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 // think function for tossed weapons
26 void() thrown_wep_think
28 self.solid = SOLID_TRIGGER;
30 SUB_SetFade(self, time + 20, 1);
31 setorigin(self, self.origin);
34 // toss current weapon
44 setorigin(wep, e.origin);
45 makevectors(e.angles);
46 wep.classname = "droppedweapon";
47 wep.velocity = e.velocity * 0.5 + v_forward * 750;
48 SUB_SetFade(wep, time + 20, 1);
59 ammo = min(e.ammo_shells, wep.ammo_shells);
60 wep.ammo_shells = ammo;
61 e.ammo_shells -= ammo;
72 ammo = min(e.ammo_nails, wep.ammo_nails);
73 wep.ammo_nails = ammo;
76 else if(w == WEP_GRENADE_LAUNCHER)
78 w = IT_GRENADE_LAUNCHER;
84 weapon_grenadelauncher();
85 ammo = min(e.ammo_rockets, wep.ammo_rockets);
86 wep.ammo_rockets = ammo;
87 e.ammo_rockets -= ammo;
89 else if(w == WEP_ELECTRO)
98 ammo = min(e.ammo_cells, wep.ammo_cells);
99 wep.ammo_cells = ammo;
100 e.ammo_cells -= ammo;
102 else if(w == WEP_CRYLINK)
111 ammo = min(e.ammo_cells, wep.ammo_cells);
112 wep.ammo_cells = ammo;
113 e.ammo_cells -= ammo;
115 else if(w == WEP_NEX)
124 ammo = min(e.ammo_cells, wep.ammo_cells);
125 wep.ammo_cells = ammo;
126 e.ammo_cells -= ammo;
128 else if(w == WEP_HAGAR)
137 ammo = min(e.ammo_rockets, wep.ammo_rockets);
138 wep.ammo_rockets = ammo;
139 e.ammo_rockets -= ammo;
141 else if(w == WEP_ROCKET_LAUNCHER)
143 w = IT_ROCKET_LAUNCHER;
149 weapon_rocketlauncher();
150 ammo = min(e.ammo_rockets, wep.ammo_rockets);
151 wep.ammo_rockets = ammo;
152 e.ammo_rockets -= ammo;
156 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
158 setorigin(wep, wep.origin);
159 wep.nextthink = time + 0.5;
160 wep.think = thrown_wep_think;
161 wep.classname = "droppedweapon";
162 e.items = e.items - (e.items & w);
163 e.switchweapon = w_getbestweapon(e);
164 wep.colormap = e.colormap;
165 if (e.switchweapon != e.weapon)
170 // switch between weapons
171 void(float imp) W_SwitchWeapon
173 weapon_hasammo = TRUE;
174 if (!client_hasweapon(self, imp, TRUE))
177 sprint(self, "You don't have any ammo for that weapon\n");
179 sprint(self, "You don't own that weapon\n");
183 self.cnt = self.weapon;
184 self.switchweapon = imp;
189 void() W_NextWeapon =
191 local float weaponwant, maxtries;
195 weaponwant = self.switchweapon + 1;
196 if (weaponwant < WEP_FIRST)
197 weaponwant = WEP_LAST;
198 if (weaponwant > WEP_LAST)
199 weaponwant = WEP_FIRST;
200 weapon_hasammo = TRUE;
201 while(!client_hasweapon(self, weaponwant, TRUE))
207 weaponwant = weaponwant + 1;
208 if (weaponwant < WEP_FIRST)
209 weaponwant = WEP_LAST;
210 if (weaponwant > WEP_LAST)
211 weaponwant = WEP_FIRST;
213 self.cnt = self.weapon;
214 self.switchweapon = weaponwant;
218 void() W_PreviousWeapon =
220 local float weaponwant, maxtries;
224 weaponwant = self.switchweapon - 1;
225 if (weaponwant < WEP_FIRST)
226 weaponwant = WEP_LAST;
227 if (weaponwant > WEP_LAST)
228 weaponwant = WEP_FIRST;
229 weapon_hasammo = TRUE;
230 while(!client_hasweapon(self, weaponwant, TRUE))
236 weaponwant = weaponwant - 1;
237 if (weaponwant < WEP_FIRST)
238 weaponwant = WEP_LAST;
239 if (weaponwant > WEP_LAST)
240 weaponwant = WEP_FIRST;
242 self.cnt = self.weapon;
243 self.switchweapon = weaponwant;
246 // Bringed back weapon frame
247 void() W_WeaponFrame =
249 if (!self.weaponentity || self.health <= 0)
250 return; // Dead player can't use weapons and injure impulse commands
252 makevectors(self.v_angle);
255 if (self.weapon != self.switchweapon)
257 if (self.weaponentity.state == WS_CLEAR)
259 self.weaponentity.state = WS_RAISE;
260 weapon_action(self.switchweapon, WR_SETUP);
261 // VorteX: add player model weapon select frame here
262 // setcustomframe(PlayerWeaponRaise);
263 weapon_action(self.weapon, WR_UPDATECOUNTS);
264 weapon_action(self.weapon, WR_RAISE);
266 else if (self.weaponentity.state == WS_READY)
268 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
269 self.weaponentity.state = WS_DROP;
270 // VorteX: add player model weapon deselect frame here
271 // setcustomframe(PlayerWeaponDrop);
272 weapon_action(self.weapon, WR_DROP);
277 weapon_action(self.weapon, WR_FIRE1);
279 weapon_action(self.weapon, WR_FIRE2);
282 if (time >= self.weapon_nextthink)
283 if (self.weapon_nextthink > 0)
286 // weapon bobbing and script actions
287 local float bobintensity, q1pitching, framespeed, diff;
288 local vector vel, realorg, layer1, boblayer;
290 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
291 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
293 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
294 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
296 // VorteX: actually this is needed for weapon screen offset
299 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
300 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
303 // weapon origin interpolation, layer 1
304 if (realorg != self.weaponentity.pos1)
306 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
307 diff = vlen(realorg - self.weaponentity.pos1);
308 // VorteX: add speed modifier (haste)?
309 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
310 if (diff <= vlen(layer1))
311 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
314 // weapon bobbing (q3-style)
315 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
317 // VorteX: only xy velocity matters
318 vel_x = self.velocity_x;
319 vel_y = self.velocity_y;
320 framespeed = vlen(vel);
322 diff = bobintensity*framespeed/300;
323 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
324 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
326 diff = bobintensity*framespeed/540;
327 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
328 boblayer_z = diff*cos(self.weaponentity.destvec_z);
329 self.weaponentity.finaldest = boblayer;
331 else if (self.waterlevel > 0)
332 {// swim, all velocity matters
334 framespeed = vlen(self.velocity);
335 diff = bobintensity*framespeed/100;
336 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
337 boblayer_x = diff*cos(self.weaponentity.destvec_x);
338 self.weaponentity.finaldest = boblayer;
341 self.weaponentity.finaldest = '0 0 0';
342 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;