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.weapon + 1;
46 weapon_hasammo = TRUE;
47 while(!client_hasweapon(self, weaponwant, TRUE))
49 weaponwant = weaponwant + 1;
50 if (weaponwant > WEP_LAST)
51 weaponwant = WEP_FIRST;
53 self.switchweapon = weaponwant;
57 void() W_PreviousWeapon =
59 local float weaponwant;
61 weaponwant = self.weapon - 1;
62 weapon_hasammo = TRUE;
63 while(!client_hasweapon(self, weaponwant, TRUE))
65 weaponwant = weaponwant - 1;
66 if (weaponwant < WEP_FIRST)
67 weaponwant = WEP_LAST;
69 self.switchweapon = weaponwant;
72 // Bringed back weapon frame
73 void() W_WeaponFrame =
75 if (!self.weaponentity || self.health <= 0)
76 return; // Dead player can't use weapons and injure impulse commands
79 if (self.switchweapon > 0)
81 if (self.weapon == self.switchweapon)
82 self.switchweapon = FALSE; // same weapon
85 if (self.weaponentity.state == WS_CLEAR)
87 self.weaponentity.state = WS_RAISE;
88 weapon_action(self.switchweapon, WR_SETUP);
89 // VorteX: add player model weapon select frame here
90 // setcustomframe(PlayerWeaponRaise);
91 weapon_action(self.weapon, WR_UPDATECOUNTS);
92 weapon_action(self.weapon, WR_RAISE);
93 self.switchweapon = FALSE;
95 else if (self.weaponentity.state == WS_READY)
97 self.weaponentity.state = WS_DROP;
98 // VorteX: add player model weapon deselect frame here
99 // setcustomframe(PlayerWeaponDrop);
100 weapon_action(self.weapon, WR_DROP);
106 weapon_action(self.weapon, WR_FIRE1);
108 weapon_action(self.weapon, WR_FIRE2);
110 weapon_action(self.weapon, WR_FIRE3);
113 if (time >= self.weapon_nextthink)
114 if (self.weapon_nextthink > 0)
117 // weapon bobbing and script actions
118 local float bobintensity, q1pitching, framespeed, diff;
119 local vector vel, realorg, layer1, layer2, boblayer;
121 bobintensity = cvar("cl_weapon_bobintensity"); // weapon bob intensity
122 q1pitching = fabs(cvar("cl_weapon_q1pitching")); // q1 style of "bob" when looking up and down
124 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
125 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
127 // VorteX: actually this is needed for weapon screen offset
130 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
131 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
134 // weapon origin interpolation, layer 1
135 if (realorg != self.weaponentity.pos1)
137 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
138 diff = vlen(realorg - self.weaponentity.pos1);
139 // VorteX: add speed modifier (haste)?
140 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
141 if (diff <= vlen(layer1))
142 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
145 // weapon bobbing (q3-style)
146 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
148 // VorteX: only xy velocity matters
149 vel_x = self.velocity_x;
150 vel_y = self.velocity_y;
151 framespeed = vlen(vel);
153 diff = bobintensity*framespeed/300;
154 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
155 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
157 diff = bobintensity*framespeed/540;
158 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
159 boblayer_z = diff*cos(self.weaponentity.destvec_z);
160 self.weaponentity.finaldest = boblayer;
162 else if (self.waterlevel > 0)
163 {// swim, all velocity matters
165 framespeed = vlen(self.velocity);
166 diff = bobintensity*framespeed/100;
167 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
168 boblayer_x = diff*cos(self.weaponentity.destvec_x);
169 self.weaponentity.finaldest = boblayer;
171 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;