Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
weaponsystem.qh File Reference
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Macros

#define ATTACK_FINISHED(ent, w)
#define ATTACK_FINISHED_FOR(ent, w, slot)
#define INDEPENDENT_ATTACK_FINISHED   1

Functions

void CL_SpawnWeaponentity (entity e,.entity weaponentity)
vector CL_Weapon_GetShotOrg (int wpn)
 void (Weapon thiswep, entity actor,.entity weaponentity, int fire) weapon_think
void W_AttachToShotorg (entity actor,.entity weaponentity, entity flash, vector offset)
void w_clear (Weapon thiswep, entity actor,.entity weaponentity, int fire)
void W_DecreaseAmmo (Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void W_DropEvent (.void(Weapon, entity actor,.entity) event, entity player, int weapon_type, entity weapon_item,.entity weaponentity)
void w_ready (Weapon thiswep, entity actor,.entity weaponentity, int fire)
void W_Reload (entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
void W_ResetGunAlign (entity player, int preferred_alignment)
void W_WeaponFrame (Player actor,.entity weaponentity)
float W_WeaponRateFactor (entity this)
float W_WeaponSpeedFactor (entity this)
bool weapon_prepareattack (Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
bool weapon_prepareattack_check (Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void weapon_prepareattack_do (entity actor,.entity weaponentity, bool secondary, float attacktime)
void weapon_thinkf (entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weaponLocked (entity player)
bool weaponUseForbidden (entity player)

Variables

int ammo_none
float attack_finished_for [REGISTRY_MAX(Weapons) *MAX_WEAPONSLOTS]
float attack_finished_single [MAX_WEAPONSLOTS]
float autocvar_g_weapondamagefactor
float autocvar_g_weaponforcefactor
float autocvar_g_weaponratefactor
float autocvar_g_weaponspeedfactor
float bulletcounter
int clip_load
int clip_size
float internalteam
int old_clip_load
const int W_TICSPERFRAME = 2
entity weapon_dropevent_item
float weapon_load [REGISTRY_MAX(Weapons)]
float weapon_nextthink
entity weaponentity_fld

Macro Definition Documentation

◆ ATTACK_FINISHED

◆ ATTACK_FINISHED_FOR

#define ATTACK_FINISHED_FOR ( ent,
w,
slot )
Value:
((ent).attack_finished_single[slot])

Definition at line 39 of file weaponsystem.qh.

Referenced by PlayerDamage().

◆ INDEPENDENT_ATTACK_FINISHED

#define INDEPENDENT_ATTACK_FINISHED   1

Definition at line 10 of file weaponsystem.qh.

Referenced by W_WeaponFrame().

Function Documentation

◆ CL_SpawnWeaponentity()

void CL_SpawnWeaponentity ( entity e,
.entity weaponentity )

Definition at line 176 of file weaponsystem.qc.

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}
bool drag_undraggable(entity draggee, entity dragger)
Definition cheats.qc:903
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define setmodel(this, m)
Definition model.qh:26
const float SOLID_NOT
float time
#define CSQCMODEL_AUTOINIT(e)
#define setthink(e, f)
#define setcefc(e, f)
entity exteriorweaponentity
Definition all.qh:377
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
void CL_Weaponentity_Think(entity this)
void CL_ExteriorWeaponentity_Think(entity this)
bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
void wepent_link(entity wep)
Definition wepent.qc:159

References CL_ExteriorWeaponentity_Think(), CL_Weaponentity_CustomizeEntityForClient(), CL_Weaponentity_Think(), CSQCMODEL_AUTOINIT, drag_undraggable(), entity(), exteriorweaponentity, setcefc, setmodel, setthink, SOLID_NOT, time, weaponentities, and wepent_link().

Referenced by PutPlayerInServer().

◆ CL_Weapon_GetShotOrg()

vector CL_Weapon_GetShotOrg ( int wpn)

Definition at line 63 of file weaponsystem.qc.

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}
#define spawn
Weapons
Definition guide.qh:113
#define REGISTRY_GET(id, i)
Definition registry.qh:43
vector
Definition self.qh:92
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
supported formats:
Definition all.qc:347

References CL_WeaponEntity_SetModel(), entity(), REGISTRY_GET, spawn, vector, and Weapons.

Referenced by PRECACHE().

◆ void()

void ( Weapon thiswep,
entity actor,
.entity weaponentity,
int fire )

References entity().

◆ W_AttachToShotorg()

void W_AttachToShotorg ( entity actor,
.entity weaponentity,
entity flash,
vector offset )

Definition at line 660 of file weaponsystem.qc.

