2 // generic weapons table
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3 // add new weapons here
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4 void(float wpn, float wrequest) weapon_action =
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6 if ((self.reload_time + .25) > time) {
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10 wpn = self.wpn5.weapon;
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12 // various extra weapons the player can equip
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13 if (wpn == WEP_LASER)
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15 else if (wpn == WEP_SHOTGUN)
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16 w_shotgun(wrequest);
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17 else if (wpn == WEP_UZI)
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19 else if (wpn == WEP_GRENADE_LAUNCHER)
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20 w_glauncher(wrequest);
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21 else if (wpn == WEP_ELECTRO)
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22 w_electro(wrequest);
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23 else if (wpn == WEP_CRYLINK)
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24 w_crylink(wrequest);
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25 else if (wpn == WEP_NEX)
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27 else if (wpn == WEP_HAGAR)
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29 else if (wpn == WEP_ROCKET_LAUNCHER)
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30 w_rlauncher(wrequest);
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33 else if(self.class == CLASS_SCOUT)
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36 w_shotgun(wrequest);
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37 else if (wpn == WEP2)
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38 w_grapple(wrequest);
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39 else if (wpn == WEP3)
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41 else if (wpn == WEP4)
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42 w_crylink(wrequest);
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44 else if(self.class == CLASS_SPY)
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48 else if (wpn == WEP2)
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50 else if (wpn == WEP3)
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52 else if (wpn == WEP4)
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55 else if(self.class == CLASS_SOLDIER)
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58 w_shotgun(wrequest);
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59 else if (wpn == WEP2)
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61 else if (wpn == WEP3)
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62 w_electro(wrequest);
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63 else if (wpn == WEP4)
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64 w_rlauncher(wrequest);
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66 else if(self.class == CLASS_PYRO)
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69 w_bombletts(wrequest);
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70 else if (wpn == WEP2)
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72 else if (wpn == WEP3)
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73 w_rincendiary(wrequest);
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74 else if (wpn == WEP4)
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75 w_hotbombs(wrequest);
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77 else if(self.class == CLASS_MEDIC)
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80 w_shotgun(wrequest);
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81 else if (wpn == WEP2)
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82 w_electro(wrequest);
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83 else if (wpn == WEP3)
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85 else if (wpn == WEP4)
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88 else if(self.class == CLASS_ENGINEER)
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92 else if (wpn == WEP2)
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94 else if (wpn == WEP3)
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95 w_electro(wrequest);
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96 else if (wpn == WEP4)
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97 w_rlauncher(wrequest);
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101 if (wpn == WEP_LASER)
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103 else if (wpn == WEP_SHOTGUN)
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104 w_shotgun(wrequest);
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105 else if (wpn == WEP_UZI)
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107 else if (wpn == WEP_GRENADE_LAUNCHER)
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108 w_glauncher(wrequest);
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109 else if (wpn == WEP_ELECTRO)
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110 w_electro(wrequest);
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111 else if (wpn == WEP_CRYLINK)
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112 w_crylink(wrequest);
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113 else if (wpn == WEP_NEX)
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115 else if (wpn == WEP_HAGAR)
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117 else if (wpn == WEP_ROCKET_LAUNCHER)
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118 w_rlauncher(wrequest);
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123 // switch between weapons
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124 void(float imp) W_SwitchWeapon
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126 /* if (self.reload_time > time - .1)
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130 weapon_hasammo = TRUE;
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131 if (!client_hasweapon(self, imp, TRUE))
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133 if (!weapon_hasammo)
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134 sprint(self, "You don't have any ammo for that weapon\n");
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136 sprint(self, "You don't own that weapon\n");
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139 self.switchweapon = imp;
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143 void() W_NextWeapon =
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145 local float weaponwant, i;
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147 weaponwant = self.switchweapon + 1;
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148 if (weaponwant < WEP_FIRST)
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149 weaponwant = WEP_LAST;
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150 if (weaponwant > WEP_LAST)
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151 weaponwant = WEP_FIRST;
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152 weapon_hasammo = TRUE;
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154 while(!client_hasweapon(self, weaponwant, TRUE))
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158 return; // failed; there's probably some weird problem causing an infinite loop
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159 weaponwant = weaponwant + 1;
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160 if (weaponwant < WEP_FIRST)
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161 weaponwant = WEP_LAST;
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162 if (weaponwant > WEP_LAST)
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163 weaponwant = WEP_FIRST;
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165 self.switchweapon = weaponwant;
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169 void() W_PreviousWeapon =
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171 local float weaponwant, i;
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173 weaponwant = self.switchweapon - 1;
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174 if (weaponwant < WEP_FIRST)
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175 weaponwant = WEP_LAST;
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176 if (weaponwant > WEP_LAST)
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177 weaponwant = WEP_FIRST;
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178 weapon_hasammo = TRUE;
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180 while(!client_hasweapon(self, weaponwant, TRUE))
