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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 <server/mutators/_mod.qh>
7 #include "../round_handler.qh"
8 #include <server/cheats.qh>
9 #include <server/resources.qh>
10 #include <common/t_items.qh>
11 #include <common/animdecide.qh>
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/monsters/_mod.qh>
15 #include <common/notifications/all.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/state.qh>
19 #include <lib/csqcmodel/sv_model.qh>
20 #include <common/wepent.qh>
21
22 .int state;
23
24 .float weapon_frametime;
25
26 float W_WeaponRateFactor(entity this)
27 {
28         float t = 1;
29         if(g_weaponratefactor > 0)
30                 t = 1.0 / g_weaponratefactor;
31
32         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
33         t = M_ARGV(0, float);
34
35         return t;
36 }
37
38 float W_WeaponSpeedFactor(entity this)
39 {
40         float t = 1.0 * g_weaponspeedfactor;
41
42         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
43         t = M_ARGV(0, float);
44
45         return t;
46 }
47
48
49 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
50 {
51         this.viewmodelforclient = this.owner;
52         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
53         return true;
54 }
55
56 vector CL_Weapon_GetShotOrg(int wpn)
57 {
58         entity wi = Weapons_from(wpn);
59         entity e = spawn();
60         CL_WeaponEntity_SetModel(e, wi.mdl, false);
61         vector ret = e.movedir;
62         CL_WeaponEntity_SetModel(e, "", false);
63         delete(e);
64         return ret;
65 }
66
67 .float m_alpha;
68 .string w_weaponname;
69 .int w_dmg;
70 .int w_deadflag;
71
72 void CL_Weaponentity_Think(entity this)
73 {
74         this.nextthink = time;
75         if (game_stopped) this.frame = this.anim_idle.x;
76         .entity weaponentity = this.weaponentity_fld;
77         if (this.owner.(weaponentity) != this)
78         {
79                 // owner has new gun; remove old one
80                 if (this.weaponchild) delete(this.weaponchild);
81                 if (this.hook) delete(this.hook);
82                 delete(this);
83                 return;
84         }
85         if (IS_DEAD(this.owner))
86         {
87                 // owner died; disappear
88                 this.model = "";
89                 if (this.weaponchild) this.weaponchild.model = "";
90                 return;
91         }
92         if (this.w_weaponname != this.weaponname
93             || this.w_dmg != this.modelindex
94             || this.w_deadflag != this.deadflag)
95         {
96                 // owner changed weapons; update appearance
97                 this.w_weaponname = this.weaponname;
98                 this.w_dmg = this.modelindex;
99                 this.w_deadflag = this.deadflag;
100
101                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
102         }
103
104         this.alpha = -1;  // TODO: don't render this entity at all
105
106         if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
107         else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
108         else this.m_alpha  = 1;
109
110         if (this.weaponchild)
111         {
112                 this.weaponchild.alpha = this.alpha;
113                 this.weaponchild.effects = this.effects;
114         }
115 }
116
117 void CL_ExteriorWeaponentity_Think(entity this)
118 {
119         this.nextthink = time;
120         .entity weaponentity = this.weaponentity_fld;
121         entity w_ent = this.owner.(weaponentity);
122         if (this.owner.exteriorweaponentity != this)
123         {
124                 delete(this);
125                 return;
126         }
127         if (IS_DEAD(this.owner))
128         {
129                 this.model = "";
130                 return;
131         }
132         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
133             || this.deadflag != w_ent.deadflag)
134         {
135                 this.weaponname = w_ent.weaponname;
136                 this.dmg = w_ent.modelindex;
137                 this.deadflag = w_ent.deadflag;
138                 if (w_ent.weaponname != "")
139                 {
140                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
141                         setsize(this, '0 0 0', '0 0 0');
142                 }
143                 else this.model = "";
144
145                 int tag_found;
146                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
147                 {
148                         this.tag_index = tag_found;
149                         this.tag_entity = this.owner;
150                 }
151                 else
152                 {
153                         setattachment(this, this.owner, "bip01 r hand");
154                 }
155         }
156         this.effects = this.owner.effects;
157         this.effects |= EF_LOWPRECISION;
158         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
159         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
160         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
161         else this.alpha = 1;
162
163     Weapon wep = this.owner.(weaponentity).m_weapon;
164         if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
165         this.colormap = this.owner.colormap;
166
167         CSQCMODEL_AUTOUPDATE(this);
168 }
169
170 // spawning weaponentity for client
171 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
172 {
173         entity view = actor.(weaponentity) = new(weaponentity);
174         view.solid = SOLID_NOT;
175         view.owner = actor;
176         setmodel(view, MDL_Null);  // precision set when changed
177         setorigin(view, '0 0 0');
178         view.weaponentity_fld = weaponentity;
179         setthink(view, CL_Weaponentity_Think);
180         view.nextthink = time;
181         view.viewmodelforclient = actor;
182         view.nodrawtoclient = actor;
183         view.draggable = drag_undraggable;
184         setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
185
186         wepent_link(view);
187
188         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
189         {
190                 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
191                 exterior.solid = SOLID_NOT;
192                 exterior.owner = actor;
