Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
weaponsystem.qc
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1#include "weaponsystem.qh"
2
4#include <common/constants.qh>
12#include <common/state.qh>
13#include <common/util.qh>
16#include <common/wepent.qh>
18#include <server/cheats.qh>
19#include <server/client.qh>
21#include <server/damage.qh>
22#include <server/items/items.qh>
23#include <server/hook.qh>
27#include <server/world.qh>
28
29.int state;
30
32
34{
35 float t = 1;
38
39 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
40 t = M_ARGV(0, float);
41
42 return t;
43}
44
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
57{
58 this.viewmodelforclient = this.owner;
59 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
60 return false;
61}
62
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;
76.int w_dmg;
78
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
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
173}
174
175// spawning weaponentity for client
176void 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;
185 w_ent.nextthink = time;
186 w_ent.viewmodelforclient = actor;
187 w_ent.draggable = drag_undraggable;
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');
201 exterior.nextthink = time;
202
203 CSQCMODEL_AUTOINIT(exterior);
204 }
205}
206
207// Weapon subs
208void 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
220void 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
229bool 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
273bool 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
299void 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
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
342bool 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
356void 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;
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
420{
422 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
423 return false;
424}
425
427{
429 if (player.player_blocked) return true;
430 if (game_stopped) return true;
431 if (StatusEffects_active(STATUSEFFECT_Frozen, player)) return true;
432 if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
433 return false;
434}
435
436void 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
459
460void W_WeaponFrame(Player actor, .entity weaponentity)
461{
462 TC(Player, actor);
463 TC(PlayerState, PS(actor));
464 entity this = actor.(weaponentity);
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
560 break;
561 }
562 case WS_READY:
563 {
564 // start switching!
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
660void 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
690void 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
724
725void 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
758void 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
836void 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}
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_MELEE
const int ANIMACTION_SHOOT
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define boolean(value)
Definition bool.qh:9
float dmg
Definition breakable.qc:12
int W_GunAlign(entity this, int preferred_align)
bool drag_undraggable(entity draggee, entity dragger)
Definition cheats.qc:903
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
string netname
Client name.
Definition client.qh:91
vector v_angle
Definition client.qh:145
Purpose: common player state, usable on client and server Client: singleton representing the viewed p...
Definition state.qh:8
string netname
Definition resources.qh:27
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
virtual void wr_setup()
(SERVER) setup weapon data
Definition weapon.qh:88
virtual void wr_think()
(SERVER) logic to run every frame
Definition weapon.qh:90
Resource ammo_type
M: ammotype : main ammo type.
Definition weapon.qh:51
string mdl
M: modelname : name of model (without g_ v_ or h_ prefixes)
Definition weapon.qh:61
int m_id
Definition weapon.qh:45
virtual void wr_checkammo2()
(SERVER) checks ammo for weapon second
Definition weapon.qh:94
string netname
M: refname : reference name name.
Definition weapon.qh:79
int spawnflags
M: flags : WEPSPAWNFLAG_... combined.
Definition weapon.qh:55
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
Definition weapon.qh:92
virtual void wr_gonethink()
(SERVER) logic to run when weapon is lost
Definition weapon.qh:112
float alpha
Definition items.qc:13
entity owner
Definition main.qh:87
const int IT_UNLIMITED_AMMO
Definition item.qh:23
#define setmodel(this, m)
Definition model.qh:26
#define M_ARGV(x, type)
Definition events.qh:17
float race_penalty
Definition player.qh:59
entity hook
Definition player.qh:239
#define IS_DEAD(s)
Definition player.qh:245
#define PHYS_INPUT_BUTTON_HOOK(s)
Definition player.qh:155
#define IS_PLAYER(s)
Definition player.qh:243
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:150
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:152
int timeout_status
Definition stats.qh:87
float game_starttime
Definition stats.qh:82
float game_stopped
Definition stats.qh:81
OffhandHook OFFHAND_HOOK
Definition hook.qh:80
#define EFMASK_CHEAP
Definition constants.qh:107
vector v_up
float modelindex
float frametime
const float SOLID_NOT
float effects
float skin
float time
vector v_right
float nextthink
float colormap
vector v_forward
const float ATTN_NORM
#define spawn
entity tag_entity
vector glowmod
int tag_index
#define CSQCMODEL_AUTOUPDATE(e)
float m_alpha
#define CSQCMODEL_AUTOINIT(e)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
Definition selection.qc:246
int state
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
entity viewmodelforclient
float EF_LOWPRECISION
#define gettagindex
model
Definition ent_cs.qc:139
Weapons
Definition guide.qh:113
#define IL_EACH(this, cond, body)
#define TC(T, sym)
Definition _all.inc:82
#define STAT(...)
Definition stats.qh:82
#define LOG_WARNF(...)
Definition log.qh:62
#define LOG_TRACE(...)
Definition log.qh:76
#define backtrace(msg)
Definition log.qh:99
void sprint(float clientnum, string text,...)
float random(void)
void bprint(string text,...)
float min(float f,...)
IntrusiveList g_mines
Definition minelayer.qh:83
string W_Model(string w_mdl)
Definition all.qc:232
@ STATUSEFFECT_REMOVE_CLEAR
Effect is being forcibly removed without calling any additional mechanics.
