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;
92 return; // just in case
103 if (!cvar("g_pickup_items"))
110 setorigin(wep, e.origin + delta);
111 makevectors(e.angles);
112 wep.classname = "droppedweapon";
113 wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
114 SUB_SetFade(wep, time + 20, 1);
116 ammofield = Item_CounterField(W_AmmoItemCode(w));
123 Item_SpawnByItemCode(w);
128 ammo = min(e.ammofield, wep.ammofield);
129 wep.ammofield = ammo;
135 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
138 setorigin(wep, wep.origin);
139 wep.nextthink = time + 0.5;
140 wep.think = thrown_wep_think;
141 wep.classname = "droppedweapon";
142 wep.flags = wep.flags | FL_TOSSED;
143 e.items = e.items - (e.items & w);
144 e.switchweapon = w_getbestweapon(e);
145 wep.colormap = e.colormap;
146 if (e.switchweapon != e.weapon)
153 // switch between weapons
154 void(float imp) W_SwitchWeapon
156 if (self.weapon != imp)
157 if (client_hasweapon(self, imp, TRUE, TRUE))
159 self.cnt = self.weapon ? self.weapon : self.switchweapon;
160 self.switchweapon = imp;
165 void() W_NextWeapon =
167 local float weaponwant, maxtries;
171 weaponwant = self.switchweapon + 1;
172 if (weaponwant < WEP_FIRST)
173 weaponwant = WEP_LAST;
174 if (weaponwant > WEP_LAST)
175 weaponwant = WEP_FIRST;
176 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
182 weaponwant = weaponwant + 1;
183 if (weaponwant < WEP_FIRST)
184 weaponwant = WEP_LAST;
185 if (weaponwant > WEP_LAST)
186 weaponwant = WEP_FIRST;
188 self.cnt = self.weapon ? self.weapon : self.switchweapon;
189 self.switchweapon = weaponwant;
193 void() W_PreviousWeapon =
195 local float weaponwant, maxtries;
199 weaponwant = self.switchweapon - 1;
200 if (weaponwant < WEP_FIRST)
201 weaponwant = WEP_LAST;
202 if (weaponwant > WEP_LAST)
203 weaponwant = WEP_FIRST;
204 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
210 weaponwant = weaponwant - 1;
211 if (weaponwant < WEP_FIRST)
212 weaponwant = WEP_LAST;
213 if (weaponwant > WEP_LAST)
214 weaponwant = WEP_FIRST;
216 self.cnt = self.weapon ? self.weapon : self.switchweapon;
217 self.switchweapon = weaponwant;
220 // Bringed back weapon frame
221 void() W_WeaponFrame =
223 if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
226 if (!self.weaponentity || self.health < 1)
227 return; // Dead player can't use weapons and injure impulse commands
229 if(!self.switchweapon)
232 self.weaponentity.state = WS_CLEAR;
236 makevectors(self.v_angle);
239 if (self.weapon != self.switchweapon)
241 if (self.weaponentity.state == WS_CLEAR)
243 player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
244 self.weaponentity.state = WS_RAISE;
245 weapon_action(self.switchweapon, WR_SETUP);
246 // VorteX: add player model weapon select frame here
247 // setcustomframe(PlayerWeaponRaise);
248 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
249 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
251 else if (self.weaponentity.state == WS_READY)
253 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
254 self.weaponentity.state = WS_DROP;
255 // set up weapon switch think in the future, and start drop anim
256 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
257 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
261 // call the think code which may fire the weapon
262 // and do so multiple times to resolve framerate dependency issues if the
263 // server framerate is very low and the weapon fire rate very high
269 weapon_action(self.weapon, WR_THINK);
270 if (time + frametime * 0.5 >= self.weapon_nextthink)
274 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
275 //if (ATTACK_FINISHED(self) < time)
276 // ATTACK_FINISHED(self) = time;
278 //if (self.weapon_nextthink < time)
279 // self.weapon_nextthink = time;
281 // update currentammo incase it has changed
282 if (self.items & IT_CELLS)
283 self.currentammo = self.ammo_cells;
284 else if (self.items & IT_ROCKETS)
285 self.currentammo = self.ammo_rockets;
286 else if (self.items & IT_NAILS)
287 self.currentammo = self.ammo_nails;
288 else if (self.items & IT_SHELLS)
289 self.currentammo = self.ammo_shells;
291 self.currentammo = 1;
296 float nixnex_nextchange;
297 float nixnex_nextweapon;
298 .float nixnex_lastchange_id;
299 .float nixnex_lastinfotime;
300 .float nixnex_nextincr;
302 void Nixnex_ChooseNextWeapon()
305 numberof = WEP_LAST - WEP_FIRST; // all but the current one
306 if(g_nixnex_with_laser)
307 numberof = numberof - 1;
308 id = WEP_FIRST + ceil(random() * numberof) - 1;
310 if(g_nixnex_with_laser) // skip the laser if needed
313 if(id >= nixnex_weapon) // skip the current weapon
316 if(id < WEP_FIRST) // can't happen, but to be sure...
318 dprint("Won't happen (id < WEP_FIRST)\n");
321 if(id > WEP_LAST) // either
323 dprint("Won't happen (id > WEP_LAST)\n");
327 nixnex_nextweapon = id;
330 void Nixnex_GiveCurrentWeapon()
335 if(!nixnex_nextweapon)
336 Nixnex_ChooseNextWeapon();
338 dt = ceil(nixnex_nextchange - time);
342 nixnex_weapon = nixnex_nextweapon;
343 nixnex_nextweapon = 0;
344 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
345 //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
348 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
350 self.nixnex_lastchange_id = nixnex_nextchange;
351 if (cvar("g_use_ammunition"))
353 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
354 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
355 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
356 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
360 self.ammo_shells = cvar("g_pickup_shells_max");
361 self.ammo_nails = cvar("g_pickup_nails_max");
362 self.ammo_rockets = cvar("g_pickup_rockets_max");
363 self.ammo_cells = cvar("g_pickup_cells_max");
365 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
366 if(dt >= 1 && dt <= 5)
367 self.nixnex_lastinfotime = -42;
369 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
371 if(self.nixnex_lastinfotime != dt)
373 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
374 if(dt >= 1 && dt <= 5)
375 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
378 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
380 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
381 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
382 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
383 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
384 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
387 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));
388 if(g_nixnex_with_laser)
389 self.items = self.items | IT_LASER;
390 self.items = self.items | W_ItemCode(nixnex_weapon);
392 if(self.switchweapon != nixnex_weapon)
393 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
394 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
395 W_SwitchWeapon(nixnex_weapon);