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fix timelimit display after ready-restart (no longer 20.166666667)
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 void W_SwitchWeapon_Force(entity e, float w)
11 {
12         e.cnt = e.weapon ? e.weapon : e.switchweapon;
13         e.switchweapon = w;
14 }
15
16 .float antilag_debug;
17
18 // VorteX: static frame globals
19 float WFRAME_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
22
23 void(float fr, float t, void() func) weapon_thinkf;
24
25 vector w_shotorg;
26 vector w_shotdir;
27
28 // this function calculates w_shotorg and w_shotdir based on the weapon model
29 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
30 // make sure you call makevectors first (FIXME?)
31 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
32 {
33         float nudge = 1; // added to traceline target and subtracted from result
34         local vector trueaimpoint;
35         local float oldsolid;
36         oldsolid = self.solid;
37         self.solid = SOLID_BBOX; // make all shot test traces bypass playerclip
38         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
39         trueaimpoint = trace_endpos;
40
41         if (cvar("g_shootfromeye"))
42                 w_shotorg = ent.origin + ent.view_ofs;
43         else if (cvar("g_shootfromcenter"))
44                 w_shotorg = ent.origin + ent.view_ofs + '0 0 1' * vecs_z;
45         else
46                 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
47         // now move the shotorg forward as much as requested if possible
48         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
49         w_shotorg = trace_endpos - v_forward * nudge;
50         // calculate the shotdir from the chosen shotorg
51         w_shotdir = normalize(trueaimpoint - w_shotorg);
52
53         // explanation of g_antilag:
54         // if client reports it was aiming at a player, and the serverside trace
55         // says it would miss, change the aim point to the player's new origin,
56         // but only if the shot at the player's new origin would hit of course
57         //
58         // FIXME: a much better method for bullet weapons would be to leave a
59         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
60         // ghost corresponding to this player's ping time, and if so it would do
61         // damage to the real player
62         if (antilag)
63         if (self.cursor_trace_ent)                 // client was aiming at someone
64         if (self.cursor_trace_ent != self)         // just to make sure
65         if (self.cursor_trace_ent.takedamage)      // and that person is killable
66         if (self.cursor_trace_ent.classname == "player") // and actually a player
67         if (cvar("g_antilag") == 1)
68         {
69                 // verify that the shot would miss without antilag
70                 // (avoids an issue where guns would always shoot at their origin)
71                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
72                 if (!trace_ent.takedamage)
73                 {
74                         // verify that the shot would hit if altered
75                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
76                         if (trace_ent == self.cursor_trace_ent)
77                         {
78                                 // verify that the shot would hit in the past
79                                 if(self.antilag_debug)
80                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
81                                 else
82                                         antilag_takeback(self.cursor_trace_ent, time - self.ping * 0.001);
83
84                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
85                                 antilag_restore(self.cursor_trace_ent);
86
87                                 if(trace_ent == self.cursor_trace_ent)
88                                 {
89                                         // HIT!
90                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
91                                         dprint("ANTILAG HIT for ", self.netname, "\n");
92                                 }
93                                 else
94                                 {
95                                         // prydon cursor aimbot or odd network conditions
96                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
97                                 }
98
99                                 if(cvar("developer") >= 2)
100                                 {
101                                         vector v, vplus, vel;
102                                         float X;
103                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001       ));
104                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001 + 0.01));
105                                         vel = (vplus - v) * (1 / 0.01);
106                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
107                                         v     -= (self.origin + self.view_ofs);
108                                         // solve: v + X * vel = closest to v_forward axis
109                                         // project into 2D by subtracting v_forward components:
110                                         v   -= (v   * v_forward) * v_forward;
111                                         vel -= (vel * v_forward) * v_forward;
112                                         // solve: v + X * vel = closest to origin
113                                         // (v + X * vel)^2 closest to 0
114                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
115                                         X = -(v * vel) / (vel * vel);
116                                         dprint("dead center needs adjustment of ", ftos(X * 1000), " (that is, ", ftos(self.ping + X * 1000), " instead of ", ftos(self.ping), "\n");
117                                 }
118                         }
119                 }
120         }
121
122         self.solid = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
123
124         if (!g_norecoil)
125                 self.punchangle_x = recoil * -1;
126
127         if (snd != "")
128         {
129                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
130         }
131
132         if (self.items & IT_STRENGTH)
133         if (!g_minstagib)
134                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
135 };
136
137 void LaserTarget_Think()
138 {
139         entity e;
140         vector offset;
141         float uselaser;
142         uselaser = 0;
143
144         // list of weapons that will use the laser, and the options that enable it
145         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
146                 uselaser = 1;
147         // example
148         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
149         //      uselaser = 1;
150
151
152
153         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
154         if(!uselaser)
155         {
156                 // rocket launcher isn't selected, so no laser target.
