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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include "selection.qh"
4
5 #include "../command/common.qh"
6 #include "../mutators/_mod.qh"
7 #include "../round_handler.qh"
8 #include <common/t_items.qh>
9 #include <common/animdecide.qh>
10 #include <common/constants.qh>
11 #include <common/net_linked.qh>
12 #include <common/monsters/_mod.qh>
13 #include <common/notifications/all.qh>
14 #include <common/util.qh>
15 #include <common/weapons/_all.qh>
16 #include <common/state.qh>
17 #include <lib/csqcmodel/sv_model.qh>
18 #include <common/wepent.qh>
19
20 .int state;
21
22 .float weapon_frametime;
23
24 float W_WeaponRateFactor(entity this)
25 {
26         float t = 1;
27         if(g_weaponratefactor > 0)
28                 t = 1.0 / g_weaponratefactor;
29
30         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
31         t = M_ARGV(0, float);
32
33         return t;
34 }
35
36 float W_WeaponSpeedFactor(entity this)
37 {
38         float t = 1.0 * g_weaponspeedfactor;
39
40         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
41         t = M_ARGV(0, float);
42
43         return t;
44 }
45
46
47 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
48 {
49         this.viewmodelforclient = this.owner;
50         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
51         return true;
52 }
53
54 vector CL_Weapon_GetShotOrg(int wpn)
55 {
56         entity wi = Weapons_from(wpn);
57         entity e = spawn();
58         CL_WeaponEntity_SetModel(e, wi.mdl, false);
59         vector ret = e.movedir;
60         CL_WeaponEntity_SetModel(e, "", false);
61         delete(e);
62         return ret;
63 }
64
65 .float m_alpha;
66 .string w_weaponname;
67 .int w_dmg;
68 .int w_deadflag;
69
70 void CL_Weaponentity_Think(entity this)
71 {
72         this.nextthink = time;
73         if (game_stopped) this.frame = this.anim_idle.x;
74         .entity weaponentity = this.weaponentity_fld;
75         if (this.owner.(weaponentity) != this)
76         {
77                 // owner has new gun; remove old one
78                 if (this.weaponchild) delete(this.weaponchild);
79                 if (this.hook) delete(this.hook);
80                 delete(this);
81                 return;
82         }
83         if (IS_DEAD(this.owner))
84         {
85                 // owner died; disappear
86                 this.model = "";
87                 if (this.weaponchild) this.weaponchild.model = "";
88                 return;
89         }
90         if (this.w_weaponname != this.weaponname
91             || this.w_dmg != this.modelindex
92             || this.w_deadflag != this.deadflag)
93         {
94                 // owner changed weapons; update appearance
95                 this.w_weaponname = this.weaponname;
96                 this.w_dmg = this.modelindex;
97                 this.w_deadflag = this.deadflag;
98
99                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
100         }
101
102         this.alpha = -1;  // TODO: don't render this entity at all
103
104         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
105         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
106         else this.m_alpha  = 1;
107
108         if (this.weaponchild)
109         {
110                 this.weaponchild.alpha = this.alpha;
111                 this.weaponchild.effects = this.effects;
112         }
113 }
114
115 void CL_ExteriorWeaponentity_Think(entity this)
116 {
117         this.nextthink = time;
118         .entity weaponentity = this.weaponentity_fld;
119         entity w_ent = this.owner.(weaponentity);
120         if (this.owner.exteriorweaponentity != this)
121         {
122                 delete(this);
123                 return;
124         }
125         if (IS_DEAD(this.owner))
126         {
127                 this.model = "";
128                 return;
129         }
130         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
131             || this.deadflag != w_ent.deadflag)
132         {
133                 this.weaponname = w_ent.weaponname;
134                 this.dmg = w_ent.modelindex;
135                 this.deadflag = w_ent.deadflag;
136                 if (w_ent.weaponname != "")
137                 {
138                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
139                         setsize(this, '0 0 0', '0 0 0');
140                 }
141                 else this.model = "";
142
143                 int tag_found;
144                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
145                 {
146                         this.tag_index = tag_found;
147                         this.tag_entity = this.owner;
148                 }
149                 else
150                 {
151                         setattachment(this, this.owner, "bip01 r hand");
152                 }
153         }
154         this.effects = this.owner.effects;
155         this.effects |= EF_LOWPRECISION;
156         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
157         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
158         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
159         else this.alpha = 1;
160
161     Weapon wep = this.owner.(weaponentity).m_weapon;
162         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
163         this.colormap = this.owner.colormap;
164
165         CSQCMODEL_AUTOUPDATE(this);
166 }
167
168 // spawning weaponentity for client
169 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
170 {
171         entity view = actor.(weaponentity) = new(weaponentity);
172         view.solid = SOLID_NOT;
173         view.owner = actor;
174         setmodel(view, MDL_Null);  // precision set when changed
175         setorigin(view, '0 0 0');
176         view.weaponentity_fld = weaponentity;
177         setthink(view, CL_Weaponentity_Think);
