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/net_linked.qh>
10 #include <common/notifications/all.qh>
11 #include <common/resources/sv_resources.qh>
12 #include <common/state.qh>
13 #include <common/util.qh>
14 #include <common/vehicles/all.qh>
15 #include <common/weapons/_all.qh>
16 #include <common/wepent.qh>
17 #include <lib/csqcmodel/sv_model.qh>
18 #include <server/cheats.qh>
19 #include <server/client.qh>
20 #include <server/command/common.qh>
21 #include <server/damage.qh>
22 #include <server/items/items.qh>
23 #include <server/hook.qh>
24 #include <server/mutators/_mod.qh>
25 #include <server/round_handler.qh>
26 #include <server/weapons/selection.qh>
27 #include <server/world.qh>
31 .float weapon_frametime;
33 float W_WeaponRateFactor(entity this)
36 if(autocvar_g_weaponratefactor > 0)
37 t = 1.0 / autocvar_g_weaponratefactor;
39 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
45 float W_WeaponSpeedFactor(entity this)
47 float t = 1.0 * autocvar_g_weaponspeedfactor;
49 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
56 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
58 this.viewmodelforclient = this.owner;
59 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
63 vector CL_Weapon_GetShotOrg(int wpn)
65 entity wi = REGISTRY_GET(Weapons, wpn);
67 CL_WeaponEntity_SetModel(e, wi.mdl, false);
68 vector ret = e.movedir;
69 CL_WeaponEntity_SetModel(e, "", false);
79 void CL_Weaponentity_Think(entity this)
81 this.nextthink = time;
82 if (game_stopped) this.frame = this.anim_idle.x;
83 .entity weaponentity = this.weaponentity_fld;
84 if (this.owner.(weaponentity) != this)
86 // owner has new gun; remove old one
87 if (this.weaponchild) delete(this.weaponchild);
88 if (this.hook) delete(this.hook);
92 if (IS_DEAD(this.owner))
94 // owner died; disappear
96 if (this.weaponchild) this.weaponchild.model = "";
99 if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
101 // owner changed weapons; update appearance
102 this.w_weaponname = this.weaponname;
103 this.w_dmg = this.modelindex;
104 this.w_deadflag = this.deadflag;
106 CL_WeaponEntity_SetModel(this, this.weaponname, true);
109 this.alpha = -1; // TODO: don't render this entity at all
111 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
112 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
113 else this.m_alpha = 1;
115 if (this.weaponchild)
117 this.weaponchild.alpha = this.alpha;
118 this.weaponchild.effects = this.effects;
122 void CL_ExteriorWeaponentity_Think(entity this)
124 this.nextthink = time;
125 .entity weaponentity = this.weaponentity_fld;
126 entity w_ent = this.owner.(weaponentity);
127 if (this.owner.exteriorweaponentity != this)
132 if (IS_DEAD(this.owner))
137 if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
139 this.weaponname = w_ent.weaponname;
140 this.dmg = w_ent.modelindex;
141 this.deadflag = w_ent.deadflag;
142 if (w_ent.weaponname != "")
144 _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
145 setsize(this, '0 0 0', '0 0 0');
147 else this.model = "";
150 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
152 this.tag_index = tag_found;
153 this.tag_entity = this.owner;
157 setattachment(this, this.owner, "bip01 r hand");
160 this.effects = this.owner.effects;
161 this.effects |= EF_LOWPRECISION;
162 this.effects = this.effects & EFMASK_CHEAP; // eat performance
163 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
164 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
167 Weapon wep = this.owner.(weaponentity).m_weapon;
168 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity));
169 this.colormap = this.owner.colormap;
170 this.skin = w_ent.skin;
172 CSQCMODEL_AUTOUPDATE(this);
175 // spawning weaponentity for client
176 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
178 entity w_ent = actor.(weaponentity) = new(weaponentity);
179 w_ent.solid = SOLID_NOT;
181 setmodel(w_ent, MDL_Null); // precision set when changed
182 setorigin(w_ent, '0 0 0');
183 w_ent.weaponentity_fld = weaponentity;
184 setthink(w_ent, CL_Weaponentity_Think);
185 w_ent.nextthink = time;
186 w_ent.viewmodelforclient = actor;
187 w_ent.draggable = drag_undraggable;
188 setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
192 if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
194 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
195 exterior.solid = SOLID_NOT;
196 exterior.owner = actor;
197 exterior.draggable = drag_undraggable;
198 exterior.weaponentity_fld = weaponentity;
199 setorigin(exterior, '0 0 0');
200 setthink(exterior, CL_ExteriorWeaponentity_Think);
201 exterior.nextthink = time;
203 CSQCMODEL_AUTOINIT(exterior);
208 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
210 entity w_ent = actor.(weaponentity);
213 w_ent.m_weapon = WEP_Null;
214 w_ent.m_switchingweapon = WEP_Null;
215 w_ent.state = WS_CLEAR;
220 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
222 entity w_ent = actor.(weaponentity);
223 if (w_ent) w_ent.state = WS_READY;
224 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
229 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
231 if ((actor.items & IT_UNLIMITED_AMMO)) return true;
233 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
234 else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
235 if (ammo) return true;
236 // always keep the Mine Layer if we placed mines, so that we can detonate them
237 if (thiswep == WEP_MINE_LAYER)
239 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
245 if (thiswep == WEP_SHOTGUN)
