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Merge branch 'Mario/plasma_removal' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
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>
28
29 .int state;
30
31 .float weapon_frametime;
32
33 float W_WeaponRateFactor(entity this)
34 {
35         float t = 1;
36         if(autocvar_g_weaponratefactor > 0)
37                 t = 1.0 / autocvar_g_weaponratefactor;
38
39         MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
40         t = M_ARGV(0, float);
41
42         return t;
43 }
44
45 float W_WeaponSpeedFactor(entity this)
46 {
47         float t = 1.0 * autocvar_g_weaponspeedfactor;
48
49         MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
50         t = M_ARGV(0, float);
51
52         return t;
53 }
54
55
56 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
57 {
58         this.viewmodelforclient = this.owner;
59         if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
60         return false;
61 }
62
63 vector CL_Weapon_GetShotOrg(int wpn)
64 {
65         entity wi = REGISTRY_GET(Weapons, wpn);
66         entity e = spawn();
67         CL_WeaponEntity_SetModel(e, wi.mdl, false);
68         vector ret = e.movedir;
69         CL_WeaponEntity_SetModel(e, "", false);
70         delete(e);
71         return ret;
72 }
73
74 .float m_alpha;
75 .string w_weaponname;
76 .int w_dmg;
77 .int w_deadflag;
78
79 void CL_Weaponentity_Think(entity this)
80 {
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)
85         {
86                 // owner has new gun; remove old one
87                 if (this.weaponchild) delete(this.weaponchild);
88                 if (this.hook) delete(this.hook);
89                 delete(this);
90                 return;
91         }
92         if (IS_DEAD(this.owner))
93         {
94                 // owner died; disappear
95                 this.model = "";
96                 if (this.weaponchild) this.weaponchild.model = "";
97                 return;
98         }
99         if (this.w_weaponname != this.weaponname || this.w_dmg != this.modelindex || this.w_deadflag != this.deadflag)
100         {
101                 // owner changed weapons; update appearance
102                 this.w_weaponname = this.weaponname;
103                 this.w_dmg = this.modelindex;
104                 this.w_deadflag = this.deadflag;
105
106                 CL_WeaponEntity_SetModel(this, this.weaponname, true);
107         }
108
109         this.alpha = -1;  // TODO: don't render this entity at all
110
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;
114
115         if (this.weaponchild)
116         {
117                 this.weaponchild.alpha = this.alpha;
118                 this.weaponchild.effects = this.effects;
119         }
120 }
121
122 void CL_ExteriorWeaponentity_Think(entity this)
123 {
124         this.nextthink = time;
125         .entity weaponentity = this.weaponentity_fld;
126         entity w_ent = this.owner.(weaponentity);
127         if (this.owner.exteriorweaponentity != this)
128         {
129                 delete(this);
130                 return;
131         }
132         if (IS_DEAD(this.owner))
133         {
134                 this.model = "";
135                 return;
136         }
137         if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex || this.deadflag != w_ent.deadflag)
138         {
139                 this.weaponname = w_ent.weaponname;
140                 this.dmg = w_ent.modelindex;
141                 this.deadflag = w_ent.deadflag;
142                 if (w_ent.weaponname != "")
143                 {
144                         _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
145                         setsize(this, '0 0 0', '0 0 0');
146                 }
147                 else this.model = "";
148
149                 int tag_found;
150                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
151                 {
152                         this.tag_index = tag_found;
153                         this.tag_entity = this.owner;
154                 }
155                 else
156                 {
157                         setattachment(this, this.owner, "bip01 r hand");
158                 }
159         }
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;
165         else this.alpha = 1;
166
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;
171
172         CSQCMODEL_AUTOUPDATE(this);
173 }
174
175 // spawning weaponentity for client
176 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
177 {
178         entity w_ent = actor.(weaponentity) = new(weaponentity);
179         w_ent.solid = SOLID_NOT;
180         w_ent.owner = actor;
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);
189
190         wepent_link(w_ent);
191
192         if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
193         {
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;
202
203                 CSQCMODEL_AUTOINIT(exterior);
204         }
205 }
206
207 // Weapon subs
208 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
209 {
210         entity w_ent = actor.(weaponentity);
211         if (w_ent)
212         {
213                 w_ent.m_weapon = WEP_Null;
214                 w_ent.m_switchingweapon = WEP_Null;
215                 w_ent.state = WS_CLEAR;
216                 w_ent.effects = 0;
217         }
218 }
219
220 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
221 {
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);
225 }
226
227 .float prevdryfire;
228 .float prevwarntime;
229 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
230 {
231         if ((actor.items & IT_UNLIMITED_AMMO)) return true;
232         bool ammo = false;
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)
238         {
239                 IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
240                 {
241                         return false;
242                 });
243         }
244
245         if (thiswep == WEP_SHOTGUN)
