1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include "../mutators/all.qh"
7 #include "../round_handler.qh"
8 #include "../t_items.qh"
9 #include "../../common/animdecide.qh"
10 #include "../../common/constants.qh"
11 #include "../../common/monsters/all.qh"
12 #include "../../common/notifications.qh"
13 #include "../../common/util.qh"
14 #include "../../common/weapons/all.qh"
15 #include "../../lib/csqcmodel/sv_model.qh"
19 .float weapon_frametime;
21 float W_WeaponRateFactor()
23 float t = 1.0 / g_weaponratefactor;
25 MUTATOR_CALLHOOK(WeaponRateFactor, t);
31 float W_WeaponSpeedFactor()
33 float t = 1.0 * g_weaponspeedfactor;
35 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
42 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
43 .entity weaponentity, int fire) func);
45 bool CL_Weaponentity_CustomizeEntityForClient()
48 this.viewmodelforclient = this.owner;
49 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
53 vector CL_Weapon_GetShotOrg(int wpn)
55 entity wi = Weapons_from(wpn);
57 CL_WeaponEntity_SetModel(e, wi.mdl);
58 vector ret = e.movedir;
59 CL_WeaponEntity_SetModel(e, "");
64 void CL_Weaponentity_Think()
67 this.nextthink = time;
68 if (intermission_running) this.frame = this.anim_idle.x;
69 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
70 if (this.owner.(weaponentity) != this)
72 // owner has new gun; remove self
73 if (this.weaponchild) remove(this.weaponchild);
77 if (this.owner.deadflag != DEAD_NO)
79 // owner died; disappear
81 if (this.weaponchild) this.weaponchild.model = "";
84 if (this.weaponname != this.owner.weaponname
85 || this.dmg != this.owner.modelindex
86 || this.deadflag != this.owner.deadflag)
88 // owner changed weapons; update appearance
89 this.weaponname = this.owner.weaponname;
90 this.dmg = this.owner.modelindex;
91 this.deadflag = this.owner.deadflag;
93 CL_WeaponEntity_SetModel(this, this.owner.weaponname);
96 this.effects = EF_NODRAW; // TODO: don't render this entity at all
98 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
99 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
102 if (this.weaponchild)
104 this.weaponchild.effects = this.effects;
108 void CL_ExteriorWeaponentity_Think()
111 this.nextthink = time;
112 if (this.owner.exteriorweaponentity != this)
117 if (this.owner.deadflag != DEAD_NO)
122 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
123 || this.deadflag != this.owner.deadflag)
125 this.weaponname = this.owner.weaponname;
126 this.dmg = this.owner.modelindex;
127 this.deadflag = this.owner.deadflag;
128 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
129 else this.model = "";
132 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
134 this.tag_index = tag_found;
135 this.tag_entity = this.owner;
139 setattachment(this, this.owner, "bip01 r hand");
142 this.effects = this.owner.effects;
143 this.effects |= EF_LOWPRECISION;
144 this.effects = this.effects & EFMASK_CHEAP; // eat performance
145 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
146 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
149 this.glowmod = this.owner.weaponentity_glowmod;
150 this.colormap = this.owner.colormap;
152 CSQCMODEL_AUTOUPDATE(this);
155 // spawning weaponentity for client
156 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
158 entity view = actor.(weaponentity) = new(weaponentity);
159 view.solid = SOLID_NOT;
161 setmodel(view, MDL_Null); // precision set when changed
162 setorigin(view, '0 0 0');
163 view.think = CL_Weaponentity_Think;
164 view.nextthink = time;
165 view.viewmodelforclient = actor;
166 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
168 if (weaponentity == weaponentities[0])
170 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
171 exterior.solid = SOLID_NOT;
172 exterior.owner = actor;
173 setorigin(exterior, '0 0 0');
174 exterior.think = CL_ExteriorWeaponentity_Think;
175 exterior.nextthink = time;
177 CSQCMODEL_AUTOINIT(exterior);
182 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
184 if (actor.weapon != -1)
187 actor.switchingweapon = 0;
189 if (actor.(weaponentity))
191 actor.(weaponentity).state = WS_CLEAR;
192 actor.(weaponentity).effects = 0;
196 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
198 if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
199 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
204 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
206 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
208 if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
209 else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
210 if (ammo) return true;
211 // always keep the Mine Layer if we placed mines, so that we can detonate them
212 if (thiswep == WEP_MINE_LAYER)
213 for (entity mine; (mine = find(mine, classname, "mine")); )
214 if (mine.owner == actor) return false;
216 if (thiswep == WEP_SHOTGUN)
217 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
219 if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
221 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
222 actor.prevdryfire = time;
225 // check if the other firing mode has enough ammo
226 bool ammo_other = false;
227 if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
228 else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
231 if (time - actor.prevwarntime > 1)
237 ITEM_WEAPON_PRIMORSEC,
243 actor.prevwarntime = time;
245 else // this weapon is totally unable to fire, switch to another one
247 W_SwitchToOtherWeapon(actor);
254 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
256 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
258 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
259 // if all players readied up and the countdown is running
260 if (time < game_starttime || time < actor.race_penalty) return false;
262 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