Definition all.qh:30
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
void copyentity_qc(entity src, entity dst)
Definition oo.qh:86
#define NULL
Definition post.qh:14
float deadflag
Definition progsdefs.qc:149
#define REGISTRY_GET(id, i)
Definition registry.qh:43
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
Definition selection.qc:275
void W_SwitchToOtherWeapon(entity this,.entity weaponentity)
Definition selection.qc:256
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
bool autocvar_g_weaponswitch_debug
Definition selection.qh:7
bool autocvar_g_weaponswitch_debug_alternate
Definition selection.qh:8
#define setthink(e, f)
vector
Definition self.qh:92
#define setcefc(e, f)
const float TIMEOUT_ACTIVE
Definition common.qh:49
bool W_DualWielding(entity player)
Definition common.qc:20
const int CH_WEAPON_SINGLE
Definition sound.qh:9
#define Sound_fixpath(this)
Definition sound.qh:141
const float VOL_BASE
Definition sound.qh:36
const int CH_WEAPON_A
Definition sound.qh:7
#define _sound(e, c, s, v, a)
Definition sound.qh:43
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
void play2(entity e, string filename)
Definition all.qc:116
#define SND(id)
Definition all.qh:35
#define PS(this)
Definition state.qh:18
void StatusEffects_remove(StatusEffect this, entity actor, int removal_type)
bool StatusEffects_active(StatusEffect this, entity actor)
#define strcpy(this, s)
Definition string.qh:52
Header file that describes the resource system.
float ammo
Definition sv_turrets.qh:43
#define IS_SPEC(v)
Definition utils.qh:10
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
float weapon_nextthink
Definition view.qc:288
void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
Definition all.qc:588
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
supported formats:
Definition all.qc:347
int m_gunalign
Definition all.qh:385
vector anim_idle
Definition all.qh:399
#define WEPSET(id)
Definition all.qh:45
vector weaponentity_glowmod(Weapon wep, int c, entity wepent)
Definition all.qh:378
string weaponname
Definition all.qh:388
entity weaponchild
Definition all.qh:376
entity exteriorweaponentity
Definition all.qh:377
WFRAME wframe
Definition all.qh:414
#define WEP_CVAR(wep, name)
Definition all.qh:321
#define WepSet_FromWeapon(it)
Definition all.qh:46
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:217
const int WS_READY
idle frame
Definition weapon.qh:41
const int WEP_TYPE_MELEE_PRI
Definition weapon.qh:220
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
const int WS_CLEAR
no weapon selected
Definition weapon.qh:33
const int WS_RAISE
raise frame
Definition weapon.qh:35
const int WS_INUSE
fire state
Definition weapon.qh:39
const int WEP_FLAG_DUALWIELD
Definition weapon.qh:222
const int WEP_TYPE_MELEE_SEC
Definition weapon.qh:221
int weaponslot(.entity weaponentity)
Definition weapon.qh:19
const int WS_DROP
deselecting frame
Definition weapon.qh:37
float prevwarntime
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
float W_WeaponSpeedFactor(entity this)
float reload_complain
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void CL_Weaponentity_Think(entity this)
int w_deadflag
bool weaponUseForbidden(entity player)
vector CL_Weapon_GetShotOrg(int wpn)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
void w_clear(Weapon thiswep, entity actor,.entity weaponentity, int fire)
string reload_sound
float weapon_frametime
void W_AttachToShotorg(entity actor,.entity weaponentity, entity flash, vector offset)
void weapon_prepareattack_do(entity actor,.entity weaponentity, bool secondary, float attacktime)
float prevdryfire
void W_DropEvent(.void(Weapon, entity actor,.entity) event, entity player, int weapon_type, entity weapon_item,.entity weaponentity)
float reload_ammo_amount
void W_WeaponFrame(Player actor,.entity weaponentity)
void W_ReloadedAndReady(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float W_WeaponRateFactor(entity this)
float reload_ammo_min
void CL_SpawnWeaponentity(entity actor,.entity weaponentity)
bool weapon_prepareattack_check(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
float reload_time
string w_weaponname
bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary,.entity weaponentity)
bool weaponLocked(entity player)
int w_dmg
void CL_ExteriorWeaponentity_Think(entity this)
void W_ResetGunAlign(entity player, int preferred_alignment)
bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
bool hook_switchweapon
entity weapon_dropevent_item
float autocvar_g_weaponspeedfactor
int old_clip_load
#define ATTACK_FINISHED(ent, w)
float bulletcounter
entity weaponentity_fld
const int W_TICSPERFRAME
float autocvar_g_weaponratefactor
float weapon_load[REGISTRY_MAX(Weapons)]
#define INDEPENDENT_ATTACK_FINISHED
void wepent_link(entity wep)
Definition wepent.qc:159
Weapon m_weapon
Definition wepent.qh:26
Weapon m_switchweapon
Definition wepent.qh:25
int clip_load
Definition wepent.qh:14
Weapon m_switchingweapon
Definition wepent.qh:27
int clip_size
Definition wepent.qh:15
float default_weapon_alpha
Definition world.qh:73
float default_player_alpha
Definition world.qh:72
bool sv_ready_restart_after_countdown
Definition world.qh:116