2 // generic weapons table
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3 // add new weapons here
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4 void (float wreq) w_railgun;
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5 void (float wreq) w_healgun;
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6 void (float wreq) w_mac;
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7 void(float wpn, float wrequest) weapon_action =
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9 if ((self.reload_time + .25) > time) {
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13 wpn = self.wpn5.weapon;
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15 // various extra weapons the player can equip
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16 if (wpn == WEP_LASER)
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18 else if (wpn == WEP_SHOTGUN)
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19 w_shotgun(wrequest);
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20 else if (wpn == WEP_UZI)
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22 else if (wpn == WEP_GRENADE_LAUNCHER)
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23 w_glauncher(wrequest);
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24 else if (wpn == WEP_ELECTRO)
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25 w_electro(wrequest);
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26 else if (wpn == WEP_CRYLINK)
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27 w_crylink(wrequest);
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28 else if (wpn == WEP_NEX)
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30 else if (wpn == WEP_HAGAR)
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32 else if (wpn == WEP_ROCKET_LAUNCHER)
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33 w_rlauncher(wrequest);
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36 else if(self.class == CLASS_SCOUT)
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39 w_shotgun(wrequest);
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40 else if (wpn == WEP2)
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41 w_grapple(wrequest);
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42 else if (wpn == WEP3)
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44 else if (wpn == WEP4)
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45 w_crylink(wrequest);
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47 else if(self.class == CLASS_SPY)
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51 else if (wpn == WEP2)
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52 w_uzi(wrequest); //later be replaced with tranq gun
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53 else if (wpn == WEP3)
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54 w_shotgun(wrequest);
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56 else if (wpn == WEP4)
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60 else if(self.class == CLASS_SOLDIER)
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63 w_shotgun(wrequest);
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64 else if (wpn == WEP2)
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66 else if (wpn == WEP3)
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67 w_electro(wrequest);
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68 else if (wpn == WEP4)
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69 w_rlauncher(wrequest);
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71 else if(self.class == CLASS_PYRO)
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74 w_bombletts(wrequest);
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75 else if (wpn == WEP2)
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77 else if (wpn == WEP3)
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78 w_rincendiary(wrequest);
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79 else if (wpn == WEP4)
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80 w_hotbombs(wrequest);
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82 else if(self.class == CLASS_MEDIC)
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85 w_healgun(wrequest);
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86 else if (wpn == WEP2)
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87 w_shotgun(wrequest);
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88 else if (wpn == WEP3)
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90 else if (wpn == WEP4)
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93 else if(self.class == CLASS_ENGINEER)
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97 else if (wpn == WEP2)
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98 w_railgun(wrequest);
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99 else if (wpn == WEP3)
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100 w_shotgun(wrequest);
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101 //w_electro(wrequest);
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102 else if (wpn == WEP4)
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103 w_electro(wrequest);
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104 //w_rlauncher(wrequest);
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108 if (wpn == WEP_LASER)
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110 else if (wpn == WEP_SHOTGUN)
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111 w_shotgun(wrequest);
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112 else if (wpn == WEP_UZI)
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114 else if (wpn == WEP_GRENADE_LAUNCHER)
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115 w_glauncher(wrequest);
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116 else if (wpn == WEP_ELECTRO)
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117 w_electro(wrequest);
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118 else if (wpn == WEP_CRYLINK)
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119 w_crylink(wrequest);
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120 else if (wpn == WEP_NEX)
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122 else if (wpn == WEP_HAGAR)
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124 else if (wpn == WEP_ROCKET_LAUNCHER)
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125 w_rlauncher(wrequest);
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130 void () CheckTeamClass =
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132 if (self.impulse_wait > time) // So the GUI menus doesnt flicker
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134 if (self.playerclass < 1) // Bring up menu if no team/class
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136 if (self.team_no < 1)
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138 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
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142 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
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144 self.impulse_wait = time + .5;
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149 // switch between weapons
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150 void(float imp) W_SwitchWeapon
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152 /* if (self.reload_time > time - .1)
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156 weapon_hasammo = TRUE;
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157 if (!client_hasweapon(self, imp, TRUE))
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159 if (!weapon_hasammo)
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160 sprint(self, "You don't have any ammo for that weapon\n");
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162 sprint(self, "You don't own that weapon\n");
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165 self.switchweapon = imp;
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169 void() W_NextWeapon =
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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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195 void() W_PreviousWeapon =
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197 local float weaponwant, i;
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199 weaponwant = self.switchweapon - 1;
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200 if (weaponwant < WEP_FIRST)
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201 weaponwant = WEP_LAST;
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202 if (weaponwant > WEP_LAST)
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203 weaponwant = WEP_FIRST;
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204 weapon_hasammo = TRUE;
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206 while(!client_hasweapon(self, weaponwant, TRUE))
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210 return; // failed; there's probably some weird problem causing an infinite loop
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211 weaponwant = weaponwant - 1;
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212 if (weaponwant < WEP_FIRST)
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213 weaponwant = WEP_LAST;
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214 if (weaponwant > WEP_LAST)
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215 weaponwant = WEP_FIRST;
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217 self.switchweapon = weaponwant;
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220 void () Use_Function;
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221 // Brought back weapon frame
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222 void() W_WeaponFrame =
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224 if (self.current_menu > 0) // calls the text menu display
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227 if ((self.impulse > 0) && (self.impulse < 11))
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229 Menu_Input (self.impulse);
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233 Use_Function(); // for engineer and medic, though I'm putting this in engineer.c...