193                 exterior.draggable = drag_undraggable;
194                 exterior.weaponentity_fld = weaponentity;
195                 setorigin(exterior, '0 0 0');
196                 setthink(exterior, CL_ExteriorWeaponentity_Think);
197                 exterior.nextthink = time;
198
199                 CSQCMODEL_AUTOINIT(exterior);
200         }
201 }
202
203 // Weapon subs
204 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
205 {
206         actor.(weaponentity).m_weapon = WEP_Null;
207         actor.(weaponentity).m_switchingweapon = WEP_Null;
208         entity this = actor.(weaponentity);
209         if (this)
210         {
211                 this.state = WS_CLEAR;
212                 this.effects = 0;
213         }
214 }
215
216 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
217 {
218         entity this = actor.(weaponentity);
219         if (this) this.state = WS_READY;
220         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
221 }
222
223 .float prevdryfire;
224 .float prevwarntime;
225 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
226 {
227         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
228         bool ammo = false;
229         if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
230         else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
231         if (ammo) return true;
232         // always keep the Mine Layer if we placed mines, so that we can detonate them
233         if (thiswep == WEP_MINE_LAYER)
234         {
235                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
236                 {
237                         return false;
238                 });
239         }
240
241         if (thiswep == WEP_SHOTGUN)
242                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
243
244         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
245         {
246                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
247                 actor.prevdryfire = time;
248         }
249
250         // check if the other firing mode has enough ammo
251         bool ammo_other = false;
252         if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
253         else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
254         if (ammo_other)
255         {
256                 if (time - actor.prevwarntime > 1)
257                 {
258                         Send_Notification(
259                                 NOTIF_ONE,
260                                 actor,
261                                 MSG_MULTI,
262                                 ITEM_WEAPON_PRIMORSEC,
263                                 thiswep.m_id,
264                                 secondary,
265                                 (1 - secondary)
266                                          );
267                 }
268                 actor.prevwarntime = time;
269         }
270         else  // this weapon is totally unable to fire, switch to another one
271         {
272                 W_SwitchToOtherWeapon(actor, weaponentity);
273         }
274
275         return false;
276 }
277
278 .float race_penalty;
279 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
280 {
281         if (actor.weaponentity == NULL) return true;
282         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
283
284         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
285         // if all players readied up and the countdown is running
286         if (time < game_starttime || time < actor.race_penalty) return false;
287
288         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
289                 return false;
290
291         // do not even think about shooting if switching
292         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
293
294         if (attacktime >= 0)
295         {
296                 int slot = weaponslot(weaponentity);
297                 // don't fire if previous attack is not finished
298                 if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
299                 entity this = actor.(weaponentity);
300                 // don't fire while changing weapon
301                 if (this.state != WS_READY) return false;
302         }
303         return true;
304 }
305
306 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
307 {
308         entity this = actor.(weaponentity);
309         if (this == NULL) return;
310         this.state = WS_INUSE;
311
312         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
313
314         // if the weapon hasn't been firing continuously, reset the timer
315         if (attacktime >= 0)
316         {
317                 int slot = weaponslot(weaponentity);
318                 if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
319                 {
320                         ATTACK_FINISHED(actor, slot) = time;
321                         // dprint("resetting attack finished to ", ftos(time), "\n");
322                 }
323                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
324
325                 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
326                 {
327                         for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
328                         {
329                                 if(slot == wepslot)
330                                         continue;
331                                 .entity wepent = weaponentities[wepslot];
332                                 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
333                                 {
334                                         if (ATTACK_FINISHED(actor, wepslot) < time - actor.(wepent).weapon_frametime * 1.5)
335                                                 ATTACK_FINISHED(actor, wepslot) = time;
336                                         ATTACK_FINISHED(actor, wepslot) = ATTACK_FINISHED(actor, wepslot) + (attacktime * W_WeaponRateFactor(actor)) * 0.5;
337                                 }
338                         }
339                 }
340         }
341         this.bulletcounter += 1;
342         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
343 }
344
345 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
346 {
347         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
348         {
