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.switchweapon + 1;
46 if (weaponwant < WEP_FIRST)
47 weaponwant = WEP_LAST;
48 if (weaponwant > WEP_LAST)
49 weaponwant = WEP_FIRST;
50 weapon_hasammo = TRUE;
51 while(!client_hasweapon(self, weaponwant, TRUE))
53 weaponwant = weaponwant + 1;
54 if (weaponwant < WEP_FIRST)
55 weaponwant = WEP_LAST;
56 if (weaponwant > WEP_LAST)
57 weaponwant = WEP_FIRST;
59 self.switchweapon = weaponwant;
63 void() W_PreviousWeapon =
65 local float weaponwant;
67 weaponwant = self.switchweapon - 1;
68 if (weaponwant < WEP_FIRST)
69 weaponwant = WEP_LAST;
70 if (weaponwant > WEP_LAST)
71 weaponwant = WEP_FIRST;
72 weapon_hasammo = TRUE;
73 while(!client_hasweapon(self, weaponwant, TRUE))
75 weaponwant = weaponwant - 1;
76 if (weaponwant < WEP_FIRST)
77 weaponwant = WEP_LAST;
78 if (weaponwant > WEP_LAST)
79 weaponwant = WEP_FIRST;
81 self.switchweapon = weaponwant;
84 // Bringed back weapon frame
85 void() W_WeaponFrame =
87 if (!self.weaponentity || self.health <= 0)
88 return; // Dead player can't use weapons and injure impulse commands
90 makevectors(self.v_angle);
93 if (self.weapon != self.switchweapon)
95 if (self.weaponentity.state == WS_CLEAR)
97 self.weaponentity.state = WS_RAISE;
98 weapon_action(self.switchweapon, WR_SETUP);
99 // VorteX: add player model weapon select frame here
100 // setcustomframe(PlayerWeaponRaise);
101 weapon_action(self.weapon, WR_UPDATECOUNTS);
102 weapon_action(self.weapon, WR_RAISE);
104 else if (self.weaponentity.state == WS_READY)
106 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
107 self.weaponentity.state = WS_DROP;
108 // VorteX: add player model weapon deselect frame here
109 // setcustomframe(PlayerWeaponDrop);
110 weapon_action(self.weapon, WR_DROP);
115 weapon_action(self.weapon, WR_FIRE1);
117 weapon_action(self.weapon, WR_FIRE2);
120 if (time >= self.weapon_nextthink)
121 if (self.weapon_nextthink > 0)
124 // weapon bobbing and script actions
125 local float bobintensity, q1pitching, framespeed, diff;
126 local vector vel, realorg, layer1, boblayer;
128 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
129 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
131 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
132 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
134 // VorteX: actually this is needed for weapon screen offset
137 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
138 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
141 // weapon origin interpolation, layer 1
142 if (realorg != self.weaponentity.pos1)
144 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
145 diff = vlen(realorg - self.weaponentity.pos1);
146 // VorteX: add speed modifier (haste)?
147 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
148 if (diff <= vlen(layer1))
149 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
152 // weapon bobbing (q3-style)
153 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
155 // VorteX: only xy velocity matters
156 vel_x = self.velocity_x;
157 vel_y = self.velocity_y;
158 framespeed = vlen(vel);
160 diff = bobintensity*framespeed/300;
161 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
162 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
164 diff = bobintensity*framespeed/540;
165 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
166 boblayer_z = diff*cos(self.weaponentity.destvec_z);
167 self.weaponentity.finaldest = boblayer;
169 else if (self.waterlevel > 0)
170 {// swim, all velocity matters
172 framespeed = vlen(self.velocity);
173 diff = bobintensity*framespeed/100;
174 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
175 boblayer_x = diff*cos(self.weaponentity.destvec_x);
176 self.weaponentity.finaldest = boblayer;
179 self.weaponentity.finaldest = '0 0 0';
180 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;