2 // generic weapons table
3 // add new weapons here
4 float(float wpn, float wrequest) weapon_action =
7 return w_laser(wrequest);
8 else if (wpn == WEP_SHOTGUN)
9 return w_shotgun(wrequest);
10 else if (wpn == WEP_UZI)
11 return w_uzi(wrequest);
12 else if (wpn == WEP_GRENADE_LAUNCHER)
13 return w_glauncher(wrequest);
14 else if (wpn == WEP_ELECTRO)
15 return w_electro(wrequest);
16 else if (wpn == WEP_CRYLINK)
17 return w_crylink(wrequest);
18 else if (wpn == WEP_NEX)
19 return w_nex(wrequest);
20 else if (wpn == WEP_HAGAR)
21 return w_hagar(wrequest);
22 else if (wpn == WEP_ROCKET_LAUNCHER)
23 return w_rlauncher(wrequest);
27 // think function for tossed weapons
28 void() thrown_wep_think
30 self.solid = SOLID_TRIGGER;
32 SUB_SetFade(self, time + 20, 1);
33 setorigin(self, self.origin);
36 // toss current weapon
46 setorigin(wep, e.origin);
47 makevectors(e.angles);
48 wep.classname = "droppedweapon";
49 wep.velocity = e.velocity * 0.5 + v_forward * 750;
50 SUB_SetFade(wep, time + 20, 1);
61 ammo = min(e.ammo_shells, wep.ammo_shells);
62 wep.ammo_shells = ammo;
63 e.ammo_shells -= ammo;
74 ammo = min(e.ammo_nails, wep.ammo_nails);
75 wep.ammo_nails = ammo;
78 else if(w == WEP_GRENADE_LAUNCHER)
80 w = IT_GRENADE_LAUNCHER;
86 weapon_grenadelauncher();
87 ammo = min(e.ammo_rockets, wep.ammo_rockets);
88 wep.ammo_rockets = ammo;
89 e.ammo_rockets -= ammo;
91 else if(w == WEP_ELECTRO)
100 ammo = min(e.ammo_cells, wep.ammo_cells);
101 wep.ammo_cells = ammo;
102 e.ammo_cells -= ammo;
104 else if(w == WEP_CRYLINK)
113 ammo = min(e.ammo_cells, wep.ammo_cells);
114 wep.ammo_cells = ammo;
115 e.ammo_cells -= ammo;
117 else if(w == WEP_NEX)
126 ammo = min(e.ammo_cells, wep.ammo_cells);
127 wep.ammo_cells = ammo;
128 e.ammo_cells -= ammo;
130 else if(w == WEP_HAGAR)
139 ammo = min(e.ammo_rockets, wep.ammo_rockets);
140 wep.ammo_rockets = ammo;
141 e.ammo_rockets -= ammo;
143 else if(w == WEP_ROCKET_LAUNCHER)
145 w = IT_ROCKET_LAUNCHER;
151 weapon_rocketlauncher();
152 ammo = min(e.ammo_rockets, wep.ammo_rockets);
153 wep.ammo_rockets = ammo;
154 e.ammo_rockets -= ammo;
158 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
160 setorigin(wep, wep.origin);
161 wep.nextthink = time + 0.5;
162 wep.think = thrown_wep_think;
163 wep.classname = "droppedweapon";
164 e.items = e.items - (e.items & w);
165 e.switchweapon = w_getbestweapon(e);
166 wep.colormap = e.colormap;
167 if (e.switchweapon != e.weapon)
172 // switch between weapons
173 void(float imp) W_SwitchWeapon
175 if (self.weapon != imp)
176 if (client_hasweapon(self, imp, TRUE, TRUE))
178 self.cnt = self.weapon;
179 self.switchweapon = imp;
184 void() W_NextWeapon =
186 local float weaponwant, maxtries;
190 weaponwant = self.switchweapon + 1;
191 if (weaponwant < WEP_FIRST)
192 weaponwant = WEP_LAST;
193 if (weaponwant > WEP_LAST)
194 weaponwant = WEP_FIRST;
195 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
201 weaponwant = weaponwant + 1;
202 if (weaponwant < WEP_FIRST)
203 weaponwant = WEP_LAST;
204 if (weaponwant > WEP_LAST)
205 weaponwant = WEP_FIRST;
207 self.cnt = self.weapon;
208 self.switchweapon = weaponwant;
212 void() W_PreviousWeapon =
214 local float weaponwant, maxtries;
218 weaponwant = self.switchweapon - 1;
219 if (weaponwant < WEP_FIRST)
220 weaponwant = WEP_LAST;
221 if (weaponwant > WEP_LAST)
222 weaponwant = WEP_FIRST;
223 while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
229 weaponwant = weaponwant - 1;
230 if (weaponwant < WEP_FIRST)
231 weaponwant = WEP_LAST;
232 if (weaponwant > WEP_LAST)
233 weaponwant = WEP_FIRST;
235 self.cnt = self.weapon;
236 self.switchweapon = weaponwant;
239 // Bringed back weapon frame
240 void() W_WeaponFrame =
246 if (!self.weaponentity || self.health < 1)
247 return; // Dead player can't use weapons and injure impulse commands
249 if(!self.switchweapon)
252 self.weaponentity.state = WS_CLEAR;
256 makevectors(self.v_angle);
259 if (self.weapon != self.switchweapon)
261 if (self.weaponentity.state == WS_CLEAR)
263 self.weaponentity.state = WS_RAISE;
264 weapon_action(self.switchweapon, WR_SETUP);
265 // VorteX: add player model weapon select frame here
266 // setcustomframe(PlayerWeaponRaise);
267 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
268 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
270 else if (self.weaponentity.state == WS_READY)
272 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