349                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
350                 return true;
351         }
352         return false;
353 }
354
355 /**
356  * @param t defer thinking until time + t
357  * @param func next think function
358  */
359 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
360         .entity weaponentity, int fire) func)
361 {
362         entity this = actor.(weaponentity);
363         if (this == NULL) return;
364         bool restartanim;
365         if (fr == WFRAME_DONTCHANGE)
366         {
367                 fr = this.wframe;
368                 restartanim = false;
369         }
370         else
371         {
372                 restartanim = fr != WFRAME_IDLE;
373         }
374
375         vector of = v_forward;
376         vector or = v_right;
377         vector ou = v_up;
378
379         vector a = '0 0 0';
380     this.wframe = fr;
381     if (fr == WFRAME_IDLE) a = this.anim_idle;
382     else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
383     else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
384     else  // if (fr == WFRAME_RELOAD)
385         a = this.anim_reload;
386     a.z *= g_weaponratefactor;
387
388         v_forward = of;
389         v_right = or;
390         v_up = ou;
391
392         if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
393                         "Tried to override initial weapon think function - should this really happen?");
394
395         t *= W_WeaponRateFactor(actor);
396
397         // VorteX: haste can be added here
398         if (this.weapon_think == w_ready)
399         {
400                 this.weapon_nextthink = time;
401                 // dprint("started firing at ", ftos(time), "\n");
402         }
403         if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
404             || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
405         {
406                 this.weapon_nextthink = time;
407                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
408         }
409         this.weapon_nextthink += t;
410         this.weapon_think = func;
411         // dprint("next ", ftos(this.weapon_nextthink), "\n");
412
413         if (this)
414         {
415                 FOREACH_CLIENT(true, {
416                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
417                                 wframe_send(it, this, a, restartanim);
418                 });
419         }
420
421         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
422         {
423                 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
424                 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
425                 int act = (primary_melee || secondary_melee)
426                         ? ANIMACTION_MELEE
427                         : ANIMACTION_SHOOT
428                         ;
429                 animdecide_setaction(actor, act, restartanim);
430         }
431         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
432         {
433                 actor.anim_upper_action = 0;
434         }
435 }
436
437 bool forbidWeaponUse(entity player)
438 {
439         if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
440         if (player.player_blocked) return true;
441         if (game_stopped) return true;
442         if (STAT(FROZEN, player)) return true;
443         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
444         return false;
445 }
446
447 .bool hook_switchweapon;
448
449 void W_WeaponFrame(Player actor, .entity weaponentity)
450 {
451         TC(Player, actor);
452         TC(PlayerState, PS(actor));
453         entity this = actor.(weaponentity);
454         if (frametime) this.weapon_frametime = frametime;
455
456         if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
457
458         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
459         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
460
461         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
462                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
463
464         if (forbidWeaponUse(actor))
465         {
466                 if (this.state != WS_CLEAR)
467                 {
468                         Weapon wpn = this.m_weapon;
469                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
470                         return;
471                 }
472         }
473
474         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
475         {
476                 .entity wepe1 = weaponentities[0];
477                 entity wep1 = actor.(wepe1);
478                 this.m_switchweapon = wep1.m_switchweapon;
479                 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
480                 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
481                 {
482                         this.m_weapon = WEP_Null;
483                         this.m_switchingweapon = WEP_Null;
484                         this.m_switchweapon = WEP_Null;
485                         this.state = WS_CLEAR;
486                         this.weaponname = "";
487                         return;
488                 }
489         }
490
491         if (this.m_switchweapon == WEP_Null)
492         {
493                 if (this.state != WS_CLEAR)
494                         w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
495                 this.m_weapon = WEP_Null;
496                 this.m_switchingweapon = WEP_Null;
497                 this.state = WS_CLEAR;
498                 this.weaponname = "";
499                 return;
500         }
501
502         makevectors(actor.v_angle);
503         vector fo = v_forward;  // save them in case the weapon think functions change it
504         vector ri = v_right;
505         vector up = v_up;
506
507         // Change weapon
508         if (this.m_weapon != this.m_switchweapon)
509         {
510                 switch (this.state)
511                 {
512                         default:
513                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
514                                 break;
515                         case WS_INUSE:
516                         case WS_RAISE:
517                                 break;
518                         case WS_CLEAR:
519                         {
520                                 // end switching!
