1 // switch between weapons
2 void W_SwitchWeapon(float imp)
4 if (self.weapon != imp)
5 if (client_hasweapon(self, imp, TRUE, TRUE))
6 W_SwitchWeapon_Force(self, imp);
9 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain)
11 float n, i, weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
12 n = tokenize(weaponorder);
13 switchtonext = switchtolast = 0;
14 first_valid = prev_valid = 0;
19 for(i = 0; i < n; ++i)
21 weaponwant = stof(argv(i));
24 if((get_weaponinfo(weaponwant)).impulse != imp)
27 if(client_hasweapon(pl, weaponwant, TRUE, FALSE))
32 first_valid = weaponwant;
33 if(weaponwant == pl.switchweapon)
42 prev_valid = weaponwant;
55 for(i = 0; i < n; ++i)
57 weaponwant = stof(argv(i));
59 if((get_weaponinfo(weaponwant)).impulse != imp)
61 client_hasweapon(pl, weaponwant, TRUE, TRUE);
67 void W_CycleWeapon(string weaponorder, float dir)
70 w = W_GetCycleWeapon(self, weaponorder, dir, 0, 1);
75 void W_NextWeaponOnImpulse(float imp)
78 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1);
86 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
90 void W_PreviousWeapon()
92 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
95 string W_FixWeaponOrder(string order, float complete)
101 for(i = 0; i < n; ++i)
104 if(w >= WEP_FIRST && w <= WEP_LAST && w == floor(w))
105 neworder = strcat(neworder, ftos(w), " ");
110 n = tokenize(neworder);
111 for(w = WEP_LAST; w >= WEP_FIRST; --w)
113 for(i = 0; i < n; ++i)
114 if(stof(argv(i)) == w)
116 if(i == n) // not found
117 neworder = strcat(neworder, ftos(w), " ");
121 return substring(neworder, 0, strlen(neworder) - 1);
124 string W_FixWeaponOrder_AllowIncomplete(string order)
126 return W_FixWeaponOrder(order, 0);
129 string W_FixWeaponOrder_ForceComplete(string order)
131 return W_FixWeaponOrder(order, 1);
134 float w_getbestweapon(entity e)
136 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, 0, 0);
139 // generic weapons table
140 // TODO should they be macros instead?
141 float weapon_action(float wpn, float wrequest)
143 return (get_weaponinfo(wpn)).weapon_func(wrequest);
146 string W_Name(float weaponid)
148 return (get_weaponinfo(weaponid)).message;
151 float W_WeaponBit(float wpn)
153 return (get_weaponinfo(wpn)).weapons;
156 float W_AmmoItemCode(float wpn)
158 return (get_weaponinfo(wpn)).items;
161 // think function for tossed weapons
162 void thrown_wep_think()
164 self.solid = SOLID_TRIGGER;
166 SUB_SetFade(self, time + 20, 1);
167 setorigin(self, self.origin);
170 // toss current weapon
171 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
173 local float w, ammo, wb, wa;
175 local .float ammofield;
179 return; // just in case
188 if (!cvar("g_pickup_items"))
195 setorigin(wep, e.origin + delta);
196 makevectors(e.angles);
197 wep.classname = "droppedweapon";
198 wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
199 SUB_SetFade(wep, time + 20, 1);
201 wa = W_AmmoItemCode(w);
202 if(wa == IT_SUPERWEAPON || wa == 0)
205 if(!(e.weapons & wb))
210 Item_SpawnByWeaponCode(w);
215 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
219 ammofield = Item_CounterField(wa);
221 if(!(e.weapons & wb))
226 Item_SpawnByWeaponCode(w);
231 ammo = min(e.ammofield, wep.ammofield);
232 wep.ammofield = ammo;
237 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
241 setorigin(wep, wep.origin);
242 wep.nextthink = time + 0.5;
243 wep.think = thrown_wep_think;
244 wep.classname = "droppedweapon";
245 wep.flags = wep.flags | FL_TOSSED;
246 e.weapons = e.weapons - (e.weapons & wb);
247 wep.colormap = e.colormap;
248 W_SwitchWeapon_Force(e, w_getbestweapon(e));
254 // Bringed back weapon frame
257 if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
260 if (!self.weaponentity || self.health < 1)
261 return; // Dead player can't use weapons and injure impulse commands
263 if(!self.switchweapon)
266 self.weaponentity.state = WS_CLEAR;
270 makevectors(self.v_angle);
273 if (self.weapon != self.switchweapon)
275 if (self.weaponentity.state == WS_CLEAR)
277 player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
278 self.weaponentity.state = WS_RAISE;
279 weapon_action(self.switchweapon, WR_SETUP);
280 // VorteX: add player model weapon select frame here
281 // setcustomframe(PlayerWeaponRaise);
282 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
283 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
285 else if (self.weaponentity.state == WS_READY)
287 #ifndef INDEPENDENT_ATTACK_FINISHED
288 if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
291 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
292 self.weaponentity.state = WS_DROP;
293 // set up weapon switch think in the future, and start drop anim
294 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
295 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