246 if (!secondary && WEP_CVAR(WEP_SHOTGUN, secondary) == 1) return false; // no clicking, just allow
248 if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
250 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
251 actor.prevdryfire = time;
254 // check if the other firing mode has enough ammo
255 bool ammo_other = false;
256 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
257 else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
260 if (time - actor.prevwarntime > 1)
261 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, thiswep.m_id, secondary, (1 - secondary));
262 actor.prevwarntime = time;
264 else // this weapon is totally unable to fire, switch to another one
266 W_SwitchToOtherWeapon(actor, weaponentity);
273 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
275 if (actor.weaponentity == NULL) return true;
276 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
278 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
279 // if all players readied up and the countdown is running
280 if (time < game_starttime || time < actor.race_penalty) return false;
282 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
285 // do not even think about shooting if switching
286 if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
290 // don't fire if previous attack is not finished
291 if (ATTACK_FINISHED(actor, weaponentity) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
292 entity this = actor.(weaponentity);
293 // don't fire while changing weapon
294 if (!actor.vehicle && this.state != WS_READY) return false;
299 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
301 entity this = actor.(weaponentity);
302 if (this == NULL) return;
303 this.state = WS_INUSE;
305 if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
306 StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
308 // if the weapon hasn't been firing continuously, reset the timer
311 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
313 ATTACK_FINISHED(actor, weaponentity) = time;
314 // dprint("resetting attack finished to ", ftos(time), "\n");
316 float arate = W_WeaponRateFactor(actor);
317 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
319 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
321 int slot = weaponslot(weaponentity);
322 for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
326 .entity wepent = weaponentities[wepslot];
327 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
329 if(ATTACK_FINISHED(actor, wepent) > time + actor.(wepent).weapon_frametime * 0.5)
330 continue; // still cooling down!
331 if (ATTACK_FINISHED(actor, wepent) < time - actor.(wepent).weapon_frametime * 1.5)
332 ATTACK_FINISHED(actor, wepent) = time;
333 ATTACK_FINISHED(actor, wepent) = ATTACK_FINISHED(actor, wepent) + (attacktime * arate) / MAX_WEAPONSLOTS;
338 this.bulletcounter += 1;
339 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
342 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
344 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
346 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
353 * @param t defer thinking until time + t
354 * @param func next think function
356 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
357 .entity weaponentity, int fire) func)
359 entity this = actor.(weaponentity);
360 if (this == NULL) return;
362 if (fr == WFRAME_DONTCHANGE)
364 // this can happen when the weapon entity is newly spawned, since it has a clear state and no previous weapon frame
365 if (this.wframe == WFRAME_DONTCHANGE)
366 this.wframe = WFRAME_IDLE;
372 restartanim = fr != WFRAME_IDLE;
377 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE)
378 backtrace("Tried to override initial weapon think function - should this really happen?");
380 t *= W_WeaponRateFactor(actor);
382 // VorteX: haste can be added here
383 if (this.weapon_think == w_ready)
385 this.weapon_nextthink = time;
386 // dprint("started firing at ", ftos(time), "\n");
388 float w_frametime_limit = this.weapon_frametime * 1.5;
389 if (this.weapon_nextthink < time - w_frametime_limit || this.weapon_nextthink > time + w_frametime_limit)
391 this.weapon_nextthink = time;
392 // dprint("reset weapon animation timer at ", ftos(time), "\n");
394 this.weapon_nextthink += t;
395 this.weapon_think = func;
396 // dprint("next ", ftos(this.weapon_nextthink), "\n");
400 FOREACH_CLIENT(true, {
401 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
402 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
406 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
408 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
409 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
410 int act = (primary_melee || secondary_melee) ? ANIMACTION_MELEE : ANIMACTION_SHOOT;
411 animdecide_setaction(actor, act, restartanim);
413 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
415 actor.anim_upper_action = 0;
419 bool weaponUseForbidden(entity player)
421 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
422 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
426 bool weaponLocked(entity player)
428 if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
429 if (player.player_blocked) return true;
430 if (game_stopped) return true;
431 if (STAT(FROZEN, player)) return true;
432 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
436 void W_ResetGunAlign(entity player, int preferred_alignment)
438 if(W_DualWielding(player))
439 preferred_alignment = 3; // right align, the second gun will default to left
441 // clear current weapon slots' alignments so we can redo the calculations!