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}
#define gettagindex
float random(void)
void copyentity_qc(entity src, entity dst)
Definition oo.qh:86

References copyentity_qc(), entity(), gettagindex, random(), spawn, and vector.

◆ w_clear()

void w_clear ( Weapon thiswep,
entity actor,
.entity weaponentity,
int fire )

Definition at line 208 of file weaponsystem.qc.

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}
const int WS_CLEAR
no weapon selected
Definition weapon.qh:33

References entity(), and WS_CLEAR.

Referenced by W_WeaponFrame().

◆ W_DecreaseAmmo()

void W_DecreaseAmmo ( Weapon wep,
entity actor,
float ammo_use,
.entity weaponentity )

Definition at line 690 of file weaponsystem.qc.

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}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
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
Definition resources.qh:27
Resource ammo_type
M: ammotype : main ammo type.
Definition weapon.qh:51
string netname
M: refname : reference name name.
Definition weapon.qh:79
const int IT_UNLIMITED_AMMO
Definition item.qh:23
#define M_ARGV(x, type)
Definition events.qh:17
#define backtrace(msg)
Definition log.qh:99
float ammo
Definition sv_turrets.qh:43
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)

References ammo, Weapon::ammo_type, backtrace, entity(), GetResource(), IT_UNLIMITED_AMMO, M_ARGV, MUTATOR_CALLHOOK, Resource::netname, Weapon::netname, SetResource(), and W_DecreaseAmmo().

Referenced by MUTATOR_HOOKABLE(), W_Crylink_Attack(), W_Crylink_Attack2(), W_DecreaseAmmo(), W_Devastator_Attack(), W_Electro_Attack_Bolt(), W_Electro_Attack_Orb(), W_Hagar_Attack(), W_Hagar_Attack2(), W_Hagar_Attack2_Load(), W_HLAC_Attack(), W_HLAC_Attack2(), W_MachineGun_Attack(), W_MachineGun_Attack_Auto(), W_MineLayer_Attack(), W_Mortar_Attack(), W_Mortar_Attack2(), W_OverkillHeavyMachineGun_Attack_Auto(), W_OverkillMachineGun_Attack_Auto(), W_OverkillNex_Attack(), W_OverkillRocketPropelledChainsaw_Attack(), W_Rifle_FireBullet(), W_Seeker_Fire_Flac(), W_Seeker_Fire_Missile(), W_Seeker_Fire_Tag(), W_Shotgun_Attack(), W_Vaporizer_Attack(), and W_Vortex_Attack().

◆ W_DropEvent()

void W_DropEvent ( .void(Weapon, entity actor,.entity) event,
entity player,
int weapon_type,
entity weapon_item,
.entity weaponentity )

Definition at line 836 of file weaponsystem.qc.

837{
838 Weapon w = REGISTRY_GET(Weapons, weapon_type);
839 weapon_dropevent_item = weapon_item;
840 w.event(w, player, weaponentity);
841}
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
entity weapon_dropevent_item

References entity(), REGISTRY_GET, weapon_dropevent_item, and Weapons.

Referenced by Item_GiveTo(), and W_ThrowNewWeapon().

◆ w_ready()

void w_ready ( Weapon thiswep,
entity actor,
.entity weaponentity,
int fire )

Definition at line 220 of file weaponsystem.qc.

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}
const int WS_READY
idle frame
Definition weapon.qh:41
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)

References entity(), w_ready(), weapon_thinkf(), and WS_READY.

Referenced by SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), SOUND(), W_Arc_Attack(), W_Arc_Attack_Bolt(), W_Electro_CheckAttack(), W_Fireball_Attack1_Frame4(), W_Hagar_Attack2_Load_Release(), W_Hagar_Attack_Auto(), W_HLAC_Attack_Frame(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Burst(), W_MachineGun_Attack_Frame(), W_OverkillHeavyMachineGun_Attack_Auto(), W_OverkillMachineGun_Attack_Auto(), w_ready(), W_ReloadedAndReady(), W_Rifle_BulletHail(), W_Shotgun_Attack2(), W_Shotgun_Attack3_Frame1(), W_Shotgun_Attack3_Frame2(), W_WeaponFrame(), and weapon_thinkf().

◆ W_Reload()

void W_Reload ( entity actor,
.entity weaponentity,
float sent_ammo_min,
Sound sent_sound )

Definition at line 758 of file weaponsystem.qc.