246                 if (!secondary && WEP_CVAR(WEP_SHOTGUN, secondary) == 1) return false;           // no clicking, just allow
247
248         if (thiswep == actor.(weaponentity).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
249         {
250                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
251                 actor.prevdryfire = time;
252         }
253
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);
258         if (ammo_other)
259         {
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;
263         }
264         else  // this weapon is totally unable to fire, switch to another one
265         {
266                 W_SwitchToOtherWeapon(actor, weaponentity);
267         }
268
269         return false;
270 }
271
272 .float race_penalty;
273 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
274 {
275         if (actor.weaponentity == NULL) return true;
276         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) return false;
277
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;
281
282         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
283                 return false;
284
285         // do not even think about shooting if switching
286         if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).m_weapon) return false;
287
288         if (attacktime >= 0)
289         {
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;
295         }
296         return true;
297 }
298
299 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
300 {
301         entity this = actor.(weaponentity);
302         if (this == NULL) return;
303         this.state = WS_INUSE;
304
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
307
308         // if the weapon hasn't been firing continuously, reset the timer
309         if (attacktime >= 0)
310         {
311                 if (ATTACK_FINISHED(actor, weaponentity) < time - this.weapon_frametime * 1.5)
312                 {
313                         ATTACK_FINISHED(actor, weaponentity) = time;
314                         // dprint("resetting attack finished to ", ftos(time), "\n");
315                 }
316                 float arate = W_WeaponRateFactor(actor);
317                 ATTACK_FINISHED(actor, weaponentity) = ATTACK_FINISHED(actor, weaponentity) + attacktime * arate;
318
319                 if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
320                 {
321                         int slot = weaponslot(weaponentity);
322                         for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
323                         {
324                                 if(slot == wepslot)
325                                         continue;
326                                 .entity wepent = weaponentities[wepslot];
327                                 if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
328                                 {
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;
334                                 }
335                         }
336                 }
337         }
338         this.bulletcounter += 1;
339         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, weaponentity)), "\n");
340 }
341
342 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
343 {
344         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
345         {
346                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
347                 return true;
348         }
349         return false;
350 }
351
352 /**
353  * @param t defer thinking until time + t
354  * @param func next think function
355  */
356 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
357         .entity weaponentity, int fire) func)
358 {
359         entity this = actor.(weaponentity);
360         if (this == NULL) return;
361         bool restartanim;
362         if (fr == WFRAME_DONTCHANGE)
363         {
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;
367                 fr = this.wframe;
368                 restartanim = false;
369         }
370         else
371         {
372                 restartanim = fr != WFRAME_IDLE;
373         }
374
375         this.wframe = fr;
376
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?");
379
380         t *= W_WeaponRateFactor(actor);
381
382         // VorteX: haste can be added here
383         if (this.weapon_think == w_ready)
384         {
385                 this.weapon_nextthink = time;
386                 // dprint("started firing at ", ftos(time), "\n");
387         }
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)
390         {
391                 this.weapon_nextthink = time;
392                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
393         }
394         this.weapon_nextthink += t;
395         this.weapon_think = func;
396         // dprint("next ", ftos(this.weapon_nextthink), "\n");
397
398         if (this)
399         {
400                 FOREACH_CLIENT(true, {
401                         if(it == actor || (IS_SPEC(it) && it.enemy == actor))
402                                 wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
403                 });
404         }
405
406         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
407         {
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);
412         }
413         else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
414         {
415                 actor.anim_upper_action = 0;
416         }
417 }
418
419 bool weaponUseForbidden(entity player)
420 {
421         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
422         if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
423         return false;
424 }
425
426 bool weaponLocked(entity player)
427 {
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;
433         return false;
434 }
435
436 void W_ResetGunAlign(entity player, int preferred_alignment)
437 {
438         if(W_DualWielding(player))
439                 preferred_alignment = 3; // right align, the second gun will default to left
440
441         // clear current weapon slots' alignments so we can redo the calculations!