178         view.nextthink = time;
179         view.viewmodelforclient = actor;
180         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
181
182         wepent_link(view);
183
184         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
185         {
186                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
187                 exterior.solid = SOLID_NOT;
188                 exterior.owner = actor;
189                 exterior.weaponentity_fld = weaponentity;
190                 setorigin(exterior, '0 0 0');
191                 setthink(exterior, CL_ExteriorWeaponentity_Think);
192                 exterior.nextthink = time;
193
194                 CSQCMODEL_AUTOINIT(exterior);
195         }
196 }
197
198 // Weapon subs
199 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
200 {
201         actor.(weaponentity).m_weapon = WEP_Null;
202         actor.(weaponentity).m_switchingweapon = WEP_Null;
203         entity this = actor.(weaponentity);
204         if (this)
205         {
206                 this.state = WS_CLEAR;
207                 this.effects = 0;
208         }
209 }
210
211 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
212 {
213         entity this = actor.(weaponentity);
214         if (this) this.state = WS_READY;
215         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
216 }
217
218 .float prevdryfire;
219 .float prevwarntime;
220 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
221 {
222         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
223         bool ammo = false;
224         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
225         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
226         if (ammo) return true;
227         // always keep the Mine Layer if we placed mines, so that we can detonate them
228         if (thiswep == WEP_MINE_LAYER)
229         {
230                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
231                 {
232                         return false;
233                 });
234         }
235
236         if (thiswep == WEP_SHOTGUN)
237                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
238
239         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
240         {
241                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
242                 actor.prevdryfire = time;
243         }
244
245         // check if the other firing mode has enough ammo
246         bool ammo_other = false;
247         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
248         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
249         if (ammo_other)
250         {
251                 if (time - actor.prevwarntime > 1)
252                 {
253                         Send_Notification(
254                                 NOTIF_ONE,
255                                 actor,
256                                 MSG_MULTI,
257                                 ITEM_WEAPON_PRIMORSEC,
258                                 thiswep.m_id,
259                                 secondary,
260                                 (1 - secondary)
261                                          );
262                 }
263                 actor.prevwarntime = time;
264         }
265         else  // this weapon is totally unable to fire, switch to another one
266         {
267                 W_SwitchToOtherWeapon(actor, weaponentity);
268         }
269
270         return false;
271 }
272
273 .float race_penalty;
274 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
275 {
276         if (actor.weaponentity == NULL) return true;
277         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
278
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;
282
283         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
284                 return false;
285
286         // do not even think about shooting if switching
287         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
288
289         if (attacktime >= 0)
290         {
291                 int slot = weaponslot(weaponentity);
292                 // don't fire if previous attack is not finished
293                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
294                 entity this = actor.(weaponentity);
295                 // don't fire while changing weapon
296                 if (this.state != WS_READY) return false;
297         }
298         return true;
299 }
300
301 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
302 {
303         entity this = actor.(weaponentity);
304         if (this == NULL) return;
305         this.state = WS_INUSE;
306
307         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
308
309         // if the weapon hasn't been firing continuously, reset the timer
310         if (attacktime >= 0)
311         {
312                 int slot = weaponslot(weaponentity);
313                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
314                 {
315                         ATTACK_FINISHED(actor, slot) = time;
316                         // dprint("resetting attack finished to ", ftos(time), "\n");
317                 }
318                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
319         }
320         this.bulletcounter += 1;
321         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
322 }
323
324 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
325 {
326         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
327         {
328                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
329                 return true;
330         }
331         return false;
332 }
333
334 void wframe_send(entity actor, entity weaponentity, int a, bool restartanim);
335
336 /**
337  * @param t defer thinking until time + t
338  * @param func next think function
339  */
340 void weapon_thinkf_ex(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