296 #ifndef INDEPENDENT_ATTACK_FINISHED
303 wb = W_WeaponBit(self.weapon);
305 // call the think code which may fire the weapon
306 // and do so multiple times to resolve framerate dependency issues if the
307 // server framerate is very low and the weapon fire rate very high
313 if(wb && self.weapons & wb == 0)
315 W_SwitchWeapon_Force(self, w_getbestweapon(self));
319 weapon_action(self.weapon, WR_THINK);
320 if (time + frametime * 0.5 >= self.weapon_nextthink)
324 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
325 //if (ATTACK_FINISHED(self) < time)
326 // ATTACK_FINISHED(self) = time;
328 //if (self.weapon_nextthink < time)
329 // self.weapon_nextthink = time;
331 // update currentammo incase it has changed
332 if (self.items & IT_CELLS)
333 self.currentammo = self.ammo_cells;
334 else if (self.items & IT_ROCKETS)
335 self.currentammo = self.ammo_rockets;
336 else if (self.items & IT_NAILS)
337 self.currentammo = self.ammo_nails;
338 else if (self.items & IT_SHELLS)
339 self.currentammo = self.ammo_shells;
341 self.currentammo = 1;
346 float nixnex_nextchange;
347 float nixnex_nextweapon;
348 .float nixnex_lastchange_id;
349 .float nixnex_lastinfotime;
350 .float nixnex_nextincr;
352 void Nixnex_ChooseNextWeapon()
355 numberof = WEP_LAST - WEP_FIRST; // all but the current one
356 if(g_nixnex_with_laser)
357 numberof = numberof - 1;
358 id = WEP_FIRST + ceil(random() * numberof) - 1;
360 if(g_nixnex_with_laser) // skip the laser if needed
363 if(id >= nixnex_weapon) // skip the current weapon
366 if(id < WEP_FIRST) // can't happen, but to be sure...
368 dprint("Won't happen (id < WEP_FIRST)\n");
371 if(id > WEP_LAST) // either
373 dprint("Won't happen (id > WEP_LAST)\n");
377 nixnex_nextweapon = id;
380 void Nixnex_GiveCurrentWeapon()
385 if(!nixnex_nextweapon)
386 Nixnex_ChooseNextWeapon();
388 dt = ceil(nixnex_nextchange - time);
392 nixnex_weapon = nixnex_nextweapon;
393 nixnex_nextweapon = 0;
394 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
395 //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
398 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
400 self.nixnex_lastchange_id = nixnex_nextchange;
401 if (cvar("g_use_ammunition"))
403 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
404 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
405 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
406 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
410 self.ammo_shells = cvar("g_pickup_shells_max");
411 self.ammo_nails = cvar("g_pickup_nails_max");
412 self.ammo_rockets = cvar("g_pickup_rockets_max");
413 self.ammo_cells = cvar("g_pickup_cells_max");
415 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
416 if(dt >= 1 && dt <= 5)
417 self.nixnex_lastinfotime = -42;
419 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
421 if(self.nixnex_lastinfotime != dt)
423 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
424 if(dt >= 1 && dt <= 5)
425 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
428 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
430 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
431 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
432 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
433 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
434 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
438 if(g_nixnex_with_laser)
439 self.weapons = self.weapons | WEPBIT_LASER;
440 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
442 if(self.switchweapon != nixnex_weapon)
443 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
444 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
445 W_SwitchWeapon(nixnex_weapon);
449 void RegisterWeapons()
452 register_weapon(WEP_LASER, w_laser, 0, 1, 1, "laser", "laser", "Laser");
453 register_weapon(WEP_SHOTGUN, w_shotgun, IT_SHELLS, 2, 1, "shotgun", "shotgun", "Shotgun");
454 register_weapon(WEP_UZI, w_uzi, IT_NAILS, 3, 1, "uzi", "uzi", "Machine Gun");
455 register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, 1, "gl", "grenadelauncher", "Mortar");
456 register_weapon(WEP_ELECTRO, w_electro, IT_CELLS, 5, 1, "electro", "electro", "Electro");
457 register_weapon(WEP_CRYLINK, w_crylink, IT_CELLS, 6, 1, "crylink", "crylink", "Crylink");
458 register_weapon(WEP_NEX, w_nex, IT_CELLS, 7, 1, "nex", "nex", "Nex");
459 register_weapon(WEP_HAGAR, w_hagar, IT_ROCKETS, 8, 1, "hagar", "hagar", "Hagar");
460 register_weapon(WEP_ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, 1, "rl", "rocketlauncher", "Rocket Launcher");
461 register_weapon(WEP_PORTO, w_porto, IT_SUPERWEAPON, 1, 0, "porto" , "porto", "Port-O-Launch");
462 register_weapon(WEP_MINSTANEX, w_minstanex, IT_CELLS, 7, 0, "nex", "minstanex", "MinstaNex");