442         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
443         {
444                 .entity weaponentity = weaponentities[slot];
445                 if (player.(weaponentity))
446                         player.(weaponentity).m_gunalign = 0;
447         }
448
449         // now set the new values
450         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
451         {
452                 .entity weaponentity = weaponentities[slot];
453                 if (player.(weaponentity))
454                         player.(weaponentity).m_gunalign = W_GunAlign(player.(weaponentity), preferred_alignment);
455         }
456 }
457
458 .bool hook_switchweapon;
459
460 void W_WeaponFrame(Player actor, .entity weaponentity)
461 {
462         TC(Player, actor);
463         TC(PlayerState, PS(actor));
464         entity this = actor.(weaponentity);
465         if (frametime) this.weapon_frametime = frametime;
466
467         if (!this || GetResource(actor, RES_HEALTH) < 1) return;  // Dead player can't use weapons and injure impulse commands
468
469         int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
470         int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
471
472         if (weaponUseForbidden(actor))
473                 button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
474
475         if (weaponLocked(actor))
476         {
477                 if (this.state != WS_CLEAR)
478                 {
479                         Weapon wpn = this.m_weapon;
480                         w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
481                         return;
482                 }
483         }
484
485         if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
486         {
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))
492                 {
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;
499                         return;
500                 }
501         }
502
503         if (this.m_switchweapon == WEP_Null)
504         {
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;
512                 return;
513         }
514
515         vector fo, ri, up;
516         MAKE_VECTORS(actor.v_angle, fo, ri, up);
517
518         // Change weapon
519         if (this.m_weapon != this.m_switchweapon)
520         {
521                 switch (this.state)
522                 {
523                         default:
524                                 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
525                                 break;
526                         case WS_INUSE:
527                         case WS_RAISE:
528                                 break;
529                         case WS_CLEAR:
530                         {
531                                 // end switching!
532                                 Weapon newwep = this.m_switchweapon;
533                                 this.m_switchingweapon = newwep;
534
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;
541
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
544                                 {
545                                         this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
546                                         this.clip_size = newwep.reloading_ammo;
547                                 }
548                                 else
549                                 {
550                                         this.clip_load = this.clip_size = 0;
551                                 }
552
553                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
554                                 break;
555                         }
556                         case WS_DROP:
557                         {
558                                 // in dropping phase we can switch at any time
559                                 this.m_switchingweapon = this.m_switchweapon;
560                                 break;
561                         }
562                         case WS_READY:
563                         {
564                                 // start switching!
565                                 this.m_switchingweapon = this.m_switchweapon;
566                                 entity oldwep = this.m_weapon;
567
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)
570                                 {
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);
574                                 }
575                                 break;
576                         }
577                 }
578         }
579
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");
583
584         Weapon w = this.m_weapon;
585
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)
590         {
591                 if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
592                 {
593                         if (this.m_weapon == this.m_switchweapon)
594                                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
595                         w = WEP_Null;
596                 }
597
598                 v_forward = fo;
599                 v_right = ri;
600                 v_up = up;
601
602                 bool block_weapon = false;
603                 {
604                         bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
605                         if (weaponUseForbidden(actor))
606                                 key_pressed = false;
607
608                         Weapon off = actor.offhand;
609                         if (off && (!(STAT(WEAPONS, actor) & WEPSET(HOOK)) || off != OFFHAND_HOOK))
610                         {
611                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
612                         }
613                         else
614                         {
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;
618                                 Weapon h = WEP_HOOK;
619                                 block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
620                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
621                         }
622                 }
623
624                 v_forward = fo;
625                 v_right = ri;
626                 v_up = up;
627
628                 if (!block_weapon)
629                 {
630                         Weapon e = this.m_weapon;
631                         TC(Weapon, e);
632                         if (w != WEP_Null)
633                         {
634                                 e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
635                         }