442 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
444 .entity weaponentity = weaponentities[slot];
445 if (player.(weaponentity))
446 player.(weaponentity).m_gunalign = 0;
449 // now set the new values
450 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
452 .entity weaponentity = weaponentities[slot];
453 if (player.(weaponentity))
454 player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
458 .bool hook_switchweapon;
460 void W_WeaponFrame(Player actor, .entity weaponentity)
463 TC(PlayerState, PS(actor));
464 entity this = actor.(weaponentity);
465 if (frametime) this.weapon_frametime = frametime;
467 if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
469 int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
470 int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
472 if (weaponUseForbidden(actor))
473 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
475 if (weaponLocked(actor))
477 if (this.state != WS_CLEAR)
479 Weapon wpn = this.m_weapon;
480 w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
485 if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
487 .entity wepe1 = weaponentities[0];
488 entity wep1 = actor.(wepe1);
489 this.m_switchweapon = wep1.m_switchweapon;
490 entity store = IS_PLAYER(actor) ? PS(actor) : actor;
491 if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
493 this.m_weapon = WEP_Null;
494 this.m_switchingweapon = WEP_Null;
495 this.m_switchweapon = WEP_Null;
496 this.state = WS_CLEAR;
497 this.weaponname = "";
498 this.clip_load = this.clip_size = this.old_clip_load = 0;
503 if (this.m_switchweapon == WEP_Null)
505 if (this.state != WS_CLEAR)
506 w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
507 this.m_weapon = WEP_Null;
508 this.m_switchingweapon = WEP_Null;
509 this.state = WS_CLEAR;
510 this.weaponname = "";
511 this.clip_load = this.clip_size = this.old_clip_load = 0;
516 MAKE_VECTORS(actor.v_angle, fo, ri, up);
519 if (this.m_weapon != this.m_switchweapon)
524 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
532 Weapon newwep = this.m_switchweapon;
533 this.m_switchingweapon = newwep;
535 // the two weapon entities will notice this has changed and update their models
536 this.m_weapon = newwep;
537 this.weaponname = newwep.mdl;
538 this.bulletcounter = 0;
539 newwep.wr_setup(newwep, actor, weaponentity);
540 this.state = WS_RAISE;
542 // set our clip load to the load of the weapon we switched to, if it's reloadable
543 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
545 this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
546 this.clip_size = newwep.reloading_ammo;
550 this.clip_load = this.clip_size = 0;
553 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
558 // in dropping phase we can switch at any time
559 this.m_switchingweapon = this.m_switchweapon;
565 this.m_switchingweapon = this.m_switchweapon;
566 entity oldwep = this.m_weapon;
568 // set up weapon switch think in the future, and start drop anim
569 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponentity) <= time + this.weapon_frametime * 0.5)
571 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
572 this.state = WS_DROP;
573 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
580 // LordHavoc: network timing test code
581 // if (actor.button0)
582 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, weaponentity)), " >= ", ftos(this.weapon_nextthink), "\n");
584 Weapon w = this.m_weapon;
586 // call the think code which may fire the weapon
587 // and do so multiple times to resolve framerate dependency issues if the
588 // server framerate is very low and the weapon fire rate very high
589 for (int c = 0; c < W_TICSPERFRAME; ++c)
591 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
593 if (this.m_weapon == this.m_switchweapon)
594 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
602 bool block_weapon = false;
604 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
605 if (weaponUseForbidden(actor))
608 Weapon off = actor.offhand;
609 if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
611 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
615 if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
616 W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
617 actor.hook_switchweapon = key_pressed;
619 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
620 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
630 Weapon e = this.m_weapon;
634 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
638 e.wr_gonethink(e, actor, weaponentity);
642 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
644 if (this.weapon_think)
649 Weapon wpn = this.m_weapon;
650 this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
654 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
660 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
663 flash.angles_z = random() * 360;