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}
int state
#define TC(T, sym)
Definition _all.inc:82
#define LOG_TRACE(...)
Definition log.qh:76
void sprint(float clientnum, string text,...)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void W_SwitchToOtherWeapon(entity this,.entity weaponentity)
Definition selection.qc:256
bool autocvar_g_weaponswitch_debug
Definition selection.qh:7
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
#define _sound(e, c, s, v, a)
Definition sound.qh:43
const float ATTEN_NORM
Definition sound.qh:30
void play2(entity e, string filename)
Definition all.qc:116
#define SND(id)
Definition all.qh:35
#define strcpy(this, s)
Definition string.qh:52
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
WFRAME wframe
Definition all.qh:414
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:217
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
float reload_ammo_amount
void W_ReloadedAndReady(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float reload_ammo_min
float reload_time
int old_clip_load
float weapon_load[REGISTRY_MAX(Weapons)]
Weapon m_weapon
Definition wepent.qh:26
int clip_load
Definition wepent.qh:14

References _sound, ATTEN_NORM, autocvar_g_weaponswitch_debug, CH_WEAPON_SINGLE, clip_load, entity(), GetResource(), IS_REAL_CLIENT, IT_UNLIMITED_AMMO, LOG_TRACE, m_weapon, MUTATOR_CALLHOOK, old_clip_load, play2(), reload_ammo_amount, SND, Sound_fixpath, sprint(), state, strcat(), strcpy, TC, time, VOL_BASE, W_Reload(), W_ReloadedAndReady(), W_SwitchToOtherWeapon(), weapon_load, weapon_thinkf(), weaponslot(), WEP_FLAG_RELOADABLE, wframe, and WS_READY.

Referenced by MUTATOR_HOOKABLE(), and W_Reload().

◆ W_ResetGunAlign()

void W_ResetGunAlign ( entity player,
int preferred_alignment )

Definition at line 436 of file weaponsystem.qc.

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}
int W_GunAlign(entity this, int preferred_align)
bool W_DualWielding(entity player)
Definition common.qc:20
int m_gunalign
Definition all.qh:385
const int MAX_WEAPONSLOTS
Definition weapon.qh:16

References entity(), m_gunalign, MAX_WEAPONSLOTS, W_DualWielding(), W_GunAlign(), and weaponentities.

Referenced by PlayerThink(), and PutPlayerInServer().

◆ W_WeaponFrame()

void W_WeaponFrame ( Player actor,
.entity weaponentity )

Definition at line 460 of file weaponsystem.qc.

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
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}
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
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
string mdl
M: modelname : name of model (without g_ v_ or h_ prefixes)
Definition weapon.qh:61
int spawnflags
M: flags : WEPSPAWNFLAG_... combined.
Definition weapon.qh:55
virtual void wr_gonethink()
(SERVER) logic to run when weapon is lost
Definition weapon.qh:112
#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
OffhandHook OFFHAND_HOOK
Definition hook.qh:80
vector v_up
float frametime
vector v_right
vector v_forward
const float ATTN_NORM
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
Definition selection.qc:246
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
#define STAT(...)
Definition stats.qh:82
#define LOG_WARNF(...)
Definition log.qh:62
void bprint(string text,...)
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
Definition selection.qc:275
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define PS(this)
Definition state.qh:18
float weapon_nextthink
Definition view.qc:288
#define WEPSET(id)
Definition all.qh:45
string weaponname
Definition all.qh:388
#define WepSet_FromWeapon(it)
Definition all.qh:46
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 WS_DROP
deselecting frame
Definition weapon.qh:37
bool weaponUseForbidden(entity player)
void w_clear(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float weapon_frametime
bool weaponLocked(entity player)
#define ATTACK_FINISHED(ent, w)
float bulletcounter
const int W_TICSPERFRAME
#define INDEPENDENT_ATTACK_FINISHED
Weapon m_switchweapon
Definition wepent.qh:25
Weapon m_switchingweapon
Definition wepent.qh:27
int clip_size
Definition wepent.qh:15

References ATTACK_FINISHED, ATTN_NORM, autocvar_g_weaponswitch_debug, bprint(), bulletcounter, CH_WEAPON_SINGLE, clip_load, clip_size, entity(), frametime, GetResource(), INDEPENDENT_ATTACK_FINISHED, IS_PLAYER, LOG_WARNF, m_switchingweapon, m_switchweapon, m_weapon, MAKE_VECTORS, Weapon::mdl, Client::netname, OFFHAND_HOOK, old_clip_load, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_HOOK, PS, sound, Weapon::spawnflags, STAT, state, TC, time, Client::v_angle, v_forward, v_right, v_up, vector, VOL_BASE, w_clear(), w_getbestweapon, w_ready(), W_SwitchWeapon(), W_SwitchWeapon_Force(), W_TICSPERFRAME, weapon_frametime, weapon_load, weapon_nextthink, weapon_thinkf(), weaponentities, weaponLocked(), weaponname, weaponslot(), weaponUseForbidden(), WEP_FLAG_DUALWIELD, WEP_FLAG_RELOADABLE, WEPSET, WepSet_FromWeapon, Weapon::wr_gonethink(), Weapon::wr_setup(), Weapon::wr_think(), WS_CLEAR, WS_DROP, WS_INUSE, WS_RAISE, and WS_READY.