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184 return; // failed; there's probably some weird problem causing an infinite loop
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185 weaponwant = weaponwant - 1;
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186 if (weaponwant < WEP_FIRST)
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187 weaponwant = WEP_LAST;
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188 if (weaponwant > WEP_LAST)
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189 weaponwant = WEP_FIRST;
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191 self.switchweapon = weaponwant;
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194 // Brought back weapon frame
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195 void() W_WeaponFrame =
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197 if (!self.weaponentity || self.health <= 0)
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198 return; // Dead player can't use weapons and injure impulse commands
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200 if (cvar("g_antilag"))
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202 // if aiming at a player and the original trace won't hit that player
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203 // anymore, try aiming at the player's new position
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204 if (self.cursor_trace_ent)
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206 if (self.cursor_trace_ent.takedamage)
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208 traceline(self.origin + self.view_ofs, self.cursor_trace_endpos, FALSE, self);
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209 if (trace_ent != self.cursor_trace_ent)
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211 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);
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212 if (trace_ent == self.cursor_trace_ent)
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213 self.cursor_trace_endpos = trace_endpos;
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217 self.v_angle = vectoangles(self.cursor_trace_endpos - (self.origin + self.view_ofs));
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218 self.v_angle_x = 0 - self.v_angle_x;
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221 makevectors(self.v_angle);
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224 if (self.weapon != self.switchweapon)
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226 //bprint("switching weapon: ");
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227 //bprint(ftos(self.weapon));
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229 //bprint(ftos(self.switchweapon));
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232 //self.weaponentity.state = WS_CLEAR;
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233 if (self.weaponentity.state == WS_CLEAR)
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235 //bprint("switching in\n");
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236 self.weaponentity.state = WS_RAISE;
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237 weapon_action(self.switchweapon, WR_SETUP);
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238 // VorteX: add player model weapon select frame here
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239 // setcustomframe(PlayerWeaponRaise);
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240 weapon_action(self.weapon, WR_UPDATECOUNTS);
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241 weapon_action(self.weapon, WR_RAISE);
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243 else if (self.weaponentity.state == WS_READY)
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245 //bprint("switching out\n");
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246 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
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247 self.weaponentity.state = WS_DROP;
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248 // VorteX: add player model weapon deselect frame here
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249 // setcustomframe(PlayerWeaponDrop);
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250 weapon_action(self.weapon, WR_DROP);
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255 weapon_action(self.weapon, WR_FIRE1);
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257 weapon_action(self.weapon, WR_FIRE2);
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260 if (time >= self.weapon_nextthink)
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261 if (self.weapon_nextthink > 0)
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262 self.weapon_think();
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264 // weapon bobbing and script actions
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265 local float bobintensity, q1pitching, framespeed, diff;
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266 local vector vel, realorg, layer1, boblayer;
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268 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
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269 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
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271 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
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272 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
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274 // VorteX: actually this is needed for weapon screen offset
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277 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
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278 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
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281 // weapon origin interpolation, layer 1
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282 if (realorg != self.weaponentity.pos1)
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284 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
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285 diff = vlen(realorg - self.weaponentity.pos1);
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286 // VorteX: add speed modifier (haste)?
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287 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
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288 if (diff <= vlen(layer1))
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289 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
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292 // weapon bobbing (q3-style)
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293 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
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295 // VorteX: only xy velocity matters
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296 vel_x = self.velocity_x;
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297 vel_y = self.velocity_y;
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298 framespeed = vlen(vel);
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300 diff = bobintensity*framespeed/300;
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301 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
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302 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
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304 diff = bobintensity*framespeed/540;
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305 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
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306 boblayer_z = diff*cos(self.weaponentity.destvec_z);
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307 self.weaponentity.finaldest = boblayer;
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309 else if (self.waterlevel > 0)
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310 {// swim, all velocity matters
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312 framespeed = vlen(self.velocity);
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313 diff = bobintensity*framespeed/100;
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314 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
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315 boblayer_x = diff*cos(self.weaponentity.destvec_x);
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316 self.weaponentity.finaldest = boblayer;
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319 self.weaponentity.finaldest = '0 0 0';
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320 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
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