157                 if(self.lasertarget != world)
158                 {
159                         remove(self.lasertarget);
160                         self.lasertarget = world;
161                 }
162                 return;
163         }
164
165         if(!self.lasertarget)
166         {
167                 // we don't have a lasertarget entity, so spawn one
168                 //bprint("create laser target\n");
169                 e = self.lasertarget = spawn();
170                 e.owner = self.owner;                   // Its owner is my owner
171                 e.classname = "laser_target";
172                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
173                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
174                 e.scale = 1.25;                         // make it larger
175                 e.alpha = 0.25;                         // transparency
176                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
177                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
178                 // make it dynamically glow
179                 // you should avoid over-using this, as it can slow down the player's computer.
180                 e.glow_color = 251; // red color
181                 e.glow_size = 12;
182         }
183         else
184                 e = self.lasertarget;
185
186         // move the laser dot to where the player is looking
187
188         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
189         offset = '0 0 26' + v_right*3;
190         traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
191         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
192         if(trace_plane_normal != '0 0 0')
193                 e.angles = vectoangles(trace_plane_normal);
194         else
195                 e.angles = vectoangles(v_forward);
196 }
197
198 float CL_Weaponentity_CustomizeEntityForClient()
199 {
200         self.viewmodelforclient = self.owner;
201         if(other.classname == "spectator")
202                 if(other.enemy == self.owner)
203                         self.viewmodelforclient = other;
204         return TRUE;
205 }
206
207 .string weaponname;
208 void CL_Weaponentity_Think()
209 {
210         self.nextthink = time;
211         if (intermission_running)
212                 self.frame = WFRAME_IDLE;
213         if (self.owner.weaponentity != self)
214         {
215                 remove(self);
216                 return;
217         }
218         if (self.owner.deadflag != DEAD_NO)
219         {
220                 self.model = "";
221                 return;
222         }
223         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
224         {
225                 self.cnt = self.owner.weapon;
226                 self.dmg = self.owner.modelindex;
227                 self.deadflag = self.owner.deadflag;
228                 if (self.owner.weaponname != "")
229                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
230                 else
231                         self.model = "";
232         }
233         self.effects = self.owner.effects | EF_LOWPRECISION;
234         self.effects = self.effects - (self.effects & (EF_FULLBRIGHT)); // can mask team color, so get rid of it
235
236         if (self.flags & FL_FLY)
237                 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
238                 self.effects = self.effects - (self.effects & EF_NODRAW);
239
240         if(self.owner.alpha >= 0)
241                 self.alpha = self.owner.alpha;
242         else
243                 self.alpha = 1;
244         self.colormap = self.owner.colormap;
245
246         self.angles = '0 0 0';
247         local float f;
248         f = 0;
249         if (self.state == WS_RAISE)
250                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
251         else if (self.state == WS_DROP)
252                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
253         else if (self.state == WS_CLEAR)
254                 f = 1;
255         self.angles_x = -90 * f * f;
256
257         // create or update the lasertarget entity
258         LaserTarget_Think();
259 };
260
261 void CL_ExteriorWeaponentity_Think()
262 {
263         float tag_found;
264         self.nextthink = time;
265         if (self.owner.exteriorweaponentity != self)
266         {
267                 remove(self);
268                 return;
269         }
270         if (self.owner.deadflag != DEAD_NO)
271         {
272                 self.model = "";
273                 return;
274         }
275         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
276         {
277                 self.cnt = self.owner.weapon;
278                 self.dmg = self.owner.modelindex;
279                 self.deadflag = self.owner.deadflag;
280                 if (self.owner.weaponname != "")
281                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
282                 else