Referenced by PlayerThink(), and PutPlayerInServer().

◆ W_WeaponRateFactor()

float W_WeaponRateFactor ( entity this)

Definition at line 33 of file weaponsystem.qc.

34{
35 float t = 1;
38
39 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
40 t = M_ARGV(0, float);
41
42 return t;
43}
float autocvar_g_weaponratefactor

Referenced by weapon_prepareattack_do(), and weapon_thinkf().

◆ W_WeaponSpeedFactor()

float W_WeaponSpeedFactor ( entity this)

Definition at line 45 of file weaponsystem.qc.

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}
float autocvar_g_weaponspeedfactor

References autocvar_g_weaponspeedfactor, entity(), M_ARGV, and MUTATOR_CALLHOOK.

Referenced by bot_aim(), W_CalculateProjectileVelocity(), and W_Devastator_Think().

◆ weapon_prepareattack()

bool weapon_prepareattack ( Weapon thiswep,
entity actor,
.entity weaponentity,
bool secondary,
float attacktime )

Definition at line 342 of file weaponsystem.qc.

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}
void weapon_prepareattack_do(entity actor,.entity weaponentity, bool secondary, float attacktime)
bool weapon_prepareattack_check(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)

References entity(), weapon_prepareattack_check(), and weapon_prepareattack_do().

Referenced by SOUND(), SOUND(), W_Electro_CheckAttack(), and W_Rifle_BulletHail_Continue().

◆ weapon_prepareattack_check()

bool weapon_prepareattack_check ( Weapon thiswep,
entity actor,
.entity weaponentity,
bool secondary,
float attacktime )

Definition at line 273 of file weaponsystem.qc.

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}
int timeout_status
Definition stats.qh:87
float game_starttime
Definition stats.qh:82
#define NULL
Definition post.qh:14
const float TIMEOUT_ACTIVE
Definition common.qh:49
bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary,.entity weaponentity)

References ATTACK_FINISHED, entity(), game_starttime, NULL, time, TIMEOUT_ACTIVE, timeout_status, weapon_prepareattack_checkammo(), and WS_READY.

Referenced by W_Arc_Beam_Think(), W_Hagar_Attack_Auto(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Frame(), and weapon_prepareattack().

◆ weapon_prepareattack_do()

void weapon_prepareattack_do ( entity actor,
.entity weaponentity,
bool secondary,
float attacktime )

Definition at line 299 of file weaponsystem.qc.

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}
@ STATUSEFFECT_REMOVE_CLEAR
Effect is being forcibly removed without calling any additional mechanics.
Definition all.qh:30
bool autocvar_g_weaponswitch_debug_alternate
Definition selection.qh:8
void StatusEffects_remove(StatusEffect this, entity actor, int removal_type)
bool StatusEffects_active(StatusEffect this, entity actor)
float W_WeaponRateFactor(entity this)

References ATTACK_FINISHED, autocvar_g_weaponswitch_debug_alternate, bulletcounter, entity(), MAX_WEAPONSLOTS, NULL, state, STATUSEFFECT_REMOVE_CLEAR, StatusEffects_active(), StatusEffects_remove(), time, W_DualWielding(), W_WeaponRateFactor(), weapon_frametime, weaponentities, weaponslot(), and WS_INUSE.

Referenced by W_Hagar_Attack2_Load_Release(), and weapon_prepareattack().

◆ weapon_thinkf()

void weapon_thinkf ( entity actor,
.entity weaponentity,
WFRAME fr,
float t,
void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func )
Parameters
tdefer thinking until time + t
funcnext think function

Definition at line 356 of file weaponsystem.qc.

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}
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_MELEE
const int ANIMACTION_SHOOT
#define boolean(value)
Definition bool.qh:9
#define IS_SPEC(v)
Definition utils.qh:10
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
Definition all.qc:588
const int WEP_TYPE_MELEE_PRI
Definition weapon.qh:220
const int WEP_TYPE_MELEE_SEC
Definition weapon.qh:221

References ANIMACTION_MELEE, ANIMACTION_SHOOT, animdecide_setaction(), autocvar_g_weaponratefactor, backtrace, boolean, entity(), FOREACH_CLIENT, IS_SPEC, m_weapon, NULL, state, time, w_ready(), W_WeaponRateFactor(), weapon_frametime, weapon_nextthink, WEP_TYPE_MELEE_PRI, WEP_TYPE_MELEE_SEC, wframe, wframe_send(), and WS_RAISE.