265 // do not even think about shooting if switching
266 if (actor.switchweapon != actor.weapon) return false;
270 int slot = weaponslot(weaponentity);
271 // don't fire if previous attack is not finished
272 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
273 // don't fire while changing weapon
274 if (actor.(weaponentity).state != WS_READY) return false;
279 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
281 actor.(weaponentity).state = WS_INUSE;
283 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
285 // if the weapon hasn't been firing continuously, reset the timer
288 int slot = weaponslot(weaponentity);
289 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
291 ATTACK_FINISHED(actor, slot) = time;
292 // dprint("resetting attack finished to ", ftos(time), "\n");
294 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
296 actor.bulletcounter += 1;
297 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
300 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
302 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
304 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
310 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
312 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
313 .entity weaponentity, int fire) func)
316 if (fr == WFRAME_DONTCHANGE)
318 fr = actor.(weaponentity).wframe;
321 else if (fr == WFRAME_IDLE)
330 vector of = v_forward;
334 if (actor.(weaponentity))
336 actor.(weaponentity).wframe = fr;
338 if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
339 else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
340 else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
341 else // if (fr == WFRAME_RELOAD)
342 a = actor.(weaponentity).anim_reload;
343 a.z *= g_weaponratefactor;
344 entity e; FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) {
345 wframe_send(e, actor.(weaponentity), a, restartanim);
353 if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
354 "Tried to override initial weapon think function - should this really happen?");
356 t *= W_WeaponRateFactor();
358 // VorteX: haste can be added here
359 if (actor.weapon_think == w_ready)
361 actor.weapon_nextthink = time;
362 // dprint("started firing at ", ftos(time), "\n");
364 if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
365 || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
367 actor.weapon_nextthink = time;
368 // dprint("reset weapon animation timer at ", ftos(time), "\n");
370 actor.weapon_nextthink += t;
371 actor.weapon_think = func;
372 // dprint("next ", ftos(actor.weapon_nextthink), "\n");
374 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
376 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
377 && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
378 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
382 if (actor.anim_upper_action == ANIMACTION_SHOOT
383 || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
387 bool forbidWeaponUse(entity player)
389 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
390 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
391 if (player.player_blocked) return true;
392 if (player.frozen) return true;
393 if (player.weapon_blocked) return true;
397 .bool hook_switchweapon;
399 void W_WeaponFrame(entity actor)
401 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
402 if (frametime) actor.weapon_frametime = frametime;
404 if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
406 if (forbidWeaponUse(actor))
408 if (actor.(weaponentity).state != WS_CLEAR)
410 Weapon wpn = Weapons_from(actor.weapon);
411 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
416 if (actor.switchweapon == 0)
419 actor.switchingweapon = 0;
420 actor.(weaponentity).state = WS_CLEAR;
421 actor.weaponname = "";
422 // actor.items &= ~IT_AMMO;
426 makevectors(actor.v_angle);
427 vector fo = v_forward; // save them in case the weapon think functions change it
432 if (actor.weapon != actor.switchweapon)
434 switch (actor.(weaponentity).state)
437 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
445 actor.switchingweapon = actor.switchweapon;
446 entity newwep = Weapons_from(actor.switchweapon);
448 // the two weapon entities will notice this has changed and update their models
449 actor.weapon = actor.switchweapon;
450 actor.weaponname = newwep.mdl;
451 actor.bulletcounter = 0;
452 actor.ammo_field = newwep.ammo_field;
453 newwep.wr_setup(newwep);
454 actor.(weaponentity).state = WS_RAISE;
456 // set our clip load to the load of the weapon we switched to, if it's reloadable
457 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
459 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
460 actor.clip_size = newwep.reloading_ammo;
464 actor.clip_load = actor.clip_size = 0;
467 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
472 // in dropping phase we can switch at any time
473 actor.switchingweapon = actor.switchweapon;
479 actor.switchingweapon = actor.switchweapon;
480 entity oldwep = Weapons_from(actor.weapon);
482 // set up weapon switch think in the future, and start drop anim
484 #if INDEPENDENT_ATTACK_FINISHED
487 ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
491 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
492 actor.(weaponentity).state = WS_DROP;
493 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
500 // LordHavoc: network timing test code
501 // if (actor.button0)
502 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
504 int w = actor.weapon;
506 // call the think code which may fire the weapon
507 // and do so multiple times to resolve framerate dependency issues if the
508 // server framerate is very low and the weapon fire rate very high
510 while (c < W_TICSPERFRAME)
513 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
515 if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