283                         self.model = "";
284
285                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
286                 {
287                         self.tag_index = tag_found;
288                         self.tag_entity = self.owner;
289                 }
290                 else
291                         setattachment(self, self.owner, "bip01 r hand");
292
293                 // if that didn't find a tag, hide the exterior weapon model
294                 if (!self.tag_index)
295                         self.model = "";
296         }
297         self.effects = self.owner.effects | EF_LOWPRECISION;
298         self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
299         if(self.owner.alpha >= 0)
300                 self.alpha = self.owner.alpha;
301         else
302                 self.alpha = 1;
303         self.colormap = self.owner.colormap;
304 };
305
306 // spawning weaponentity for client
307 void CL_SpawnWeaponentity()
308 {
309         self.weaponentity = spawn();
310         self.weaponentity.solid = SOLID_NOT;
311         self.weaponentity.owner = self;
312         self.weaponentity.weaponentity = self.weaponentity;
313         setmodel(self.weaponentity, ""); // precision set when changed
314         self.weaponentity.origin = '0 0 0';
315         self.weaponentity.angles = '0 0 0';
316         self.weaponentity.viewmodelforclient = self;
317         self.weaponentity.flags = 0;
318         self.weaponentity.think = CL_Weaponentity_Think;
319         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
320         self.weaponentity.nextthink = time;
321         self.weaponentity.scale = 0.61;
322
323         self.exteriorweaponentity = spawn();
324         self.exteriorweaponentity.solid = SOLID_NOT;
325         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
326         self.exteriorweaponentity.owner = self;
327         self.exteriorweaponentity.origin = '0 0 0';
328         self.exteriorweaponentity.angles = '0 0 0';
329         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
330         self.exteriorweaponentity.nextthink = time;
331 };
332
333 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
334 {
335         local float weaponbit, f;
336         local entity oldself;
337
338         if (wpn < WEP_FIRST || wpn > WEP_LAST)
339         {
340                 if (complain)
341                         sprint(self, "Invalid weapon\n");
342                 return FALSE;
343         }
344         weaponbit = W_WeaponBit(wpn);
345         if (cl.weapons & weaponbit)
346         {
347                 if (andammo)
348                 {
349                         oldself = self;
350                         self = cl;
351                         f = weapon_action(wpn, WR_CHECKAMMO1);
352                         f = f + weapon_action(wpn, WR_CHECKAMMO2);
353                         self = oldself;
354                         if (!f)
355                         {
356                                 if (complain)
357                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
358                                 return FALSE;
359                         }
360                 }
361                 return TRUE;
362         }
363         if (complain)
364         {
365                 // DRESK - 3/16/07
366                 // Report Proper Weapon Status / Modified Weapon Ownership Message
367                 if(weaponsInMap & weaponbit)
368                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
369                 else
370                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
371         }
372         return FALSE;
373 };
374
375 // Weapon subs
376 void w_clear()
377 {
378         if (self.weapon != -1)
379                 self.weapon = 0;
380         if (self.weaponentity)
381         {
382                 self.weaponentity.state = WS_CLEAR;
383                 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
384                 self.weaponentity.effects = 0;
385         }
386 };
387
388 void w_ready()
389 {
390         if (self.weaponentity)
391                 self.weaponentity.state = WS_READY;
392         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
393 };
394
395 // Setup weapon for client (after this raise frame will be launched)
396 void weapon_setup(float windex)
397 {
398         entity e;
399         e = get_weaponinfo(windex);
400         self.items = self.items - (self.items & IT_AMMO);
401         self.items = self.items | e.items;
402
403         // the two weapon entities will notice this has changed and update their models
404         self.weapon = windex;
405         self.weaponname = e.mdl;
406 };
407
408 // perform weapon to attack (weaponstate and attack_finished check is here)
409 .float race_penalty;
410 float weapon_prepareattack(float secondary, float attacktime)
411 {
412         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
413         //if all players readied up and the countdown is running