Referenced by W_Arc_Attack(), W_Arc_Attack_Bolt(), W_Electro_CheckAttack(), W_Fireball_Attack1_Frame0(), W_Fireball_Attack1_Frame1(), W_Fireball_Attack1_Frame2(), W_Fireball_Attack1_Frame3(), W_Fireball_Attack1_Frame4(), W_Hagar_Attack2_Load_Release(), W_Hagar_Attack_Auto(), W_HLAC_Attack_Frame(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Burst(), W_MachineGun_Attack_Frame(), W_OverkillHeavyMachineGun_Attack_Auto(), W_OverkillMachineGun_Attack_Auto(), w_ready(), W_Reload(), W_Rifle_BulletHail(), W_Rifle_BulletHail_Continue(), W_Shotgun_Attack2(), W_Shotgun_Attack3_Frame1(), W_Shotgun_Attack3_Frame2(), and W_WeaponFrame().

◆ weaponLocked()

bool weaponLocked ( entity player)

Definition at line 426 of file weaponsystem.qc.

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}
float game_stopped
Definition stats.qh:81
bool sv_ready_restart_after_countdown
Definition world.qh:116

References entity(), game_starttime, game_stopped, MUTATOR_CALLHOOK, StatusEffects_active(), sv_ready_restart_after_countdown, and time.

Referenced by bumblebee_gunner_frame(), bumblebee_pilot_frame(), CanThrowNade(), FireGrapplingHook(), IMPULSE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), racer_frame(), raptor_frame(), spiderbot_frame(), spiderbot_rocket_do(), vehicles_touch(), W_SwitchWeapon(), and W_WeaponFrame().

◆ weaponUseForbidden()

bool weaponUseForbidden ( entity player)

Definition at line 419 of file weaponsystem.qc.

420{
422 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
423 return false;
424}
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()

References entity(), MUTATOR_CALLHOOK, round_handler_IsActive, and round_handler_IsRoundStarted.

Referenced by bumblebee_gunner_frame(), bumblebee_pilot_frame(), racer_frame(), raptor_frame(), spiderbot_frame(), spiderbot_rocket_do(), W_Hagar_Attack2_Load(), and W_WeaponFrame().

Variable Documentation

◆ ammo_none

int ammo_none

Definition at line 29 of file weaponsystem.qh.

◆ attack_finished_for

float attack_finished_for[REGISTRY_MAX(Weapons) *MAX_WEAPONSLOTS]

Definition at line 34 of file weaponsystem.qh.

◆ attack_finished_single

◆ autocvar_g_weapondamagefactor

float autocvar_g_weapondamagefactor

Definition at line 6 of file weaponsystem.qh.

Referenced by Damage().

◆ autocvar_g_weaponforcefactor

float autocvar_g_weaponforcefactor

Definition at line 5 of file weaponsystem.qh.

Referenced by Damage().

◆ autocvar_g_weaponratefactor

float autocvar_g_weaponratefactor

Definition at line 7 of file weaponsystem.qh.

Referenced by W_WeaponRateFactor(), and weapon_thinkf().

◆ autocvar_g_weaponspeedfactor

float autocvar_g_weaponspeedfactor

Definition at line 8 of file weaponsystem.qh.

Referenced by W_WeaponSpeedFactor().

◆ bulletcounter

float bulletcounter

◆ clip_load

int clip_load

Definition at line 30 of file weaponsystem.qh.

◆ clip_size

int clip_size

Definition at line 32 of file weaponsystem.qh.

◆ internalteam

float internalteam

Definition at line 19 of file weaponsystem.qh.

Referenced by weapon_defaultspawnfunc().

◆ old_clip_load

int old_clip_load

Definition at line 31 of file weaponsystem.qh.

Referenced by W_Reload(), and W_WeaponFrame().

◆ W_TICSPERFRAME

const int W_TICSPERFRAME = 2

Definition at line 13 of file weaponsystem.qh.

Referenced by PlayerThink(), and W_WeaponFrame().

◆ weapon_dropevent_item

entity weapon_dropevent_item

Definition at line 20 of file weaponsystem.qh.

Referenced by W_DropEvent().

◆ weapon_load

◆ weapon_nextthink

float weapon_nextthink

Definition at line 16 of file weaponsystem.qh.

◆ weaponentity_fld