2 // generic weapons table
3 // add new weapons here
4 float(float wpn, float wrequest) weapon_action =
7 return w_laser(wrequest);
8 else if (wpn == WEP_SHOTGUN)
9 return w_shotgun(wrequest);
10 else if (wpn == WEP_UZI)
11 return w_uzi(wrequest);
12 else if (wpn == WEP_GRENADE_LAUNCHER)
13 return w_glauncher(wrequest);
14 else if (wpn == WEP_ELECTRO)
15 return w_electro(wrequest);
16 else if (wpn == WEP_CRYLINK)
17 return w_crylink(wrequest);
18 else if (wpn == WEP_NEX)
19 return w_nex(wrequest);
20 else if (wpn == WEP_HAGAR)
21 return w_hagar(wrequest);
22 else if (wpn == WEP_ROCKET_LAUNCHER)
23 return w_rlauncher(wrequest);
27 string W_Name(float weaponid)
29 if(weaponid == WEP_LASER) return "Laser";
30 if(weaponid == WEP_UZI) return "Machine Gun";
31 if(weaponid == WEP_SHOTGUN) return "Shotgun";
32 if(weaponid == WEP_GRENADE_LAUNCHER) return "Mortar";
33 if(weaponid == WEP_ELECTRO) return "Electro";
34 if(weaponid == WEP_NEX) return "Nex";
35 if(weaponid == WEP_HAGAR) return "Hagar";
36 if(weaponid == WEP_ROCKET_LAUNCHER) return "Rocket Launcher";
37 if(weaponid == WEP_CRYLINK) return "Crylink";
41 float W_ItemCode(float wpn)
45 case WEP_LASER: return IT_LASER;
46 case WEP_SHOTGUN: return IT_SHOTGUN;
47 case WEP_UZI: return IT_UZI;
48 case WEP_GRENADE_LAUNCHER: return IT_GRENADE_LAUNCHER;
49 case WEP_ELECTRO: return IT_ELECTRO;
50 case WEP_CRYLINK: return IT_CRYLINK;
51 case WEP_NEX: return IT_NEX;
52 case WEP_HAGAR: return IT_HAGAR;
53 case WEP_ROCKET_LAUNCHER: return IT_ROCKET_LAUNCHER;
58 float W_AmmoItemCode(float wpn)
62 case WEP_SHOTGUN: return IT_SHELLS;
63 case WEP_UZI: return IT_NAILS;
64 case WEP_GRENADE_LAUNCHER: return IT_ROCKETS;
65 case WEP_ELECTRO: return IT_CELLS;
66 case WEP_CRYLINK: return IT_CELLS;
67 case WEP_NEX: return IT_CELLS;
68 case WEP_HAGAR: return IT_ROCKETS;
69 case WEP_ROCKET_LAUNCHER: return IT_ROCKETS;
74 // think function for tossed weapons
75 void() thrown_wep_think
77 self.solid = SOLID_TRIGGER;
79 SUB_SetFade(self, time + 20, 1);
80 setorigin(self, self.origin);
83 // toss current weapon
84 void(vector velo, vector delta, float doreduce) W_ThrowWeapon
88 local .float ammofield;
94 return; // just in case
100 setorigin(wep, e.origin + delta);
101 makevectors(e.angles);
102 wep.classname = "droppedweapon";
103 wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
104 SUB_SetFade(wep, time + 20, 1);
106 ammofield = Item_CounterField(W_AmmoItemCode(w));
113 (Item_SpawnFunc(w))();
118 ammo = min(e.ammofield, wep.ammofield);
119 wep.ammofield = ammo;
125 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
128 setorigin(wep, wep.origin);
129 wep.nextthink = time + 0.5;
130 wep.think = thrown_wep_think;
131 wep.classname = "droppedweapon";
132 wep.flags = wep.flags | FL_TOSSED;
133 e.items = e.items - (e.items & w);
134 e.switchweapon = w_getbestweapon(e);
135 wep.colormap = e.colormap;
136 if (e.switchweapon != e.weapon)
143 // switch between weapons
144 void(float imp) W_SwitchWeapon
146 if (self.weapon != imp)
147 if (client_hasweapon(self, imp, TRUE, TRUE))
149 self.cnt = self.weapon;
150 self.switchweapon = imp;
155 void() W_NextWeapon =
157 local float weaponwant, maxtries;
161 weaponwant = self.switchweapon + 1;
162 if (weaponwant < WEP_FIRST)
163 weaponwant = WEP_LAST;
164 if (weaponwant > WEP_LAST)
165 weaponwant = WEP_FIRST;
166 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
172 weaponwant = weaponwant + 1;
173 if (weaponwant < WEP_FIRST)
174 weaponwant = WEP_LAST;
175 if (weaponwant > WEP_LAST)
176 weaponwant = WEP_FIRST;
178 self.cnt = self.weapon;
179 self.switchweapon = weaponwant;
183 void() W_PreviousWeapon =
185 local float weaponwant, maxtries;
189 weaponwant = self.switchweapon - 1;
190 if (weaponwant < WEP_FIRST)
191 weaponwant = WEP_LAST;
192 if (weaponwant > WEP_LAST)
193 weaponwant = WEP_FIRST;
194 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
200 weaponwant = weaponwant - 1;
201 if (weaponwant < WEP_FIRST)
202 weaponwant = WEP_LAST;
203 if (weaponwant > WEP_LAST)
204 weaponwant = WEP_FIRST;
206 self.cnt = self.weapon;
207 self.switchweapon = weaponwant;
210 // Bringed back weapon frame
211 void() W_WeaponFrame =
217 if (!self.weaponentity || self.health < 1)
218 return; // Dead player can't use weapons and injure impulse commands
220 if(!self.switchweapon)
223 self.weaponentity.state = WS_CLEAR;
227 makevectors(self.v_angle);
230 if (self.weapon != self.switchweapon)