341         .entity weaponentity, int fire) func, bool forcenorestart)
342 {
343         entity this = actor.(weaponentity);
344         if (this == NULL) return;
345         bool restartanim;
346         if (fr == WFRAME_DONTCHANGE)
347         {
348                 fr = this.wframe;
349                 restartanim = false;
350         }
351         else
352         {
353                 restartanim = fr != WFRAME_IDLE;
354         }
355
356         if(forcenorestart)
357                 restartanim = false;
358
359         vector of = v_forward;
360         vector or = v_right;
361         vector ou = v_up;
362
363         this.wframe = fr;
364
365         v_forward = of;
366         v_right = or;
367         v_up = ou;
368
369         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
370                         "Tried to override initial weapon think function - should this really happen?");
371
372         t *= W_WeaponRateFactor(actor);
373
374         // VorteX: haste can be added here
375         if (this.weapon_think == w_ready)
376         {
377                 this.weapon_nextthink = time;
378                 // dprint("started firing at ", ftos(time), "\n");
379         }
380         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
381             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
382         {
383                 this.weapon_nextthink = time;
384                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
385         }
386         this.weapon_nextthink += t;
387         this.weapon_think = func;
388         // dprint("next ", ftos(this.weapon_nextthink), "\n");
389
390         if (this)
391         {
392                 FOREACH_CLIENT(true, LAMBDA(
393                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
394                                 wframe_send(it, this, fr, restartanim);
395                 ));
396         }
397
398         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
399         {
400                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
401                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
402                 int act = (primary_melee || secondary_melee)
403                         ? ANIMACTION_MELEE
404                         : ANIMACTION_SHOOT
405                         ;
406                 animdecide_setaction(actor, act, restartanim);
407         }
408         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
409         {
410                 actor.anim_upper_action = 0;
411         }
412 }
413 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
414         .entity weaponentity, int fire) func)
415 {
416         weapon_thinkf_ex(actor, weaponentity, fr, t, func, false);
417 }
418
419
420 bool forbidWeaponUse(entity player)
421 {
422         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
423         if (player.player_blocked) return true;
424         if (game_stopped) return true;
425         if (STAT(FROZEN, player)) return true;
426         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
427         return false;
428 }
429
430 .bool hook_switchweapon;
431
432 void W_WeaponFrame(Player actor, .entity weaponentity)
433 {
434     TC(Player, actor);
435     TC(PlayerState, PS(actor));
436         entity this = actor.(weaponentity);
437         if (frametime) this.weapon_frametime = frametime;
438
439         if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
440
441         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
442         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
443
444         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
445                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
446
447         if (forbidWeaponUse(actor))
448         {
449                 if (this.state != WS_CLEAR)
450                 {
451                         Weapon wpn = this.m_weapon;
452                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
453                         return;
454                 }
455         }
456
457         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
458         {
459                 .entity wepe1 = weaponentities[0];
460                 entity wep1 = actor.(wepe1);
461                 this.m_switchweapon = wep1.m_switchweapon;
462                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(actor.dual_weapons & wep1.m_switchweapon.m_wepset))
463                 {
464                         this.m_weapon = WEP_Null;
465                         this.m_switchingweapon = WEP_Null;
466                         this.m_switchweapon = WEP_Null;
467                         this.state = WS_CLEAR;
468                         this.weaponname = "";
469                         return;
470                 }
471         }
472
473         if (this.m_switchweapon == WEP_Null)
474         {
475                 this.m_weapon = WEP_Null;
476                 this.m_switchingweapon = WEP_Null;
477                 this.state = WS_CLEAR;
478                 this.weaponname = "";
479                 return;
480         }
481
482         makevectors(actor.v_angle);
483         vector fo = v_forward;  // save them in case the weapon think functions change it
484         vector ri = v_right;
485         vector up = v_up;
486
487         // Change weapon
488         if (this.m_weapon != this.m_switchweapon)
489         {
490                 switch (this.state)
491                 {
492                         default:
493                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
494                                 break;
495                         case WS_INUSE:
496                         case WS_RAISE:
497                                 break;
498                         case WS_CLEAR:
499                         {
500                                 // end switching!
