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 // think function for tossed weapons
28 void() thrown_wep_think
30 self.solid = SOLID_TRIGGER;
32 SUB_SetFade(self, time + 20, 1);
33 setorigin(self, self.origin);
36 // toss current weapon
46 setorigin(wep, e.origin);
47 makevectors(e.angles);
48 wep.classname = "droppedweapon";
49 wep.velocity = e.velocity * 0.5 + v_forward * 750;
50 SUB_SetFade(wep, time + 20, 1);
61 ammo = min(e.ammo_shells, wep.ammo_shells);
62 wep.ammo_shells = ammo;
63 e.ammo_shells -= ammo;
74 ammo = min(e.ammo_nails, wep.ammo_nails);
75 wep.ammo_nails = ammo;
78 else if(w == WEP_GRENADE_LAUNCHER)
80 w = IT_GRENADE_LAUNCHER;
86 weapon_grenadelauncher();
87 ammo = min(e.ammo_rockets, wep.ammo_rockets);
88 wep.ammo_rockets = ammo;
89 e.ammo_rockets -= ammo;
91 else if(w == WEP_ELECTRO)
100 ammo = min(e.ammo_cells, wep.ammo_cells);
101 wep.ammo_cells = ammo;
102 e.ammo_cells -= ammo;
104 else if(w == WEP_CRYLINK)
113 ammo = min(e.ammo_cells, wep.ammo_cells);
114 wep.ammo_cells = ammo;
115 e.ammo_cells -= ammo;
117 else if(w == WEP_NEX)
126 ammo = min(e.ammo_cells, wep.ammo_cells);
127 wep.ammo_cells = ammo;
128 e.ammo_cells -= ammo;
130 else if(w == WEP_HAGAR)
139 ammo = min(e.ammo_rockets, wep.ammo_rockets);
140 wep.ammo_rockets = ammo;
141 e.ammo_rockets -= ammo;
143 else if(w == WEP_ROCKET_LAUNCHER)
145 w = IT_ROCKET_LAUNCHER;
151 weapon_rocketlauncher();
152 ammo = min(e.ammo_rockets, wep.ammo_rockets);
153 wep.ammo_rockets = ammo;
154 e.ammo_rockets -= ammo;
158 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
160 setorigin(wep, wep.origin);
161 wep.nextthink = time + 0.5;
162 wep.think = thrown_wep_think;
163 wep.classname = "droppedweapon";
164 e.items = e.items - (e.items & w);
165 e.switchweapon = w_getbestweapon(e);
166 wep.colormap = e.colormap;
167 if (e.switchweapon != e.weapon)
172 // switch between weapons
173 void(float imp) W_SwitchWeapon
175 if (client_hasweapon(self, imp, TRUE, TRUE))
177 self.cnt = self.weapon;
178 self.switchweapon = imp;
183 void() W_NextWeapon =
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;
211 void() W_PreviousWeapon =
213 local float weaponwant, maxtries;
217 weaponwant = self.switchweapon - 1;
218 if (weaponwant < WEP_FIRST)
219 weaponwant = WEP_LAST;
220 if (weaponwant > WEP_LAST)
221 weaponwant = WEP_FIRST;
222 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
228 weaponwant = weaponwant - 1;
229 if (weaponwant < WEP_FIRST)
230 weaponwant = WEP_LAST;
231 if (weaponwant > WEP_LAST)
232 weaponwant = WEP_FIRST;
234 self.cnt = self.weapon;
235 self.switchweapon = weaponwant;
238 // Bringed back weapon frame
239 void() W_WeaponFrame =
242 if(time < self.arena_warmup_end)
245 if (!self.weaponentity || self.health < 1)
246 return; // Dead player can't use weapons and injure impulse commands
248 if(!self.switchweapon)
251 self.weaponentity.state = WS_CLEAR;
255 makevectors(self.v_angle);
258 if (self.weapon != self.switchweapon)
260 if (self.weaponentity.state == WS_CLEAR)
262 self.weaponentity.state = WS_RAISE;
263 weapon_action(self.switchweapon, WR_SETUP);
264 // VorteX: add player model weapon select frame here
265 // setcustomframe(PlayerWeaponRaise);
266 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
267 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
269 else if (self.weaponentity.state == WS_READY)
271 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
272 self.weaponentity.state = WS_DROP;
273 // set up weapon switch think in the future, and start drop anim
274 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
275 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