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235 if (self.button0 || self.button2 || self.button3 || self.button4)
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237 if (!self.weaponentity || self.health <= 0)
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238 return; // Dead player can't use weapons and injure impulse commands
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240 if (cvar("g_antilag"))
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242 // if aiming at a player and the original trace won't hit that player
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243 // anymore, try aiming at the player's new position
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244 if (self.cursor_trace_ent)
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246 if (self.cursor_trace_ent.takedamage)
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248 traceline(self.origin + self.view_ofs, self.cursor_trace_endpos, FALSE, self);
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249 if (trace_ent != self.cursor_trace_ent)
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251 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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252 if (trace_ent == self.cursor_trace_ent)
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253 self.cursor_trace_endpos = trace_endpos;
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257 self.v_angle = vectoangles(self.cursor_trace_endpos - (self.origin + self.view_ofs));
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258 self.v_angle_x = 0 - self.v_angle_x;
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261 makevectors(self.v_angle);
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264 if (self.weapon != self.switchweapon)
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266 //bprint("switching weapon: ");
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267 //bprint(ftos(self.weapon));
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269 //bprint(ftos(self.switchweapon));
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272 //self.weaponentity.state = WS_CLEAR;
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273 if (self.weaponentity.state == WS_CLEAR)
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275 //bprint("switching in\n");
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276 self.weaponentity.state = WS_RAISE;
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277 weapon_action(self.switchweapon, WR_SETUP);
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278 // VorteX: add player model weapon select frame here
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279 // setcustomframe(PlayerWeaponRaise);
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280 weapon_action(self.weapon, WR_UPDATECOUNTS);
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281 weapon_action(self.weapon, WR_RAISE);
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283 else if (self.weaponentity.state == WS_READY)
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285 //bprint("switching out\n");
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286 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
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287 self.weaponentity.state = WS_DROP;
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288 // VorteX: add player model weapon deselect frame here
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289 // setcustomframe(PlayerWeaponDrop);
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290 weapon_action(self.weapon, WR_DROP);
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295 weapon_action(self.weapon, WR_FIRE1);
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297 weapon_action(self.weapon, WR_FIRE2);
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300 if (time >= self.weapon_nextthink)
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301 if (self.weapon_nextthink > 0)
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302 self.weapon_think();
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304 // weapon bobbing and script actions
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305 local float bobintensity, q1pitching, framespeed, diff;
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306 local vector vel, realorg, layer1, boblayer;
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308 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
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309 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
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311 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
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312 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
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314 // VorteX: actually this is needed for weapon screen offset
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317 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
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318 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
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321 // weapon origin interpolation, layer 1
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322 if (realorg != self.weaponentity.pos1)
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324 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
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325 diff = vlen(realorg - self.weaponentity.pos1);
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326 // VorteX: add speed modifier (haste)?
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327 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
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328 if (diff <= vlen(layer1))
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329 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
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332 // weapon bobbing (q3-style)
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333 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
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335 // VorteX: only xy velocity matters
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336 vel_x = self.velocity_x;
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337 vel_y = self.velocity_y;
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338 framespeed = vlen(vel);
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340 diff = bobintensity*framespeed/300;
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341 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
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342 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
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344 diff = bobintensity*framespeed/540;
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345 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
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346 boblayer_z = diff*cos(self.weaponentity.destvec_z);
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347 self.weaponentity.finaldest = boblayer;
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349 else if (self.waterlevel > 0)
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350 {// swim, all velocity matters
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352 framespeed = vlen(self.velocity);
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353 diff = bobintensity*framespeed/100;
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354 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
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355 boblayer_x = diff*cos(self.weaponentity.destvec_x);
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356 self.weaponentity.finaldest = boblayer;
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359 self.weaponentity.finaldest = '0 0 0';
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360 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
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