2 // generic weapons table
3 // add new weapons here
4 float weapon_action(float wpn, float wrequest)
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";
38 if(weaponid == WEP_ANTINEX) return "Antinex";
42 float W_ItemCode(float wpn)
46 case WEP_LASER: return IT_LASER;
47 case WEP_SHOTGUN: return IT_SHOTGUN;
48 case WEP_UZI: return IT_UZI;
49 case WEP_GRENADE_LAUNCHER: return IT_GRENADE_LAUNCHER;
50 case WEP_ELECTRO: return IT_ELECTRO;
51 case WEP_CRYLINK: return IT_CRYLINK;
52 case WEP_NEX: return IT_NEX;
53 case WEP_HAGAR: return IT_HAGAR;
54 case WEP_ROCKET_LAUNCHER: return IT_ROCKET_LAUNCHER;
59 float W_AmmoItemCode(float wpn)
63 case WEP_SHOTGUN: return IT_SHELLS;
64 case WEP_UZI: return IT_NAILS;
65 case WEP_GRENADE_LAUNCHER: return IT_ROCKETS;
66 case WEP_ELECTRO: return IT_CELLS;
67 case WEP_CRYLINK: return IT_CELLS;
68 case WEP_NEX: return IT_CELLS;
69 case WEP_HAGAR: return IT_ROCKETS;
70 case WEP_ROCKET_LAUNCHER: return IT_ROCKETS;
71 case WEP_ANTINEX: return IT_ROCKETS;
76 // think function for tossed weapons
77 void thrown_wep_think()
79 self.solid = SOLID_TRIGGER;
81 SUB_SetFade(self, time + 20, 1);
82 setorigin(self, self.origin);
85 // toss current weapon
86 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
90 local .float ammofield;
94 return; // just in case
105 if (!cvar("g_pickup_items"))
112 setorigin(wep, e.origin + delta);
113 makevectors(e.angles);
114 wep.classname = "droppedweapon";
115 wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
116 SUB_SetFade(wep, time + 20, 1);
118 ammofield = Item_CounterField(W_AmmoItemCode(w));
125 Item_SpawnByItemCode(w);
130 ammo = min(e.ammofield, wep.ammofield);
131 wep.ammofield = ammo;
137 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
140 setorigin(wep, wep.origin);
141 wep.nextthink = time + 0.5;
142 wep.think = thrown_wep_think;
143 wep.classname = "droppedweapon";
144 wep.flags = wep.flags | FL_TOSSED;
145 e.items = e.items - (e.items & w);
146 e.switchweapon = w_getbestweapon(e);
147 wep.colormap = e.colormap;
148 if (e.switchweapon != e.weapon)
155 // switch between weapons
156 void W_SwitchWeapon(float imp)
158 if (self.weapon != imp)
159 if (client_hasweapon(self, imp, TRUE, TRUE))
161 self.cnt = self.weapon ? self.weapon : self.switchweapon;
162 self.switchweapon = imp;
169 local float weaponwant, maxtries;
173 weaponwant = self.switchweapon + 1;
174 if (weaponwant < WEP_FIRST)
175 weaponwant = WEP_LAST;
176 if (weaponwant > WEP_LAST)
177 weaponwant = WEP_FIRST;
178 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
184 weaponwant = weaponwant + 1;
185 if (weaponwant < WEP_FIRST)
186 weaponwant = WEP_LAST;
187 if (weaponwant > WEP_LAST)
188 weaponwant = WEP_FIRST;
190 self.cnt = self.weapon ? self.weapon : self.switchweapon;
191 self.switchweapon = weaponwant;
195 void W_PreviousWeapon()
197 local float weaponwant, maxtries;
201 weaponwant = self.switchweapon - 1;
202 if (weaponwant < WEP_FIRST)
203 weaponwant = WEP_LAST;
204 if (weaponwant > WEP_LAST)
205 weaponwant = WEP_FIRST;
206 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
212 weaponwant = weaponwant - 1;
213 if (weaponwant < WEP_FIRST)
214 weaponwant = WEP_LAST;
215 if (weaponwant > WEP_LAST)
216 weaponwant = WEP_FIRST;
218 self.cnt = self.weapon ? self.weapon : self.switchweapon;
219 self.switchweapon = weaponwant;
222 // Bringed back weapon frame
225 if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
228 if (!self.weaponentity || self.health < 1)
229 return; // Dead player can't use weapons and injure impulse commands
231 if(!self.switchweapon)
234 self.weaponentity.state = WS_CLEAR;
238 makevectors(self.v_angle);
241 if (self.weapon != self.switchweapon)
243 if (self.weaponentity.state == WS_CLEAR)
245 player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
246 self.weaponentity.state = WS_RAISE;
247 weapon_action(self.switchweapon, WR_SETUP);
248 // VorteX: add player model weapon select frame here
249 // setcustomframe(PlayerWeaponRaise);