279 // call the think code which may fire the weapon
280 weapon_action(self.weapon, WR_THINK);
282 // update currentammo incase it has changed
283 if (self.items & IT_CELLS)
284 self.currentammo = self.ammo_cells;
285 else if (self.items & IT_ROCKETS)
286 self.currentammo = self.ammo_rockets;
287 else if (self.items & IT_NAILS)
288 self.currentammo = self.ammo_nails;
289 else if (self.items & IT_SHELLS)
290 self.currentammo = self.ammo_shells;
292 self.currentammo = 1;
295 if (time >= self.weapon_nextthink)
296 if (self.weapon_nextthink > 0)
301 float nixnex_nextchange;
302 float nixnex_nextweapon;
303 .float nixnex_lastchange_id;
304 .float nixnex_lastinfotime;
305 .float nixnex_nextincr;
307 void Nixnex_ChooseNextWeapon()
310 numberof = WEP_LAST - WEP_FIRST; // all but the current one
311 if(cvar("g_nixnex_with_laser"))
312 numberof = numberof - 1;
313 id = WEP_FIRST + ceil(random() * numberof) - 1;
315 if(cvar("g_nixnex_with_laser")) // skip the laser if needed
318 if(id >= nixnex_weapon) // skip the current weapon
321 if(id < WEP_FIRST) // can't happen, but to be sure...
323 dprint("Won't happen (id < WEP_FIRST)\n");
326 if(id > WEP_LAST) // either
328 dprint("Won't happen (id > WEP_LAST)\n");
332 nixnex_nextweapon = id;
335 string W_Name(float weaponid)
337 if(weaponid == WEP_LASER) return "Laser";
338 if(weaponid == WEP_UZI) return "Machine Gun";
339 if(weaponid == WEP_SHOTGUN) return "Shotgun";
340 if(weaponid == WEP_GRENADE_LAUNCHER) return "Mortar";
341 if(weaponid == WEP_ELECTRO) return "Electro";
342 if(weaponid == WEP_NEX) return "Nex";
343 if(weaponid == WEP_HAGAR) return "Hagar";
344 if(weaponid == WEP_ROCKET_LAUNCHER) return "Rocket Launcher";
345 if(weaponid == WEP_CRYLINK) return "Crylink";
346 return "@!#%'n Tuba";
349 void Nixnex_GiveCurrentWeapon()
354 if(!nixnex_nextweapon)
355 Nixnex_ChooseNextWeapon();
357 dt = ceil(nixnex_nextchange - time);
361 nixnex_weapon = nixnex_nextweapon;
362 nixnex_nextweapon = 0;
363 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
366 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
368 self.nixnex_lastchange_id = nixnex_nextchange;
369 if (cvar("g_use_ammunition"))
371 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
372 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
373 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
374 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
378 self.ammo_shells = 999;
379 self.ammo_nails = 999;
380 self.ammo_rockets = 999;
381 self.ammo_cells = 999;
383 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
384 if(dt >= 1 && dt <= 5)
385 self.nixnex_lastinfotime = -42;
387 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
389 if(self.nixnex_lastinfotime != dt)
391 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
392 if(dt >= 1 && dt <= 5)
393 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
396 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
398 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
399 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
400 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
401 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
402 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
405 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));
406 if(cvar("g_nixnex_with_laser"))
407 self.items = self.items + IT_LASER;
408 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
410 if(self.switchweapon != nixnex_weapon)
411 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
412 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
413 W_SwitchWeapon(nixnex_weapon);