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 wpn, float wrequest) weapon_action =
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7 if ((self.reload_time + .25) > time) {
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11 wpn = self.wpn5.weapon;
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13 // various extra weapons the player can equip
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14 if (wpn == WEP_LASER)
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16 else if (wpn == WEP_SHOTGUN)
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17 w_shotgun(wrequest);
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18 else if (wpn == WEP_UZI)
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20 else if (wpn == WEP_GRENADE_LAUNCHER)
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21 w_glauncher(wrequest);
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22 else if (wpn == WEP_ELECTRO)
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23 w_electro(wrequest);
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24 else if (wpn == WEP_CRYLINK)
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25 w_crylink(wrequest);
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26 else if (wpn == WEP_NEX)
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28 else if (wpn == WEP_HAGAR)
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30 else if (wpn == WEP_ROCKET_LAUNCHER)
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31 w_rlauncher(wrequest);
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34 else if(self.class == CLASS_SCOUT)
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37 w_shotgun(wrequest);
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38 else if (wpn == WEP2)
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39 w_grapple(wrequest);
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40 else if (wpn == WEP3)
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42 else if (wpn == WEP4)
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43 w_crylink(wrequest);
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45 else if(self.class == CLASS_SPY)
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49 else if (wpn == WEP2)
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51 else if (wpn == WEP3)
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53 else if (wpn == WEP4)
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56 else if(self.class == CLASS_SOLDIER)
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59 w_shotgun(wrequest);
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60 else if (wpn == WEP2)
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62 else if (wpn == WEP3)
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63 w_electro(wrequest);
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64 else if (wpn == WEP4)
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65 w_rlauncher(wrequest);
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67 else if(self.class == CLASS_PYRO)
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70 w_bombletts(wrequest);
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71 else if (wpn == WEP2)
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73 else if (wpn == WEP3)
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74 w_rincendiary(wrequest);
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75 else if (wpn == WEP4)
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76 w_hotbombs(wrequest);
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78 else if(self.class == CLASS_MEDIC)
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81 w_shotgun(wrequest);
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82 else if (wpn == WEP2)
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83 w_electro(wrequest);
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84 else if (wpn == WEP3)
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86 else if (wpn == WEP4)
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89 else if(self.class == CLASS_ENGINEER)
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93 else if (wpn == WEP2)
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94 w_railgun(wrequest);
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95 else if (wpn == WEP3)
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96 w_electro(wrequest);
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97 else if (wpn == WEP4)
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98 w_rlauncher(wrequest);
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102 if (wpn == WEP_LASER)
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104 else if (wpn == WEP_SHOTGUN)
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105 w_shotgun(wrequest);
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106 else if (wpn == WEP_UZI)
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108 else if (wpn == WEP_GRENADE_LAUNCHER)
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109 w_glauncher(wrequest);
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110 else if (wpn == WEP_ELECTRO)
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111 w_electro(wrequest);
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112 else if (wpn == WEP_CRYLINK)
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113 w_crylink(wrequest);
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114 else if (wpn == WEP_NEX)
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116 else if (wpn == WEP_HAGAR)
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118 else if (wpn == WEP_ROCKET_LAUNCHER)
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119 w_rlauncher(wrequest);
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124 void () CheckTeamClass =
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126 if (self.playerclass < 1) // Bring up menu if no team/class
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128 if (self.team_no < 1)
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130 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
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134 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
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140 // switch between weapons
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141 void(float imp) W_SwitchWeapon
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143 /* if (self.reload_time > time - .1)
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147 weapon_hasammo = TRUE;
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148 if (!client_hasweapon(self, imp, TRUE))
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150 if (!weapon_hasammo)
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151 sprint(self, "You don't have any ammo for that weapon\n");
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153 sprint(self, "You don't own that weapon\n");
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156 self.switchweapon = imp;
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160 void() W_NextWeapon =
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162 local float weaponwant, i;
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164 weaponwant = self.switchweapon + 1;
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165 if (weaponwant < WEP_FIRST)
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166 weaponwant = WEP_LAST;
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167 if (weaponwant > WEP_LAST)
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168 weaponwant = WEP_FIRST;
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169 weapon_hasammo = TRUE;
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171 while(!client_hasweapon(self, weaponwant, TRUE))
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175 return; // failed; there's probably some weird problem causing an infinite loop
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176 weaponwant = weaponwant + 1;
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177 if (weaponwant < WEP_FIRST)
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178 weaponwant = WEP_LAST;
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179 if (weaponwant > WEP_LAST)
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180 weaponwant = WEP_FIRST;
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182 self.switchweapon = weaponwant;
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186 void() W_PreviousWeapon =
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188 local float weaponwant, i;
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190 weaponwant = self.switchweapon - 1;
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191 if (weaponwant < WEP_FIRST)
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192 weaponwant = WEP_LAST;
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193 if (weaponwant > WEP_LAST)
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194 weaponwant = WEP_FIRST;
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195 weapon_hasammo = TRUE;
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197 while(!client_hasweapon(self, weaponwant, TRUE))
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201 return; // failed; there's probably some weird problem causing an infinite loop
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202 weaponwant = weaponwant - 1;
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203 if (weaponwant < WEP_FIRST)
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204 weaponwant = WEP_LAST;
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205 if (weaponwant > WEP_LAST)
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206 weaponwant = WEP_FIRST;
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208 self.switchweapon = weaponwant;
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211 void () Use_Function;
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212 // Brought back weapon frame
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213 void() W_WeaponFrame =
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215 if (self.current_menu > 0) // calls the text menu display
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218 if ((self.impulse > 0) && (self.impulse < 11))
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220 Menu_Input (self.impulse);
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224 Use_Function(); // for engineer and medic, though I'm putting this in engineer.c...