414         if (cvar("sv_ready_restart_after_countdown"))
415                 if(time < game_starttime || time < self.race_penalty) {
416                         return FALSE;
417                 }
418         
419         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
420         {
421                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
422                 return FALSE;
423         }
424
425         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
426                 return FALSE;
427
428         // do not even think about shooting if switching
429         if(self.switchweapon != self.weapon)
430                 return FALSE;
431
432         // don't fire if previous attack is not finished
433         if (ATTACK_FINISHED(self) > time + frametime * 0.5)
434                 return FALSE;
435         // don't fire while changing weapon
436         if (self.weaponentity.state != WS_READY)
437                 return FALSE;
438         self.weaponentity.state = WS_INUSE;
439         // if the weapon hasn't been firing continuously, reset the timer
440         if (ATTACK_FINISHED(self) < time - frametime * 1.5)
441         {
442                 ATTACK_FINISHED(self) = time;
443                 //dprint("resetting attack finished to ", ftos(time), "\n");
444         }
445         ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
446         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
447         return TRUE;
448 };
449
450 void weapon_thinkf(float fr, float t, void() func)
451 {
452         if (fr >= 0)
453         {
454                 if (self.weaponentity != world)
455                         self.weaponentity.frame = fr;
456         }
457
458         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
459         {
460                 backtrace("Tried to override initial weapon think function - should this really happen?");
461         }
462
463         if(g_runematch)
464         {
465                 if(self.runes & RUNE_SPEED)
466                 {
467                         if(self.runes & CURSE_SLOW)
468                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
469                         else
470                                 t = t * cvar("g_balance_rune_speed_atkrate");
471                 }
472                 else if(self.runes & CURSE_SLOW)
473                 {
474                         t = t * cvar("g_balance_curse_slow_atkrate");
475                 }
476         }
477
478         // VorteX: haste can be added here
479         if (self.weapon_think == w_ready)
480         {
481                 self.weapon_nextthink = time;
482                 //dprint("started firing at ", ftos(time), "\n");
483         }
484         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
485         {
486                 self.weapon_nextthink = time;
487                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
488         }
489         self.weapon_nextthink = self.weapon_nextthink + t;
490         self.weapon_think = func;
491         //dprint("next ", ftos(self.weapon_nextthink), "\n");
492
493         if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
494         if (t)
495         if (!self.crouch) // shoot anim stands up, this looks bad
496         {
497                 local vector anim;
498                 anim = self.anim_shoot;
499                 anim_z = anim_y / t;
500                 player_setanim(anim, FALSE, TRUE, TRUE);
501         }
502 };
503
504 void weapon_boblayer1(float spd, vector org)
505 {
506         // VorteX: haste can be added here
507 };
508
509 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
510 {
511         vector mdirection;
512         float mspeed;
513         float outspeed;
514         float nstyle;
515         vector outvelocity;
516
517         mdirection = normalize(mvelocity);
518         mspeed = vlen(mvelocity);
519
520         nstyle = cvar("g_projectiles_newton_style");
521         if(nstyle == 0)
522         {
523                 // absolute velocity
524                 outvelocity = mvelocity;
525         }
526         else if(nstyle == 1)
527         {
528                 // true Newtonian projectiles
529                 outvelocity = pvelocity + mvelocity;
530         }
531         else if(nstyle == 2)
532         {
533                 // true Newtonian projectiles with automatic aim adjustment
534                 //
535                 // solve: |outspeed * mdirection - pvelocity| = mspeed
536                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
537                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
538                 // PLUS SIGN!
539                 // not defined?
540                 // then...
541                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
542                 // velocity without mdirection component > mspeed
543                 // fire at smallest possible mspeed that works?