232 if (self.weaponentity.state == WS_CLEAR)
234 self.weaponentity.state = WS_RAISE;
235 weapon_action(self.switchweapon, WR_SETUP);
236 // VorteX: add player model weapon select frame here
237 // setcustomframe(PlayerWeaponRaise);
238 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
239 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
241 else if (self.weaponentity.state == WS_READY)
243 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
244 self.weaponentity.state = WS_DROP;
245 // set up weapon switch think in the future, and start drop anim
246 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
247 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
251 // call the think code which may fire the weapon
252 // and do so multiple times to resolve framerate dependency issues if the
253 // server framerate is very low and the weapon fire rate very high
259 weapon_action(self.weapon, WR_THINK);
260 if (self.weapon_nextthink > 0 && time >= self.weapon_nextthink)
262 self.weapon_nextthink_lastframe = self.weapon_nextthink;
267 // don't let attack_finished fall behind when not firing
268 if (self.attack_finished < time)
269 self.attack_finished = time;
271 // update currentammo incase it has changed
272 if (self.items & IT_CELLS)
273 self.currentammo = self.ammo_cells;
274 else if (self.items & IT_ROCKETS)
275 self.currentammo = self.ammo_rockets;
276 else if (self.items & IT_NAILS)
277 self.currentammo = self.ammo_nails;
278 else if (self.items & IT_SHELLS)
279 self.currentammo = self.ammo_shells;
281 self.currentammo = 1;
286 float nixnex_nextchange;
287 float nixnex_nextweapon;
288 .float nixnex_lastchange_id;
289 .float nixnex_lastinfotime;
290 .float nixnex_nextincr;
292 void Nixnex_ChooseNextWeapon()
295 numberof = WEP_LAST - WEP_FIRST; // all but the current one
296 if(cvar("g_nixnex_with_laser"))
297 numberof = numberof - 1;
298 id = WEP_FIRST + ceil(random() * numberof) - 1;
300 if(cvar("g_nixnex_with_laser")) // skip the laser if needed
303 if(id >= nixnex_weapon) // skip the current weapon
306 if(id < WEP_FIRST) // can't happen, but to be sure...
308 dprint("Won't happen (id < WEP_FIRST)\n");
311 if(id > WEP_LAST) // either
313 dprint("Won't happen (id > WEP_LAST)\n");
317 nixnex_nextweapon = id;
320 void Nixnex_GiveCurrentWeapon()
325 if(!nixnex_nextweapon)
326 Nixnex_ChooseNextWeapon();
328 dt = ceil(nixnex_nextchange - time);
332 nixnex_weapon = nixnex_nextweapon;
333 nixnex_nextweapon = 0;
334 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
337 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
339 self.nixnex_lastchange_id = nixnex_nextchange;
340 if (cvar("g_use_ammunition"))
342 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
343 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
344 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
345 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
349 self.ammo_shells = 999;
350 self.ammo_nails = 999;
351 self.ammo_rockets = 999;
352 self.ammo_cells = 999;
354 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
355 if(dt >= 1 && dt <= 5)
356 self.nixnex_lastinfotime = -42;
359 centermsg_free(CENTERMSG_NIXNEXCOUNT);
360 centermsg_set(CENTERMSG_NIXNEX, strcat("^2Active weapon: ^3", W_Name(nixnex_weapon)));
363 if(self.nixnex_lastinfotime != dt)
365 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
366 if(dt >= 1 && dt <= 5)
368 centermsg_set(CENTERMSG_NIXNEXCOUNT, strcat("^3", ftos(dt), "^2 seconds until weapon change..."));
369 centermsg_set(CENTERMSG_NIXNEX, strcat("Next weapon: ^3", W_Name(nixnex_nextweapon)));
373 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
375 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
376 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
377 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
378 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
379 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
382 self.items = self.items - (self.items & (IT_LASER | IT_SHOTGUN | IT_UZI | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER));
383 if(cvar("g_nixnex_with_laser"))
384 self.items = self.items + IT_LASER;
385 self.items = self.items | W_ItemCode(nixnex_weapon);
387 if(self.switchweapon != nixnex_weapon)
388 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
389 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
390 W_SwitchWeapon(nixnex_weapon);