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226 if (self.button0 || self.button2 || self.button3 || self.button4)
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228 if (!self.weaponentity || self.health <= 0)
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229 return; // Dead player can't use weapons and injure impulse commands
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231 if (cvar("g_antilag"))
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233 // if aiming at a player and the original trace won't hit that player
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234 // anymore, try aiming at the player's new position
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235 if (self.cursor_trace_ent)
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237 if (self.cursor_trace_ent.takedamage)
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239 traceline(self.origin + self.view_ofs, self.cursor_trace_endpos, FALSE, self);
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240 if (trace_ent != self.cursor_trace_ent)
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242 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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243 if (trace_ent == self.cursor_trace_ent)
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244 self.cursor_trace_endpos = trace_endpos;
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248 self.v_angle = vectoangles(self.cursor_trace_endpos - (self.origin + self.view_ofs));
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249 self.v_angle_x = 0 - self.v_angle_x;
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252 makevectors(self.v_angle);
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255 if (self.weapon != self.switchweapon)
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257 //bprint("switching weapon: ");
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258 //bprint(ftos(self.weapon));
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260 //bprint(ftos(self.switchweapon));
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263 //self.weaponentity.state = WS_CLEAR;
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264 if (self.weaponentity.state == WS_CLEAR)
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266 //bprint("switching in\n");
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267 self.weaponentity.state = WS_RAISE;
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268 weapon_action(self.switchweapon, WR_SETUP);
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269 // VorteX: add player model weapon select frame here
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270 // setcustomframe(PlayerWeaponRaise);
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271 weapon_action(self.weapon, WR_UPDATECOUNTS);
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272 weapon_action(self.weapon, WR_RAISE);
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274 else if (self.weaponentity.state == WS_READY)
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276 //bprint("switching out\n");
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277 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM);
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278 self.weaponentity.state = WS_DROP;
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279 // VorteX: add player model weapon deselect frame here
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280 // setcustomframe(PlayerWeaponDrop);
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281 weapon_action(self.weapon, WR_DROP);
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286 weapon_action(self.weapon, WR_FIRE1);
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288 weapon_action(self.weapon, WR_FIRE2);
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291 if (time >= self.weapon_nextthink)
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292 if (self.weapon_nextthink > 0)
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293 self.weapon_think();
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295 // weapon bobbing and script actions
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296 local float bobintensity, q1pitching, framespeed, diff;
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297 local vector vel, realorg, layer1, boblayer;
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299 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
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300 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
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302 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
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303 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
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305 // VorteX: actually this is needed for weapon screen offset
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308 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
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309 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
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312 // weapon origin interpolation, layer 1
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313 if (realorg != self.weaponentity.pos1)
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315 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
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316 diff = vlen(realorg - self.weaponentity.pos1);
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317 // VorteX: add speed modifier (haste)?
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318 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
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319 if (diff <= vlen(layer1))
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320 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
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323 // weapon bobbing (q3-style)
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324 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
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326 // VorteX: only xy velocity matters
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327 vel_x = self.velocity_x;
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328 vel_y = self.velocity_y;
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329 framespeed = vlen(vel);
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331 diff = bobintensity*framespeed/300;
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332 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
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333 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
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335 diff = bobintensity*framespeed/540;
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336 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
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337 boblayer_z = diff*cos(self.weaponentity.destvec_z);
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338 self.weaponentity.finaldest = boblayer;
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340 else if (self.waterlevel > 0)
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341 {// swim, all velocity matters
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343 framespeed = vlen(self.velocity);
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344 diff = bobintensity*framespeed/100;
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345 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
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346 boblayer_x = diff*cos(self.weaponentity.destvec_x);
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347 self.weaponentity.finaldest = boblayer;
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350 self.weaponentity.finaldest = '0 0 0';
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351 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
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