544                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
545
546                 float D;
547                 float p;
548                 float q;
549                 p = mdirection * pvelocity;
550                 q = pvelocity * pvelocity - mspeed * mspeed;
551                 D = p * p - q;
552                 if(D < 0)
553                 {
554                         //dprint("impossible shot, adjusting\n");
555                         D = 0;
556                 }
557                 outspeed = p + sqrt(D);
558                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
559                 outvelocity = mdirection * outspeed;
560         }
561         else if(nstyle == 3)
562         {
563                 // pseudo-Newtonian:
564                 outspeed = mspeed + mdirection * pvelocity;
565                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
566                 outvelocity = mdirection * outspeed;
567         }
568         else if(nstyle == 4)
569         {
570                 // tZorkian:
571                 outspeed = mspeed + vlen(pvelocity);
572                 outvelocity = mdirection * outspeed;
573         }
574         else
575                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
576
577         return outvelocity;
578 }
579
580 void W_SetupProjectileVelocity(entity missile)
581 {
582         if(missile.owner == world)
583                 error("Unowned missile");
584
585         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
586 }
587
588
589 // WEAPON PLUGIN SYSTEM
590 entity weapon_info[24];
591 entity dummy_weapon_info;
592 .float(float) weapon_func;
593 string weaponpriority_hudselector_0;
594 string weaponpriority_hudselector_1;
595
596 void register_weapon(float id, float(float) func, float ammotype, float i, float normalweapon, float pickupbasevalue, string modelname, string shortname, string name)
597 {
598         entity e;
599         weapon_info[id - 1] = e = spawn();
600         e.classname = "weapon_info";
601         e.weapon = id;
602         e.weapons = power2of(id - 1);
603         e.netname = shortname;
604         e.message = name;
605         e.items = ammotype;
606         e.weapon_func = func;
607         e.mdl = modelname;
608         e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
609         e.spawnflags = normalweapon;
610         e.impulse = i;
611         e.bot_pickupbasevalue = pickupbasevalue;
612 }
613 float w_null(float dummy)
614 {
615         return 0;
616 }
617 void register_weapons_done()
618 {
619         dummy_weapon_info = spawn();
620         dummy_weapon_info.classname = "weapon_info";
621         dummy_weapon_info.weapon = 0;
622         dummy_weapon_info.weapons = 0;
623         dummy_weapon_info.netname = "@!#%'n Tuba";
624         dummy_weapon_info.items = 0;
625         dummy_weapon_info.weapon_func = w_null;
626         dummy_weapon_info.mdl = "";
627         dummy_weapon_info.model = "";
628         dummy_weapon_info.spawnflags = 0;
629         dummy_weapon_info.impulse = -1;
630         dummy_weapon_info.bot_pickupbasevalue = 0;
631
632         float i;
633         weaponpriority_hudselector_0 = "";
634         for(i = 24; i >= 1; --i)
635                 if(weapon_info[i-1])
636                         weaponpriority_hudselector_0 = strcat(weaponpriority_hudselector_0, " ", ftos(i));
637
638         float imp;
639         weaponpriority_hudselector_1 = "";
640         for(i = 1; i <= 24; ++i)
641                 if(weapon_info[i-1] && weapon_info[i-1].impulse == 0)
642                         weaponpriority_hudselector_1 = strcat(weaponpriority_hudselector_1, " ", ftos(i));
643         for(imp = 9; imp > 0; --imp)
644                 for(i = 1; i <= 24; ++i)
645                         if(weapon_info[i-1] && weapon_info[i-1].impulse == imp)
646                                 weaponpriority_hudselector_1 = strcat(weaponpriority_hudselector_1, " ", ftos(i));
647
648         weaponpriority_hudselector_0 = strzone(substring(weaponpriority_hudselector_0, 1, strlen(weaponpriority_hudselector_0) - 1));
649         weaponpriority_hudselector_1 = strzone(substring(weaponpriority_hudselector_1, 1, strlen(weaponpriority_hudselector_1) - 1));
650 }
651 entity get_weaponinfo(float id)
652 {
653         entity w;
654         if(id < WEP_FIRST || id > WEP_LAST)
655                 return dummy_weapon_info;
656         w = weapon_info[id - 1];
657         if(w)
658                 return w;
659         return dummy_weapon_info;
660 }