draggable = drag_undraggable;
199 exterior.weaponentity_fld = weaponentity;
200 setorigin(exterior, '0 0 0');
201 setthink(exterior, CL_ExteriorWeaponentity_Think);
202 exterior.nextthink = time;
204 CSQCMODEL_AUTOINIT(exterior);
209 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
211 entity w_ent = actor.(weaponentity);
214 w_ent.m_weapon = WEP_Null;
215 w_ent.m_switchingweapon = WEP_Null;
216 w_ent.state = WS_CLEAR;
221 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
223 entity w_ent = actor.(weaponentity);
224 if (w_ent) w_ent.state = WS_READY;
225 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
230 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
232 if ((actor.items & IT_UNLIMITED_AMMO)) return true;
234 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
235 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
236 if (ammo) return true;
237 // always keep the Mine Layer if we placed mines, so that we can detonate them
238 if (thiswep == WEP_MINE_LAYER)
240 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
246 if (thiswep == WEP_SHOTGUN)
247 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
249 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
251 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
252 actor.prevdryfire = time;
255 // check if the other firing mode has enough ammo
256 bool ammo_other = false;
257 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
258 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
261 if (time - actor.prevwarntime > 1)
262 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
263 actor.prevwarntime = time;
265 else // this weapon is totally unable to fire, switch to another one
267 W_SwitchToOtherWeapon(actor, weaponentity);
274 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
276 if (actor.weaponentity == NULL) return true;
277 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
279 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
280 // if all players readied up and the countdown is running
281 if (time < game_starttime || time < actor.race_penalty) return false;
283 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
286 // do not even think about shooting if switching
287 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
291 // don't fire if previous attack is not finished
292 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
293 entity this = actor.(weaponentity);
294 // don't fire while changing weapon
295 if (this.state != WS_READY) return false;
300 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
302 entity this = actor.(weaponentity);
303 if (this == NULL) return;
304 this.state = WS_INUSE;
306 if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
307 StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
309 // if the weapon hasn't been firing continuously, reset the timer
312 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
314 ATTACK_FINISHED(actor, weaponentity) = time;
315 // dprint("resetting attack finished to ", ftos(time), "\n");
317 float arate = W_WeaponRateFactor(actor);
318 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
320 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
322 int slot = weaponslot(weaponentity);
323 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
327 .entity wepent = weaponentities[wepslot];
328 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
330 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
331 continue; // still cooling down!
332 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
333 ATTACK_FINISHED(actor, wepent) = time;
334 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
339 this.bulletcounter += 1;
340 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
343 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
345 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
347 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
354 * @param t defer thinking until time + t
355 * @param func next think function
357 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
358 .entity weaponentity, int fire) func)
360 entity this = actor.(weaponentity);
361 if (this == NULL) return;
363 if (fr == WFRAME_DONTCHANGE)
365 // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
366 if (this.wframe == WFRAME_DONTCHANGE)
367 this.wframe = WFRAME_IDLE;
373 restartanim = fr != WFRAME_IDLE;
378 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE)
379 backtrace("Tried to override initial weapon think function - should this really happen?");
381 t *= W_WeaponRateFactor(actor);
383 // VorteX: haste can be added here
384 if (this.weapon_think == w_ready)
386 this.weapon_nextthink = time;
387 // dprint("started firing at ", ftos(time), "\n");
389 float w_frametime_limit = this.weapon_frametime * 1.5;
390 if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
392 this.weapon_nextthink = time;
393 // dprint("reset weapon animation timer at ", ftos(time), "\n");
395 this.weapon_nextthink += t;
396 this.weapon_think = func;
397 // dprint("next ", ftos(this.weapon_nextthink), "\n");
401 FOREACH_CLIENT(true, {
402 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
403 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
407 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
409 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
410 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
411 int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
412 animdecide_setaction(actor, act, restartanim);
414 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
416 actor.anim_upper_action = 0;
420 bool weaponUseForbidden(entity player)
422 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
423 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
427 bool weaponLocked(entity player)
429 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
430 if (player.player_blocked) return true;
431 if (game_stopped || game_timeout) return true;
432 if (STAT(FROZEN, player)) return true;
433 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
437 void W_ResetGunAlign(entity player, int preferred_alignment)
439 if(W_DualWielding(player))
440 preferred_alignment = 3; // right align, the second gun will default to left
442 // clear current weapon slots' alignments so we can redo the calculations!