501                                 Weapon newwep = this.m_switchweapon;
502                                 this.m_switchingweapon = newwep;
503
504                                 // the two weapon entities will notice this has changed and update their models
505                                 this.m_weapon = newwep;
506                                 this.weaponname = newwep.mdl;
507                                 this.bulletcounter = 0;
508                                 newwep.wr_setup(newwep, actor, weaponentity);
509                                 this.state = WS_RAISE;
510
511                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
512                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
513                                 {
514                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
515                                         this.clip_size = newwep.reloading_ammo;
516                                 }
517                                 else
518                                 {
519                                         this.clip_load = this.clip_size = 0;
520                                 }
521
522                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
523                                 break;
524                         }
525                         case WS_DROP:
526                         {
527                                 // in dropping phase we can switch at any time
528                                 this.m_switchingweapon = this.m_switchweapon;
529                                 break;
530                         }
531                         case WS_READY:
532                         {
533                                 // start switching!
534                                 this.m_switchingweapon = this.m_switchweapon;
535                                 entity oldwep = this.m_weapon;
536
537                                 // set up weapon switch think in the future, and start drop anim
538                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
539                                 {
540                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
541                                         this.state = WS_DROP;
542                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
543                                 }
544                                 break;
545                         }
546                 }
547         }
548
549         // LordHavoc: network timing test code
550         // if (actor.button0)
551         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
552
553         Weapon w = this.m_weapon;
554
555         // call the think code which may fire the weapon
556         // and do so multiple times to resolve framerate dependency issues if the
557         // server framerate is very low and the weapon fire rate very high
558         for (int c = 0; c < W_TICSPERFRAME; ++c)
559         {
560                 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
561                 {
562                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
563                         w = WEP_Null;
564                 }
565
566                 v_forward = fo;
567                 v_right = ri;
568                 v_up = up;
569
570                 bool block_weapon = false;
571                 {
572                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
573                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
574                                 key_pressed = false;
575
576                         Weapon off = actor.offhand;
577                         if (off && !(actor.weapons & WEPSET(HOOK)))
578                         {
579                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
580                         }
581                         else
582                         {
583                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
584                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
585                                 actor.hook_switchweapon = key_pressed;
586                                 Weapon h = WEP_HOOK;
587                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
588                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
589                         }
590                 }
591
592                 v_forward = fo;
593                 v_right = ri;
594                 v_up = up;
595
596                 if (!block_weapon)
597                 {
598             Weapon e = this.m_weapon;
599             TC(Weapon, e);
600                         if (w != WEP_Null)
601                         {
602                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
603                         }
604                         else if (e)
605                         {
606                                 e.wr_gonethink(e, actor, weaponentity);
607                         }
608                 }
609
610                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
611                 {
612                         if (this.weapon_think)
613                         {
614                                 v_forward = fo;
615                                 v_right = ri;
616                                 v_up = up;
617                                 Weapon wpn = this.m_weapon;
618                                 this.weapon_think(wpn, actor, weaponentity,
619                                         button_atck | (button_atck2 << 1));
620                         }
621                         else
622                         {
623                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
624                         }
625                 }
626         }
627 }
628
629 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
630 {
631         flash.owner = actor;
632         flash.angles_z = random() * 360;
633
634         entity view = actor.(weaponentity);
635         entity exterior = actor.exteriorweaponentity;
636
637         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
638         else setattachment(flash, view, "tag_shot");
639         setorigin(flash, offset);
640
641         entity xflash = spawn();
642         copyentity(flash, xflash);
643
644         flash.viewmodelforclient = actor;
645
646         if (view.oldorigin.x > 0)
647         {
648                 setattachment(xflash, exterior, "");