521                                 Weapon newwep = this.m_switchweapon;
522                                 this.m_switchingweapon = newwep;
523
524                                 // the two weapon entities will notice this has changed and update their models
525                                 this.m_weapon = newwep;
526                                 this.weaponname = newwep.mdl;
527                                 this.bulletcounter = 0;
528                                 newwep.wr_setup(newwep, actor, weaponentity);
529                                 this.state = WS_RAISE;
530
531                                 // set our clip load to the load of the weapon we switched to, if it's reloadable
532                                 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
533                                 {
534                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
535                                         this.clip_size = newwep.reloading_ammo;
536                                 }
537                                 else
538                                 {
539                                         this.clip_load = this.clip_size = 0;
540                                 }
541
542                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
543                                 break;
544                         }
545                         case WS_DROP:
546                         {
547                                 // in dropping phase we can switch at any time
548                                 this.m_switchingweapon = this.m_switchweapon;
549                                 break;
550                         }
551                         case WS_READY:
552                         {
553                                 // start switching!
554                                 this.m_switchingweapon = this.m_switchweapon;
555                                 entity oldwep = this.m_weapon;
556
557                                 // set up weapon switch think in the future, and start drop anim
558                                 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
559                                 {
560                                         sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
561                                         this.state = WS_DROP;
562                                         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
563                                 }
564                                 break;
565                         }
566                 }
567         }
568
569         // LordHavoc: network timing test code
570         // if (actor.button0)
571         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
572
573         Weapon w = this.m_weapon;
574
575         // call the think code which may fire the weapon
576         // and do so multiple times to resolve framerate dependency issues if the
577         // server framerate is very low and the weapon fire rate very high
578         for (int c = 0; c < W_TICSPERFRAME; ++c)
579         {
580                 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
581                 {
582                         if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
583                         w = WEP_Null;
584                 }
585
586                 v_forward = fo;
587                 v_right = ri;
588                 v_up = up;
589
590                 bool block_weapon = false;
591                 {
592                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
593                         if (round_handler_IsActive() && !round_handler_IsRoundStarted())
594                                 key_pressed = false;
595
596                         Weapon off = actor.offhand;
597                         if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
598                         {
599                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
600                         }
601                         else
602                         {
603                                 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
604                                         W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
605                                 actor.hook_switchweapon = key_pressed;
606                                 Weapon h = WEP_HOOK;
607                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
608                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
609                         }
610                 }
611
612                 v_forward = fo;
613                 v_right = ri;
614                 v_up = up;
615
616                 if (!block_weapon)
617                 {
618                         Weapon e = this.m_weapon;
619                         TC(Weapon, e);
620                         if (w != WEP_Null)
621                         {
622                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
623                         }
624                         else if (e)
625                         {
626                                 e.wr_gonethink(e, actor, weaponentity);
627                         }
628                 }
629
630                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
631                 {
632                         if (this.weapon_think)
633                         {
634                                 v_forward = fo;
635                                 v_right = ri;
636                                 v_up = up;
637                                 Weapon wpn = this.m_weapon;
638                                 this.weapon_think(wpn, actor, weaponentity,
639                                         button_atck | (button_atck2 << 1));
640                         }
641                         else
642                         {
643                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
644                         }
645                 }
646         }
647 }
648
649 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
650 {
651         flash.owner = actor;
652         flash.angles_z = random() * 360;
653
654         entity view = actor.(weaponentity);
655         entity exterior = actor.exteriorweaponentity;
656
657         if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
658         else setattachment(flash, view, "tag_shot");
659         setorigin(flash, offset);
660
661         entity xflash = spawn();
662         copyentity(flash, xflash);
663
664         flash.viewmodelforclient = actor;
665
666         if (view.oldorigin.x > 0)
667         {
668                 setattachment(xflash, exterior, "");