443 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
445 .entity weaponentity = weaponentities[slot];
446 if (player.(weaponentity))
447 player.(weaponentity).m_gunalign = 0;
450 // now set the new values
451 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
453 .entity weaponentity = weaponentities[slot];
454 if (player.(weaponentity))
455 player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
459 .bool hook_switchweapon;
461 void W_WeaponFrame(Player actor, .entity weaponentity)
464 TC(PlayerState, PS(actor));
465 entity this = actor.(weaponentity);
466 if (frametime) this.weapon_frametime = frametime;
468 if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
470 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
471 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
473 if (weaponUseForbidden(actor))
474 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
476 if (weaponLocked(actor))
478 if (this.state != WS_CLEAR)
480 Weapon wpn = this.m_weapon;
481 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
486 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
488 .entity wepe1 = weaponentities[0];
489 entity wep1 = actor.(wepe1);
490 this.m_switchweapon = wep1.m_switchweapon;
491 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
492 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
494 this.m_weapon = WEP_Null;
495 this.m_switchingweapon = WEP_Null;
496 this.m_switchweapon = WEP_Null;
497 this.state = WS_CLEAR;
498 this.weaponname = "";
499 this.clip_load = this.clip_size = this.old_clip_load = 0;
504 if (this.m_switchweapon == WEP_Null)
506 if (this.state != WS_CLEAR)
507 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
508 this.m_weapon = WEP_Null;
509 this.m_switchingweapon = WEP_Null;
510 this.state = WS_CLEAR;
511 this.weaponname = "";
512 this.clip_load = this.clip_size = this.old_clip_load = 0;
517 MAKE_VECTORS(actor.v_angle, fo, ri, up);
520 if (this.m_weapon != this.m_switchweapon)
525 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
533 Weapon newwep = this.m_switchweapon;
534 this.m_switchingweapon = newwep;
536 // the two weapon entities will notice this has changed and update their models
537 this.m_weapon = newwep;
538 this.weaponname = newwep.mdl;
539 this.bulletcounter = 0;
540 actor.activewepid = newwep.m_id; // z411
541 newwep.wr_setup(newwep, actor, weaponentity);
542 this.state = WS_RAISE;
544 // set our clip load to the load of the weapon we switched to, if it's reloadable
545 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
547 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
548 this.clip_size = newwep.reloading_ammo;
552 this.clip_load = this.clip_size = 0;
555 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
560 // in dropping phase we can switch at any time
561 this.m_switchingweapon = this.m_switchweapon;
567 this.m_switchingweapon = this.m_switchweapon;
568 entity oldwep = this.m_weapon;
570 // set up weapon switch think in the future, and start drop anim
571 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
573 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
574 this.state = WS_DROP;
575 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
582 // LordHavoc: network timing test code
583 // if (actor.button0)
584 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
586 Weapon w = this.m_weapon;
588 // call the think code which may fire the weapon
589 // and do so multiple times to resolve framerate dependency issues if the
590 // server framerate is very low and the weapon fire rate very high
591 for (int c = 0; c < W_TICSPERFRAME; ++c)
593 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
595 if (this.m_weapon == this.m_switchweapon)
596 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
604 bool block_weapon = false;
606 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
607 if (weaponUseForbidden(actor))
610 Weapon off = actor.offhand;
611 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
613 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
617 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
618 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
619 actor.hook_switchweapon = key_pressed;
621 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
622 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
632 Weapon e = this.m_weapon;
636 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
640 e.wr_gonethink(e, actor, weaponentity);
644 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
646 if (this.weapon_think)
651 Weapon wpn = this.m_weapon;
652 this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
656 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
662 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
665 flash.angles_z = random() * 360;
667 entity w_ent = actor.(weaponentity);
668 entity exterior = actor.exteriorweaponentity;