649                 setorigin(xflash, view.oldorigin + offset);
650         }
651         else
652         {
653                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
654                 else setattachment(xflash, exterior, "tag_shot");
655                 setorigin(xflash, offset);
656         }
657 }
658
659 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
660 {
661         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
662         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
663
664         entity w_ent = actor.(weaponentity);
665
666         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
667         if (wep.reloading_ammo)
668         {
669                 w_ent.clip_load -= ammo_use;
670                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
671         }
672         else if (wep.ammo_field != ammo_none)
673         {
674                 actor.(wep.ammo_field) -= ammo_use;
675                 if (actor.(wep.ammo_field) < 0)
676                 {
677                         backtrace(sprintf(
678                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
679                                 "Please notify Samual immediately with a copy of this backtrace!\n",
680                                 ammo_use,
681                                 wep.netname,
682                                 GetAmmoPicture(wep.ammo_field),
683                                 actor.netname,
684                                 actor.(wep.ammo_field)
685                                              ));
686                 }
687         }
688 }
689
690 // weapon reloading code
691
692 .float reload_ammo_amount, reload_ammo_min, reload_time;
693 .float reload_complain;
694 .string reload_sound;
695
696 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
697 {
698         // finish the reloading process, and do the ammo transfer
699
700         entity w_ent = actor.(weaponentity);
701         Weapon wpn = w_ent.m_weapon;
702
703         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
704
705         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
706         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
707         {
708                 w_ent.clip_load = w_ent.reload_ammo_amount;
709         }
710         else
711         {
712                 // make sure we don't add more ammo than we have
713                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
714                 w_ent.clip_load += load;
715                 actor.(wpn.ammo_field) -= load;
716         }
717         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
718
719         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
720         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
721         // so your weapon is disabled for a few seconds without reason
722
723         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
724
725         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
726 }
727
728 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
729 {
730     TC(Sound, sent_sound);
731         // set global values to work with
732         entity this = actor.(weaponentity);
733         Weapon e = this.m_weapon;
734
735         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
736
737         this.reload_ammo_min = sent_ammo_min;
738         this.reload_ammo_amount = e.reloading_ammo;
739         this.reload_time = e.reloading_time;
740         if (actor.reload_sound) strunzone(actor.reload_sound);
741         actor.reload_sound = strzone(Sound_fixpath(sent_sound));
742
743         // don't reload weapons that don't have the RELOADABLE flag
744         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
745         {
746                 LOG_TRACE(
747                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
748                 return;
749         }
750
751         // return if reloading is disabled for this weapon
752         if (!this.reload_ammo_amount) return;
753
754         // our weapon is fully loaded, no need to reload
755         if (this.clip_load >= this.reload_ammo_amount) return;
756
757         // no ammo, so nothing to load
758         if (e.ammo_field != ammo_none)
759         {
760                 if (!actor.(e.ammo_field) && this.reload_ammo_min)
761                 {
762                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
763                         {
764                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
765                                 {
766                                         play2(actor, SND(UNAVAILABLE));
767                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
768                                         actor.reload_complain = time + 1;
769                                 }
770                                 // switch away if the amount of ammo is not enough to keep using this weapon
771                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
772                                 {
773                                         this.clip_load = -1;  // reload later
774                                         W_SwitchToOtherWeapon(actor, weaponentity);
775                                 }
776                                 return;
777                         }
778                 }
779         }
780
781         if (this)
782         {
783                 if (this.wframe == WFRAME_RELOAD) return;
784
785                 // allow switching away while reloading, but this will cause a new reload!
786                 this.state = WS_READY;
787         }
788
789         // now begin the reloading process
790
791         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
792
793         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
794         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
795         // so your weapon is disabled for a few seconds without reason
796
797         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
798
799         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
800
801         if (this.clip_load < 0) this.clip_load = 0;
802         this.old_clip_load = this.clip_load;
803         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
804 }
805
806 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
807 {
808         Weapon w = Weapons_from(weapon_type);
809         weapon_dropevent_item = weapon_item;
810         w.event(w, player, weaponentity);
811 }