669                 setorigin(xflash, view.oldorigin + offset);
670         }
671         else
672         {
673                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
674                 else setattachment(xflash, exterior, "tag_shot");
675                 setorigin(xflash, offset);
676         }
677 }
678
679 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
680 {
681         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
682         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
683
684         ammo_use = M_ARGV(2, float);
685
686         entity w_ent = actor.(weaponentity);
687
688         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
689         if (wep.reloading_ammo)
690         {
691                 w_ent.clip_load -= ammo_use;
692                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
693         }
694         else if (wep.ammo_type != RESOURCE_NONE)
695         {
696                 float ammo = GetResourceAmount(actor, wep.ammo_type);
697                 if (ammo < ammo_use)
698                 {
699                         backtrace(sprintf(
700                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
701                                 "Please notify Samual immediately with a copy of this backtrace!\n",
702                                 ammo_use,
703                                 wep.netname,
704                                 GetAmmoPicture(wep.ammo_type),
705                                 actor.netname,
706                                 ammo
707                                              ));
708                 }
709                 SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
710         }
711 }
712
713 // weapon reloading code
714
715 .float reload_ammo_amount, reload_ammo_min, reload_time;
716 .float reload_complain;
717 .string reload_sound;
718
719 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
720 {
721         // finish the reloading process, and do the ammo transfer
722
723         entity w_ent = actor.(weaponentity);
724         Weapon wpn = w_ent.m_weapon;
725
726         w_ent.clip_load = w_ent.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
727
728         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
729         if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
730         {
731                 w_ent.clip_load = w_ent.reload_ammo_amount;
732         }
733         else
734         {
735                 // make sure we don't add more ammo than we have
736                 float ammo = GetResourceAmount(actor, wpn.ammo_type);
737                 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
738                 w_ent.clip_load += load;
739                 SetResourceAmount(actor, wpn.ammo_type, ammo - load);
740         }
741         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
742
743         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
744         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
745         // so your weapon is disabled for a few seconds without reason
746
747         // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
748
749         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
750 }
751
752 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
753 {
754         TC(Sound, sent_sound);
755         // set global values to work with
756         entity this = actor.(weaponentity);
757         Weapon e = this.m_weapon;
758
759         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
760
761         this.reload_ammo_min = sent_ammo_min;
762         this.reload_ammo_amount = e.reloading_ammo;
763         this.reload_time = e.reloading_time;
764         strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
765
766         // don't reload weapons that don't have the RELOADABLE flag
767         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
768         {
769                 LOG_TRACE(
770                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
771                 return;
772         }
773
774         // return if reloading is disabled for this weapon
775         if (!this.reload_ammo_amount) return;
776
777         // our weapon is fully loaded, no need to reload
778         if (this.clip_load >= this.reload_ammo_amount) return;
779
780         // no ammo, so nothing to load
781         if (e.ammo_type != RESOURCE_NONE)
782         {
783                 if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
784                 {
785                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
786                         {
787                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
788                                 {
789                                         play2(actor, SND(UNAVAILABLE));
790                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
791                                         actor.reload_complain = time + 1;
792                                 }
793                                 // switch away if the amount of ammo is not enough to keep using this weapon
794                                 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
795                                 {
796                                         this.clip_load = -1;  // reload later
797                                         W_SwitchToOtherWeapon(actor, weaponentity);
798                                 }
799                                 return;
800                         }
801                 }
802         }
803
804         if (this)
805         {
806                 if (this.wframe == WFRAME_RELOAD) return;
807
808                 // allow switching away while reloading, but this will cause a new reload!
809                 this.state = WS_READY;
810         }
811
812         // now begin the reloading process
813
814         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
815
816         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
817         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
818         // so your weapon is disabled for a few seconds without reason
819
820         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
821
822         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
823
824         if (this.clip_load < 0) this.clip_load = 0;
825         this.old_clip_load = this.clip_load;
826         this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
827 }
828
829 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
830 {
831         Weapon w = Weapons_from(weapon_type);
832         weapon_dropevent_item = weapon_item;
833         w.event(w, player, weaponentity);
834 }