250 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
251 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
253 else if (self.weaponentity.state == WS_READY)
255 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
256 self.weaponentity.state = WS_DROP;
257 // set up weapon switch think in the future, and start drop anim
258 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
259 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
263 // call the think code which may fire the weapon
264 // and do so multiple times to resolve framerate dependency issues if the
265 // server framerate is very low and the weapon fire rate very high
271 weapon_action(self.weapon, WR_THINK);
272 if (time + frametime * 0.5 >= self.weapon_nextthink)
276 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
277 //if (ATTACK_FINISHED(self) < time)
278 // ATTACK_FINISHED(self) = time;
280 //if (self.weapon_nextthink < time)
281 // self.weapon_nextthink = time;
283 // update currentammo incase it has changed
284 if (self.items & IT_CELLS)
285 self.currentammo = self.ammo_cells;
286 else if (self.items & IT_ROCKETS)
287 self.currentammo = self.ammo_rockets;
288 else if (self.items & IT_NAILS)
289 self.currentammo = self.ammo_nails;
290 else if (self.items & IT_SHELLS)
291 self.currentammo = self.ammo_shells;
293 self.currentammo = 1;
298 float nixnex_nextchange;
299 float nixnex_nextweapon;
300 .float nixnex_lastchange_id;
301 .float nixnex_lastinfotime;
302 .float nixnex_nextincr;
304 void Nixnex_ChooseNextWeapon()
307 numberof = WEP_LAST - WEP_FIRST; // all but the current one
308 if(g_nixnex_with_laser)
309 numberof = numberof - 1;
310 id = WEP_FIRST + ceil(random() * numberof) - 1;
312 if(g_nixnex_with_laser) // skip the laser if needed
315 if(id >= nixnex_weapon) // skip the current weapon
318 if(id < WEP_FIRST) // can't happen, but to be sure...
320 dprint("Won't happen (id < WEP_FIRST)\n");
323 if(id > WEP_LAST) // either
325 dprint("Won't happen (id > WEP_LAST)\n");
329 nixnex_nextweapon = id;
332 void Nixnex_GiveCurrentWeapon()
337 if(!nixnex_nextweapon)
338 Nixnex_ChooseNextWeapon();
340 dt = ceil(nixnex_nextchange - time);
344 nixnex_weapon = nixnex_nextweapon;
345 nixnex_nextweapon = 0;
346 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
347 //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
350 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
352 self.nixnex_lastchange_id = nixnex_nextchange;
353 if (cvar("g_use_ammunition"))
355 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
356 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
357 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
358 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
362 self.ammo_shells = cvar("g_pickup_shells_max");
363 self.ammo_nails = cvar("g_pickup_nails_max");
364 self.ammo_rockets = cvar("g_pickup_rockets_max");
365 self.ammo_cells = cvar("g_pickup_cells_max");
367 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
368 if(dt >= 1 && dt <= 5)
369 self.nixnex_lastinfotime = -42;
371 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
373 if(self.nixnex_lastinfotime != dt)
375 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
376 if(dt >= 1 && dt <= 5)
377 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
380 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
382 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
383 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
384 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
385 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
386 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
389 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));
390 if(g_nixnex_with_laser)
391 self.items = self.items | IT_LASER;
392 self.items = self.items | W_ItemCode(nixnex_weapon);
394 if(self.switchweapon != nixnex_weapon)
395 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
396 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
397 W_SwitchWeapon(nixnex_weapon);