665 entity w_ent = actor.(weaponentity);
666 entity exterior = actor.exteriorweaponentity;
668 if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
669 else setattachment(flash, w_ent, "tag_shot");
670 setorigin(flash, offset);
672 entity xflash = spawn();
673 copyentity_qc(flash, xflash);
675 flash.viewmodelforclient = actor;
677 if (w_ent.oldorigin.x > 0)
679 setattachment(xflash, exterior, "");
680 setorigin(xflash, w_ent.oldorigin + offset);
684 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
685 else setattachment(xflash, exterior, "tag_shot");
686 setorigin(xflash, offset);
690 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
692 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
693 if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
695 ammo_use = M_ARGV(2, float);
697 entity w_ent = actor.(weaponentity);
699 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
700 if (wep.reloading_ammo)
702 w_ent.clip_load -= ammo_use;
703 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
705 else if (wep.ammo_type != RES_NONE)
707 float ammo = GetResource(actor, wep.ammo_type);
711 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
712 "Please notify the developers immediately with a copy of this backtrace!\n",
713 ammo_use, wep.netname, wep.ammo_type.netname, actor.netname, ammo));
715 SetResource(actor, wep.ammo_type, ammo - ammo_use);
719 // weapon reloading code
721 .float reload_ammo_amount, reload_ammo_min, reload_time;
722 .float reload_complain;
723 .string reload_sound;
725 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
727 // finish the reloading process, and do the ammo transfer
729 entity w_ent = actor.(weaponentity);
730 Weapon wpn = w_ent.m_weapon;
732 w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
734 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
735 if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
737 w_ent.clip_load = w_ent.reload_ammo_amount;
741 // make sure we don't add more ammo than we have
742 float ammo = GetResource(actor, wpn.ammo_type);
743 float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
744 w_ent.clip_load += load;
745 SetResource(actor, wpn.ammo_type, ammo - load);
747 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
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, weaponentity) -= w_ent.reload_time - 1;
755 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
758 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
760 TC(Sound, sent_sound);
761 // set global values to work with
762 entity this = actor.(weaponentity);
763 Weapon e = this.m_weapon;
765 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
767 this.reload_ammo_min = sent_ammo_min;
768 this.reload_ammo_amount = e.reloading_ammo;
769 this.reload_time = e.reloading_time;
770 strcpy(actor.reload_sound, Sound_fixpath(sent_sound));
772 // don't reload weapons that don't have the RELOADABLE flag
773 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
776 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
780 // return if reloading is disabled for this weapon
781 if (!this.reload_ammo_amount) return;
783 // our weapon is fully loaded, no need to reload
784 if (this.clip_load >= this.reload_ammo_amount) return;
786 // no ammo, so nothing to load
787 if (e.ammo_type != RES_NONE)
789 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
791 if (!(actor.items & IT_UNLIMITED_AMMO))
793 if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
794 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)
795 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
797 play2(actor, SND(UNAVAILABLE));
798 sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.m_weapon.m_name, "\n"));
799 actor.reload_complain = time + 1;
801 // switch away if the amount of ammo is not enough to keep using this weapon
802 if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
804 this.clip_load = -1; // reload later
805 W_SwitchToOtherWeapon(actor, weaponentity);
813 if (this.wframe == WFRAME_RELOAD) return;
815 // allow switching away while reloading, but this will cause a new reload!
816 this.state = WS_READY;
819 // now begin the reloading process
821 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
823 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
824 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
825 // so your weapon is disabled for a few seconds without reason
827 // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
829 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
831 if (this.clip_load < 0) this.clip_load = 0;
832 this.old_clip_load = this.clip_load;
833 this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
836 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity)
838 Weapon w = REGISTRY_GET(Weapons, weapon_type);
839 weapon_dropevent_item = weapon_item;
840 w.event(w, player, weaponentity);