1 // generic weapons table
2 // add new weapons here
3 void(float wpn, float wrequest) weapon_action =
7 else if (wpn == WEP_SHOTGUN)
9 else if (wpn == WEP_UZI)
11 else if (wpn == WEP_GRENADE_LAUNCHER)
12 w_glauncher(wrequest);
13 else if (wpn == WEP_ELECTRO)
15 else if (wpn == WEP_CRYLINK)
17 else if (wpn == WEP_NEX)
19 else if (wpn == WEP_HAGAR)
21 else if (wpn == WEP_ROCKET_LAUNCHER)
22 w_rlauncher(wrequest);
25 // switch between weapons
26 void(float imp) W_SwitchWeapon
28 weapon_hasammo = TRUE;
29 if (!client_hasweapon(self, imp, TRUE))
32 sprint(self, "You don't have any ammo for that weapon\n");
34 sprint(self, "You don't own that weapon\n");
37 self.switchweapon = imp;
43 local float weaponwant;
45 weaponwant = self.switchweapon + 1;
46 if (weaponwant < WEP_FIRST)
47 weaponwant = WEP_LAST;
48 if (weaponwant > WEP_LAST)
49 weaponwant = WEP_FIRST;
50 weapon_hasammo = TRUE;
51 while(!client_hasweapon(self, weaponwant, TRUE))
53 weaponwant = weaponwant + 1;
54 if (weaponwant < WEP_FIRST)
55 weaponwant = WEP_LAST;
56 if (weaponwant > WEP_LAST)
57 weaponwant = WEP_FIRST;
59 self.switchweapon = weaponwant;
63 void() W_PreviousWeapon =
65 local float weaponwant;
67 weaponwant = self.switchweapon - 1;
68 if (weaponwant < WEP_FIRST)
69 weaponwant = WEP_LAST;
70 if (weaponwant > WEP_LAST)
71 weaponwant = WEP_FIRST;
72 weapon_hasammo = TRUE;
73 while(!client_hasweapon(self, weaponwant, TRUE))
75 weaponwant = weaponwant - 1;
76 if (weaponwant < WEP_FIRST)
77 weaponwant = WEP_LAST;
78 if (weaponwant > WEP_LAST)
79 weaponwant = WEP_FIRST;
81 self.switchweapon = weaponwant;
84 // Bringed back weapon frame
85 void() W_WeaponFrame =
87 if (!self.weaponentity || self.health <= 0)
88 return; // Dead player can't use weapons and injure impulse commands
91 if (self.weapon != self.switchweapon)
93 if (self.weaponentity.state == WS_CLEAR)
95 self.weaponentity.state = WS_RAISE;
96 weapon_action(self.switchweapon, WR_SETUP);
97 // VorteX: add player model weapon select frame here
98 // setcustomframe(PlayerWeaponRaise);
99 weapon_action(self.weapon, WR_UPDATECOUNTS);
100 weapon_action(self.weapon, WR_RAISE);
102 else if (self.weaponentity.state == WS_READY)
104 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
105 self.weaponentity.state = WS_DROP;
106 // VorteX: add player model weapon deselect frame here
107 // setcustomframe(PlayerWeaponDrop);
108 weapon_action(self.weapon, WR_DROP);
113 weapon_action(self.weapon, WR_FIRE1);
115 weapon_action(self.weapon, WR_FIRE2);
118 if (time >= self.weapon_nextthink)
119 if (self.weapon_nextthink > 0)
122 // weapon bobbing and script actions
123 local float bobintensity, q1pitching, framespeed, diff;
124 local vector vel, realorg, layer1, layer2, boblayer;
126 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
127 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
129 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
130 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
132 // VorteX: actually this is needed for weapon screen offset
135 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
136 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
139 // weapon origin interpolation, layer 1
140 if (realorg != self.weaponentity.pos1)
142 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
143 diff = vlen(realorg - self.weaponentity.pos1);
144 // VorteX: add speed modifier (haste)?
145 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
146 if (diff <= vlen(layer1))
147 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
150 // weapon bobbing (q3-style)
151 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
153 // VorteX: only xy velocity matters
154 vel_x = self.velocity_x;
155 vel_y = self.velocity_y;
156 framespeed = vlen(vel);
158 diff = bobintensity*framespeed/300;
159 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
160 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
162 diff = bobintensity*framespeed/540;
163 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
164 boblayer_z = diff*cos(self.weaponentity.destvec_z);
165 self.weaponentity.finaldest = boblayer;
167 else if (self.waterlevel > 0)
168 {// swim, all velocity matters
170 framespeed = vlen(self.velocity);
171 diff = bobintensity*framespeed/100;
172 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
173 boblayer_x = diff*cos(self.weaponentity.destvec_x);
174 self.weaponentity.finaldest = boblayer;
177 self.weaponentity.finaldest = '0 0 0';
178 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;