523 bool block_weapon = false;
525 bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
526 Weapon off = actor.offhand;
527 if (off && !(actor.weapons & WEPSET(HOOK)))
529 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
533 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
535 actor.hook_switchweapon = key_pressed;
537 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
538 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
550 Weapon e = Weapons_from(actor.weapon);
551 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
555 Weapon w = Weapons_from(actor.weapon);
560 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
562 if (actor.weapon_think)
567 Weapon wpn = Weapons_from(actor.weapon);
568 actor.weapon_think(wpn, actor, weaponentity,
569 (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
573 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
579 void W_AttachToShotorg(entity actor, entity flash, vector offset)
581 .entity weaponentity = weaponentities[0];
583 flash.angles_z = random() * 360;
585 entity view = actor.(weaponentity);
586 entity exterior = actor.exteriorweaponentity;
588 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
589 else setattachment(flash, view, "tag_shot");
590 setorigin(flash, offset);
592 entity xflash = spawn();
593 copyentity(flash, xflash);
595 flash.viewmodelforclient = actor;
597 if (view.oldorigin.x > 0)
599 setattachment(xflash, exterior, "");
600 setorigin(xflash, view.oldorigin + offset);
604 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
605 else setattachment(xflash, exterior, "tag_shot");
606 setorigin(xflash, offset);
610 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
612 if (cvar("g_overkill"))
614 if (actor.ok_use_ammocharge)
616 ok_DecreaseCharge(actor, actor.weapon);
621 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
623 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
624 if (wep.reloading_ammo)
626 actor.clip_load -= ammo_use;
627 actor.(weapon_load[actor.weapon]) = actor.clip_load;
629 else if (wep.ammo_field != ammo_none)
631 actor.(wep.ammo_field) -= ammo_use;
632 if (actor.(wep.ammo_field) < 0)
635 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
636 "Please notify Samual immediately with a copy of this backtrace!\n",
639 GetAmmoPicture(wep.ammo_field),
641 actor.(wep.ammo_field)
647 // weapon reloading code
649 .float reload_ammo_amount, reload_ammo_min, reload_time;
650 .float reload_complain;
651 .string reload_sound;
653 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
655 // finish the reloading process, and do the ammo transfer
657 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
659 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
660 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
662 actor.clip_load = actor.reload_ammo_amount;
666 // make sure we don't add more ammo than we have
667 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
668 actor.clip_load += load;
669 actor.(actor.ammo_field) -= load;
671 actor.(weapon_load[actor.weapon]) = actor.clip_load;
673 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
674 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
675 // so your weapon is disabled for a few seconds without reason
677 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
679 Weapon wpn = Weapons_from(actor.weapon);
680 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
683 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
685 .entity weaponentity = weaponentities[0];
686 // set global values to work with
687 entity e = Weapons_from(actor.weapon);
689 if (cvar("g_overkill"))
690 if (actor.ok_use_ammocharge) return;
693 actor.reload_ammo_min = sent_ammo_min;
694 actor.reload_ammo_amount = e.reloading_ammo;
695 actor.reload_time = e.reloading_time;
696 actor.reload_sound = sent_sound;
698 // don't reload weapons that don't have the RELOADABLE flag
699 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
702 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
706 // return if reloading is disabled for this weapon
707 if (!actor.reload_ammo_amount) return;
709 // our weapon is fully loaded, no need to reload
710 if (actor.clip_load >= actor.reload_ammo_amount) return;
712 // no ammo, so nothing to load
713 if (actor.ammo_field != ammo_none)
715 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
717 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
719 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
721 play2(actor, SND(UNAVAILABLE));
722 sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
723 actor.reload_complain = time + 1;
725 // switch away if the amount of ammo is not enough to keep using this weapon
726 Weapon w = Weapons_from(actor.weapon);
727 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
729 actor.clip_load = -1; // reload later
730 W_SwitchToOtherWeapon(actor);
737 if (actor.(weaponentity))
739 if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
741 // allow switching away while reloading, but this will cause a new reload!
742 actor.(weaponentity).state = WS_READY;
745 // now begin the reloading process
747 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
749 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
750 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
751 // so your weapon is disabled for a few seconds without reason
753 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
755 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
757 if (actor.clip_load < 0) actor.clip_load = 0;
758 actor.old_clip_load = actor.clip_load;
759 actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
762 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
764 Weapon w = Weapons_from(weapon_type);
765 weapon_dropevent_item = weapon_item;
766 WITH(entity, self, player, w.event(w));