2 // generic weapons table
\r
3 // add new weapons here
\r
4 void(float wpn, float wrequest) weapon_action =
\r
6 if ((self.reload_time + .25) > time) {
\r
10 wpn = self.wpn5.weapon;
\r
12 // various extra weapons the player can equip
\r
13 if (wpn == WEP_LASER)
\r
15 else if (wpn == WEP_SHOTGUN)
\r
16 w_shotgun(wrequest);
\r
17 else if (wpn == WEP_UZI)
\r
19 else if (wpn == WEP_GRENADE_LAUNCHER)
\r
20 w_glauncher(wrequest);
\r
21 else if (wpn == WEP_ELECTRO)
\r
22 w_electro(wrequest);
\r
23 else if (wpn == WEP_CRYLINK)
\r
24 w_crylink(wrequest);
\r
25 else if (wpn == WEP_NEX)
\r
27 else if (wpn == WEP_HAGAR)
\r
29 else if (wpn == WEP_ROCKET_LAUNCHER)
\r
30 w_rlauncher(wrequest);
\r
33 else if(self.class == CLASS_SCOUT)
\r
36 w_shotgun(wrequest);
\r
37 else if (wpn == WEP2)
\r
38 w_grapple(wrequest);
\r
39 else if (wpn == WEP3)
\r
41 else if (wpn == WEP4)
\r
42 w_crylink(wrequest);
\r
44 else if(self.class == CLASS_SPY)
\r
48 else if (wpn == WEP2)
\r
50 else if (wpn == WEP3)
\r
52 else if (wpn == WEP4)
\r
55 else if(self.class == CLASS_SOLDIER)
\r
58 w_shotgun(wrequest);
\r
59 else if (wpn == WEP2)
\r
61 else if (wpn == WEP3)
\r
62 w_electro(wrequest);
\r
63 else if (wpn == WEP4)
\r
64 w_rlauncher(wrequest);
\r
66 else if(self.class == CLASS_PYRO)
\r
69 w_bombletts(wrequest);
\r
70 else if (wpn == WEP2)
\r
72 else if (wpn == WEP3)
\r
73 w_rincendiary(wrequest);
\r
74 else if (wpn == WEP4)
\r
75 w_hotbombs(wrequest);
\r
77 else if(self.class == CLASS_MEDIC)
\r
80 w_shotgun(wrequest);
\r
81 else if (wpn == WEP2)
\r
82 w_electro(wrequest);
\r
83 else if (wpn == WEP3)
\r
85 else if (wpn == WEP4)
\r
88 else if(self.class == CLASS_ENGINEER)
\r
92 else if (wpn == WEP2)
\r
94 else if (wpn == WEP3)
\r
95 w_electro(wrequest);
\r
96 else if (wpn == WEP4)
\r
97 w_rlauncher(wrequest);
\r
101 if (wpn == WEP_LASER)
\r
103 else if (wpn == WEP_SHOTGUN)
\r
104 w_shotgun(wrequest);
\r
105 else if (wpn == WEP_UZI)
\r
107 else if (wpn == WEP_GRENADE_LAUNCHER)
\r
108 w_glauncher(wrequest);
\r
109 else if (wpn == WEP_ELECTRO)
\r
110 w_electro(wrequest);
\r
111 else if (wpn == WEP_CRYLINK)
\r
112 w_crylink(wrequest);
\r
113 else if (wpn == WEP_NEX)
\r
115 else if (wpn == WEP_HAGAR)
\r
117 else if (wpn == WEP_ROCKET_LAUNCHER)
\r
118 w_rlauncher(wrequest);
\r
123 void () CheckTeamClass =
\r
125 if (self.playerclass < 1) // Bring up menu if no team/class
\r
127 if (self.team_no < 1)
\r
129 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
\r
133 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
\r
139 // switch between weapons
\r
140 void(float imp) W_SwitchWeapon
\r
142 /* if (self.reload_time > time - .1)
\r
146 weapon_hasammo = TRUE;
\r
147 if (!client_hasweapon(self, imp, TRUE))
\r
149 if (!weapon_hasammo)
\r
150 sprint(self, "You don't have any ammo for that weapon\n");
\r
152 sprint(self, "You don't own that weapon\n");
\r
155 self.switchweapon = imp;
\r
159 void() W_NextWeapon =
\r
161 local float weaponwant, i;
\r
163 weaponwant = self.switchweapon + 1;
\r
164 if (weaponwant < WEP_FIRST)
\r
165 weaponwant = WEP_LAST;
\r
166 if (weaponwant > WEP_LAST)
\r
167 weaponwant = WEP_FIRST;
\r
168 weapon_hasammo = TRUE;
\r
170 while(!client_hasweapon(self, weaponwant, TRUE))
\r
174 return; // failed; there's probably some weird problem causing an infinite loop
\r
175 weaponwant = weaponwant + 1;
\r
176 if (weaponwant < WEP_FIRST)
\r
177 weaponwant = WEP_LAST;
\r
178 if (weaponwant > WEP_LAST)
\r
179 weaponwant = WEP_FIRST;
\r
181 self.switchweapon = weaponwant;
\r
185 void() W_PreviousWeapon =
\r
187 local float weaponwant, i;
\r
189 weaponwant = self.switchweapon - 1;
\r
190 if (weaponwant < WEP_FIRST)
\r
191 weaponwant = WEP_LAST;
\r
192 if (weaponwant > WEP_LAST)
\r
193 weaponwant = WEP_FIRST;
\r
194 weapon_hasammo = TRUE;
\r
196 while(!client_hasweapon(self, weaponwant, TRUE))
\r
200 return; // failed; there's probably some weird problem causing an infinite loop
\r
201 weaponwant = weaponwant - 1;
\r
202 if (weaponwant < WEP_FIRST)
\r
203 weaponwant = WEP_LAST;
\r
204 if (weaponwant > WEP_LAST)
\r
205 weaponwant = WEP_FIRST;
\r
207 self.switchweapon = weaponwant;
\r
210 // Brought back weapon frame
\r
211 void() W_WeaponFrame =