273 self.weaponentity.state = WS_DROP;
274 // set up weapon switch think in the future, and start drop anim
275 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
276 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
280 // call the think code which may fire the weapon
281 // and do so multiple times to resolve framerate dependency issues if the
282 // server framerate is very low and the weapon fire rate very high
288 weapon_action(self.weapon, WR_THINK);
289 if (self.weapon_nextthink > 0 && time >= self.weapon_nextthink)
293 // don't let attack_finished fall behind when not firing
294 if (self.attack_finished < time)
295 self.attack_finished = time;
297 // update currentammo incase it has changed
298 if (self.items & IT_CELLS)
299 self.currentammo = self.ammo_cells;
300 else if (self.items & IT_ROCKETS)
301 self.currentammo = self.ammo_rockets;
302 else if (self.items & IT_NAILS)
303 self.currentammo = self.ammo_nails;
304 else if (self.items & IT_SHELLS)
305 self.currentammo = self.ammo_shells;
307 self.currentammo = 1;
312 float nixnex_nextchange;
313 float nixnex_nextweapon;
314 .float nixnex_lastchange_id;
315 .float nixnex_lastinfotime;
316 .float nixnex_nextincr;
318 void Nixnex_ChooseNextWeapon()
321 numberof = WEP_LAST - WEP_FIRST; // all but the current one
322 if(cvar("g_nixnex_with_laser"))
323 numberof = numberof - 1;
324 id = WEP_FIRST + ceil(random() * numberof) - 1;
326 if(cvar("g_nixnex_with_laser")) // skip the laser if needed
329 if(id >= nixnex_weapon) // skip the current weapon
332 if(id < WEP_FIRST) // can't happen, but to be sure...
334 dprint("Won't happen (id < WEP_FIRST)\n");
337 if(id > WEP_LAST) // either
339 dprint("Won't happen (id > WEP_LAST)\n");
343 nixnex_nextweapon = id;
346 string W_Name(float weaponid)
348 if(weaponid == WEP_LASER) return "Laser";
349 if(weaponid == WEP_UZI) return "Machine Gun";
350 if(weaponid == WEP_SHOTGUN) return "Shotgun";
351 if(weaponid == WEP_GRENADE_LAUNCHER) return "Mortar";
352 if(weaponid == WEP_ELECTRO) return "Electro";
353 if(weaponid == WEP_NEX) return "Nex";
354 if(weaponid == WEP_HAGAR) return "Hagar";
355 if(weaponid == WEP_ROCKET_LAUNCHER) return "Rocket Launcher";
356 if(weaponid == WEP_CRYLINK) return "Crylink";
357 return "@!#%'n Tuba";
360 void Nixnex_GiveCurrentWeapon()
365 if(!nixnex_nextweapon)
366 Nixnex_ChooseNextWeapon();
368 dt = ceil(nixnex_nextchange - time);
372 nixnex_weapon = nixnex_nextweapon;
373 nixnex_nextweapon = 0;
374 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
377 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
379 self.nixnex_lastchange_id = nixnex_nextchange;
380 if (cvar("g_use_ammunition"))
382 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
383 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
384 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
385 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
389 self.ammo_shells = 999;
390 self.ammo_nails = 999;
391 self.ammo_rockets = 999;
392 self.ammo_cells = 999;
394 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
395 if(dt >= 1 && dt <= 5)
396 self.nixnex_lastinfotime = -42;
399 centermsg_free(CENTERMSG_NIXNEXCOUNT);
400 centermsg_set(CENTERMSG_NIXNEX, strcat("^2Active weapon: ^3", W_Name(nixnex_weapon)));
403 if(self.nixnex_lastinfotime != dt)
405 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
406 if(dt >= 1 && dt <= 5)
408 centermsg_set(CENTERMSG_NIXNEXCOUNT, strcat("^3", ftos(dt), "^2 seconds until weapon change..."));
409 centermsg_set(CENTERMSG_NIXNEX, strcat("Next weapon: ^3", W_Name(nixnex_nextweapon)));
413 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
415 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
416 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
417 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
418 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
419 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
422 self.items = self.items - (self.items & (IT_LASER | IT_SHOTGUN | IT_UZI | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER));
423 if(cvar("g_nixnex_with_laser"))
424 self.items = self.items + IT_LASER;
425 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
427 if(self.switchweapon != nixnex_weapon)
428 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
429 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
430 W_SwitchWeapon(nixnex_weapon);