670 if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
671 else setattachment(flash, w_ent, "tag_shot");
672 setorigin(flash, offset);
674 entity xflash = spawn();
675 copyentity(flash, xflash);
677 flash.viewmodelforclient = actor;
679 if (w_ent.oldorigin.x > 0)
681 setattachment(xflash, exterior, "");
682 setorigin(xflash, w_ent.oldorigin + offset);
686 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
687 else setattachment(xflash, exterior, "tag_shot");
688 setorigin(xflash, offset);
692 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
694 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
695 if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
697 ammo_use = M_ARGV(2, float);
699 entity w_ent = actor.(weaponentity);
701 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
702 if (wep.reloading_ammo)
704 w_ent.clip_load -= ammo_use;
705 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
707 else if (wep.ammo_type != RES_NONE)
709 float ammo = GetResource(actor, wep.ammo_type);
713 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
714 "Please notify the developers immediately with a copy of this backtrace!\n",
715 ammo_use, wep.netname, GetAmmoPicture(wep.ammo_type), actor.netname, ammo));
717 SetResource(actor, wep.ammo_type, ammo - ammo_use);
721 // weapon reloading code
723 .float reload_ammo_amount, reload_ammo_min, reload_time;
724 .float reload_complain;
725 .string reload_sound;
727 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
729 // finish the reloading process, and do the ammo transfer
731 entity w_ent = actor.(weaponentity);
732 Weapon wpn = w_ent.m_weapon;
734 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
736 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
737 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
739 w_ent.clip_load = w_ent.reload_ammo_amount;
743 // make sure we don't add more ammo than we have
744 float ammo = GetResource(actor, wpn.ammo_type);
745 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
746 w_ent.clip_load += load;
747 SetResource(actor, wpn.ammo_type, ammo - load);
749 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
751 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
752 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
753 // so your weapon is disabled for a few seconds without reason
755 // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
757 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
760 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
762 TC(Sound, sent_sound);
763 // set global values to work with
764 entity this = actor.(weaponentity);
765 Weapon e = this.m_weapon;
767 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
769 this.reload_ammo_min = sent_ammo_min;
770 this.reload_ammo_amount = e.reloading_ammo;
771 this.reload_time = e.reloading_time;
772 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
774 // don't reload weapons that don't have the RELOADABLE flag
775 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
778 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
782 // return if reloading is disabled for this weapon
783 if (!this.reload_ammo_amount) return;
785 // our weapon is fully loaded, no need to reload
786 if (this.clip_load >= this.reload_ammo_amount) return;
788 // no ammo, so nothing to load
789 if (e.ammo_type != RES_NONE)
791 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
793 if (!(actor.items & IT_UNLIMITED_AMMO))
795 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
796 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)
797 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
799 play2(actor, SND(UNAVAILABLE));
800 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
801 actor.reload_complain = time + 1;
803 // switch away if the amount of ammo is not enough to keep using this weapon
804 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
806 this.clip_load = -1; // reload later
807 W_SwitchToOtherWeapon(actor, weaponentity);
815 if (this.wframe == WFRAME_RELOAD) return;
817 // allow switching away while reloading, but this will cause a new reload!
818 this.state = WS_READY;
821 // now begin the reloading process
823 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
825 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
826 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
827 // so your weapon is disabled for a few seconds without reason
829 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
831 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
833 if (this.clip_load < 0) this.clip_load = 0;
834 this.old_clip_load = this.clip_load;
835 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
838 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
840 Weapon w = REGISTRY_GET(Weapons, weapon_type);
841 weapon_dropevent_item = weapon_item;
842 w.event(w, player, weaponentity);