\r
213 if (self.button0 || self.button2 || self.button3 || self.button4)
\r
215 if (!self.weaponentity || self.health <= 0)
\r
216 return; // Dead player can't use weapons and injure impulse commands
\r
218 if (cvar("g_antilag"))
\r
220 // if aiming at a player and the original trace won't hit that player
\r
221 // anymore, try aiming at the player's new position
\r
222 if (self.cursor_trace_ent)
\r
224 if (self.cursor_trace_ent.takedamage)
\r
226 traceline(self.origin + self.view_ofs, self.cursor_trace_endpos, FALSE, self);
\r
227 if (trace_ent != self.cursor_trace_ent)
\r
229 traceline(self.origin + self.view_ofs, self.cursor_trace_ent.origin + (self.cursor_trace_ent.mins + self.cursor_trace_ent.maxs) * 0.5, FALSE, self);
\r
230 if (trace_ent == self.cursor_trace_ent)
\r
231 self.cursor_trace_endpos = trace_endpos;
\r
235 self.v_angle = vectoangles(self.cursor_trace_endpos - (self.origin + self.view_ofs));
\r
236 self.v_angle_x = 0 - self.v_angle_x;
\r
239 makevectors(self.v_angle);
\r
242 if (self.weapon != self.switchweapon)
\r
244 //bprint("switching weapon: ");
\r
245 //bprint(ftos(self.weapon));
\r
247 //bprint(ftos(self.switchweapon));
\r
250 //self.weaponentity.state = WS_CLEAR;
\r
251 if (self.weaponentity.state == WS_CLEAR)
\r
253 //bprint("switching in\n");
\r
254 self.weaponentity.state = WS_RAISE;
\r
255 weapon_action(self.switchweapon, WR_SETUP);
\r
256 // VorteX: add player model weapon select frame here
\r
257 // setcustomframe(PlayerWeaponRaise);
\r
258 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
259 weapon_action(self.weapon, WR_RAISE);
\r
261 else if (self.weaponentity.state == WS_READY)
\r
263 //bprint("switching out\n");
\r
264 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
\r
265 self.weaponentity.state = WS_DROP;
\r
266 // VorteX: add player model weapon deselect frame here
\r
267 // setcustomframe(PlayerWeaponDrop);
\r
268 weapon_action(self.weapon, WR_DROP);
\r
273 weapon_action(self.weapon, WR_FIRE1);
\r
275 weapon_action(self.weapon, WR_FIRE2);
\r
278 if (time >= self.weapon_nextthink)
\r
279 if (self.weapon_nextthink > 0)
\r
280 self.weapon_think();
\r
282 // weapon bobbing and script actions
\r
283 local float bobintensity, q1pitching, framespeed, diff;
\r
284 local vector vel, realorg, layer1, boblayer;
\r
286 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
\r
287 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
\r
289 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
\r
290 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
\r
292 // VorteX: actually this is needed for weapon screen offset
\r
295 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
\r
296 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
\r
299 // weapon origin interpolation, layer 1
\r
300 if (realorg != self.weaponentity.pos1)
\r
302 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
\r
303 diff = vlen(realorg - self.weaponentity.pos1);
\r
304 // VorteX: add speed modifier (haste)?
\r
305 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
\r
306 if (diff <= vlen(layer1))
\r
307 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
\r
310 // weapon bobbing (q3-style)
\r
311 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
\r
313 // VorteX: only xy velocity matters
\r
314 vel_x = self.velocity_x;
\r
315 vel_y = self.velocity_y;
\r
316 framespeed = vlen(vel);
\r
318 diff = bobintensity*framespeed/300;
\r
319 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
\r
320 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
\r
322 diff = bobintensity*framespeed/540;
\r
323 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
\r
324 boblayer_z = diff*cos(self.weaponentity.destvec_z);
\r
325 self.weaponentity.finaldest = boblayer;
\r
327 else if (self.waterlevel > 0)
\r
328 {// swim, all velocity matters
\r
330 framespeed = vlen(self.velocity);
\r
331 diff = bobintensity*framespeed/100;
\r
332 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
\r
333 boblayer_x = diff*cos(self.weaponentity.destvec_x);
\r
334 self.weaponentity.finaldest = boblayer;
\r
337 self.weaponentity.finaldest = '0 0 0';
\r
338 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
\r