+\r
+void W_DisplayDigitThink()\r
+{\r
+ self.nextthink = time;\r
+\r
+ // the owner has switched to another weapon, remove the digits\r
+ if(self.weapon != self.owner.weapon || self.owner.classname != "player" || self.deadflag != DEAD_NO)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }\r
+\r
+ entity gun;\r
+ if(self.dmg) // exterior weapon\r
+ {\r
+ // keep the digit attached to the same bone as the gun\r
+ setattachment(self, self.owner, "bip01 r hand");\r
+ gun = self.owner.exteriorweaponentity;\r
+ }\r
+ else // view weapon\r
+ {\r
+ // keep the digit attached to the same bone as the gun\r
+ // TODO: Does this work with self-animated weapons too?\r
+ if(gettagindex(self.owner.weaponentity, "weapon"))\r
+ setattachment(self, self.owner.weaponentity, "weapon");\r
+ else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
+ setattachment(self, self.owner.weaponentity, "tag_weapon");\r
+ gun = self.owner.weaponentity;\r
+ }\r
+\r
+ // copy all properties of the weapon to the digit\r
+ self.origin = gun.origin;\r
+ self.angles = gun.angles;\r
+ self.scale = gun.scale;\r
+ self.effects = gun.effects;\r
+ self.alpha = gun.alpha;\r
+ self.colormap = gun.colormap;\r
+ self.colormod = gun.colormod; // used by the regurgitating colors\r
+ self.glowmod = gun.glowmod;\r
+\r
+ string txt;\r
+ if(self.team) // weapon load display\r
+ {\r
+ if(self.owner.weapon_load[self.owner.weapon] <= 0)\r
+ {\r
+ self.skin = 11; // unavailable digit\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ txt = ftos(floor(self.owner.weapon_load[self.owner.weapon]));\r
+ txt = substring(txt, self.cnt - 1, 1);\r
+ }\r
+ }\r
+ else // ammo display\r
+ {\r
+ txt = ftos(floor(self.owner.(self.owner.current_ammo)));\r
+ txt = substring(txt, self.cnt - 1, 1);\r
+ }\r
+\r
+ if((!txt || txt == ""))\r
+ self.skin = 10; // empty digit\r
+ else\r
+ self.skin = stof(txt);\r
+}\r
+\r
+void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
+{\r
+ entity digit, e;\r
+ digit = spawn();\r
+ digit.owner = own;\r
+ digit.weapon = own.weapon;\r
+ digit.dmg = exterior;\r
+ digit.team = load;\r
+ digit.cnt = num;\r
+ e = get_weaponinfo(digit.weapon);\r
+\r
+ if(load)\r
+ {\r
+ // weapon load digit\r
+ setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
+ }\r
+ else\r
+ {\r
+ // ammo count digit\r
+ setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
+ }\r
+ digit.think = W_DisplayDigitThink;\r
+ digit.nextthink = time;\r
+}\r
+\r
+void W_Display(entity own, float load_num, float ammo_num)\r
+{\r
+ float i;\r
+ for(i = 1; i <= load_num; i++)\r
+ {\r
+ W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
+ W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
+ }\r
+ for(i = 1; i <= ammo_num; i++)\r
+ {\r
+ W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
+ W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
+ }\r
+}\r
+\r
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
+{\r
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
+ return;\r
+\r
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
+ if(ammo_reload)\r
+ {\r
+ self.clip_load -= ammo_use;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
+ }\r
+ else\r
+ self.(self.current_ammo) -= ammo_use;\r
+}\r
+\r
+// weapon reloading code\r
+\r
+.float reload_ammo_amount, reload_ammo_min, reload_time;\r
+.float reload_complain;\r
+.string reload_sound;\r
+\r
+void W_ReloadedAndReady()\r
+{\r
+ // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
+ if(self.stat_eaten)\r
+ {\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
+ w_ready(); // don't keep executing each frame\r
+ return;\r
+ }\r
+\r
+ // finish the reloading process, and do the ammo transfer\r
+\r
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
+\r
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
+ self.clip_load = self.reload_ammo_amount;\r
+ else\r
+ {\r
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
+ {\r
+ self.clip_load += 1;\r
+ self.(self.current_ammo) -= 1;\r
+ }\r
+ }\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
+\r
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
+ // so your weapon is disabled for a few seconds without reason\r
+\r
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
+\r
+ w_ready();\r
+}\r
+\r
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
+{\r
+ // if we are inside the stomach, don't allow reloading\r
+ if(self.stat_eaten)\r
+ return;\r
+\r
+ // set global values to work with\r
+ self.reload_ammo_min = sent_ammo_min;\r
+ self.reload_ammo_amount = sent_ammo_amount;\r
+ self.reload_time = sent_time;\r
+ self.reload_sound = sent_sound;\r
+\r
+ // check if we meet the necessary conditions to reload\r
+\r
+ entity e;\r
+ e = get_weaponinfo(self.weapon);\r
+\r
+ // don't reload weapons that don't have the RELOADABLE flag\r
+ if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
+ {\r
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
+ return;\r
+ }\r
+ // return if reloading is disabled for this weapon\r
+ if(!self.reload_ammo_amount)\r
+ return;\r
+ // our weapon is fully loaded, no need to reload\r
+ if (self.clip_load >= self.reload_ammo_amount)\r
+ return;\r
+ // no ammo, so nothing to load\r
+ if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
+ {\r
+ if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
+ {\r
+ play2(self, "misc/unavailable.wav");\r
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
+ self.reload_complain = time + 1;\r
+ }\r
+ // switch away if the amount of ammo is not enough to keep using this weapon\r
+ // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
+ /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
+ {\r
+ self.clip_load = -1; // reload later\r
+ W_SwitchToOtherWeapon(self);\r
+ }*/\r
+ return;\r
+ }\r
+\r
+ if (self.weaponentity)\r
+ {\r
+ if (self.weaponentity.wframe == WFRAME_RELOAD)\r
+ return;\r
+\r
+ // allow switching away while reloading, but this will cause a new reload!\r
+ self.weaponentity.state = WS_READY;\r
+ }\r
+\r
+ // now begin the reloading process\r
+\r
+ // weapon reload effects\r
+ if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
+ {\r
+ vector org;\r
+ org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
+ SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
+ pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
+ }\r
+ sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
+\r
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
+ // so your weapon is disabled for a few seconds without reason\r
+\r
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
+\r
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
+\r
+ if(self.clip_load < 0)\r
+ self.clip_load = 0;\r
+ self.old_clip_load = self.clip_load;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
+}
\ No newline at end of file