636                         else if (e)
637                         {
638                                 e.wr_gonethink(e, actor, weaponentity);
639                         }
640                 }
641
642                 if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
643                 {
644                         if (this.weapon_think)
645                         {
646                                 v_forward = fo;
647                                 v_right = ri;
648                                 v_up = up;
649                                 Weapon wpn = this.m_weapon;
650                                 this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
651                         }
652                         else
653                         {
654                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
655                         }
656                 }
657         }
658 }
659
660 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
661 {
662         flash.owner = actor;
663         flash.angles_z = random() * 360;
664
665         entity w_ent = actor.(weaponentity);
666         entity exterior = actor.exteriorweaponentity;
667
668         if (gettagindex(w_ent, "shot")) setattachment(flash, w_ent, "shot");
669         else setattachment(flash, w_ent, "tag_shot");
670         setorigin(flash, offset);
671
672         entity xflash = spawn();
673         copyentity_qc(flash, xflash);
674
675         flash.viewmodelforclient = actor;
676
677         if (w_ent.oldorigin.x > 0)
678         {
679                 setattachment(xflash, exterior, "");
680                 setorigin(xflash, w_ent.oldorigin + offset);
681         }
682         else
683         {
684                 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
685                 else setattachment(xflash, exterior, "tag_shot");
686                 setorigin(xflash, offset);
687         }
688 }
689
690 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
691 {
692         if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
693         if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
694
695         ammo_use = M_ARGV(2, float);
696
697         entity w_ent = actor.(weaponentity);
698
699         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
700         if (wep.reloading_ammo)
701         {
702                 w_ent.clip_load -= ammo_use;
703                 w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
704         }
705         else if (wep.ammo_type != RES_NONE)
706         {
707                 float ammo = GetResource(actor, wep.ammo_type);
708                 if (ammo < ammo_use)
709                 {
710                         backtrace(sprintf(
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));
714                 }
715                 SetResource(actor, wep.ammo_type, ammo - ammo_use);
716         }
717 }
718
719 // weapon reloading code
720
721 .float reload_ammo_amount, reload_ammo_min, reload_time;
722 .float reload_complain;
723 .string reload_sound;
724
725 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
726 {
727         // finish the reloading process, and do the ammo transfer
728
729         entity w_ent = actor.(weaponentity);
730         Weapon wpn = w_ent.m_weapon;
731
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
733
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)
736         {
737                 w_ent.clip_load = w_ent.reload_ammo_amount;
738         }
739         else
740         {
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);
746         }
747         w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
748
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
752
753         // ATTACK_FINISHED(actor, weaponentity) -= w_ent.reload_time - 1;
754
755         w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
756 }
757
758 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
759 {
760         TC(Sound, sent_sound);
761         // set global values to work with
762         entity this = actor.(weaponentity);
763         Weapon e = this.m_weapon;
764
765         if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
766
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));
771
772         // don't reload weapons that don't have the RELOADABLE flag
773         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
774         {
775                 LOG_TRACE(
776                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
777                 return;
778         }
779
780         // return if reloading is disabled for this weapon
781         if (!this.reload_ammo_amount) return;
782
783         // our weapon is fully loaded, no need to reload
784         if (this.clip_load >= this.reload_ammo_amount) return;
785
786         // no ammo, so nothing to load
787         if (e.ammo_type != RES_NONE)
788         {
789                 if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
790                 {
791                         if (!(actor.items & IT_UNLIMITED_AMMO))
792                         {
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)
796                                 {
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;
800                                 }
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)))
803                                 {
804                                         this.clip_load = -1;  // reload later
805                                         W_SwitchToOtherWeapon(actor, weaponentity);
806                                 }
807                                 return;
808                         }
809                 }
810         }
811         if (this)
812         {
813                 if (this.wframe == WFRAME_RELOAD) return;
814
815                 // allow switching away while reloading, but this will cause a new reload!
816                 this.state = WS_READY;
817         }
818
819         // now begin the reloading process
820
821         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
822
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
826
827         // ATTACK_FINISHED(actor, weaponentity) = max(time, ATTACK_FINISHED(actor, weaponentity)) + this.reload_time + 1;
828
829         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
830
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;
834 }
835
836 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity)
837 {
838         Weapon w = REGISTRY_GET(Weapons, weapon_type);
839         weapon_dropevent_item = weapon_item;
840         w.event(w, player, weaponentity);
841 }