1 // switch between weapons
2 void W_SwitchWeapon(float imp)
4 if (self.weapon != imp)
5 if (client_hasweapon(self, imp, TRUE, TRUE))
6 W_SwitchWeapon_Force(self, imp);
9 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain)
11 float n, i, weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
12 n = tokenize(weaponorder);
13 switchtonext = switchtolast = 0;
14 first_valid = prev_valid = 0;
19 for(i = 0; i < n; ++i)
21 weaponwant = stof(argv(i));
24 if((get_weaponinfo(weaponwant)).impulse != imp)
27 if(client_hasweapon(pl, weaponwant, TRUE, FALSE))
32 first_valid = weaponwant;
33 if(weaponwant == pl.switchweapon)
42 prev_valid = weaponwant;
55 for(i = 0; i < n; ++i)
57 weaponwant = stof(argv(i));
59 if((get_weaponinfo(weaponwant)).impulse != imp)
61 client_hasweapon(pl, weaponwant, TRUE, TRUE);
67 void W_CycleWeapon(string weaponorder, float dir)
70 w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1);
75 void W_NextWeaponOnImpulse(float imp)
78 w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1);
86 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
90 void W_PreviousWeapon()
92 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
95 string W_FixWeaponOrder(string order, float complete)
101 for(i = 0; i < n; ++i)
104 if(w >= WEP_FIRST && w <= WEP_LAST && w == floor(w))
105 neworder = strcat(neworder, ftos(w), " ");
110 n = tokenize(neworder);
111 for(w = WEP_LAST; w >= WEP_FIRST; --w)
113 for(i = 0; i < n; ++i)
114 if(stof(argv(i)) == w)
116 if(i == n) // not found
117 neworder = strcat(neworder, ftos(w), " ");
121 return substring(neworder, 0, strlen(neworder) - 1);
124 string W_FixWeaponOrder_AllowIncomplete(string order)
126 return W_FixWeaponOrder(order, 0);
129 string W_FixWeaponOrder_ForceComplete(string order)
132 order = cvar_string("cl_weaponpriority");
133 return W_FixWeaponOrder(order, 1);
136 float w_getbestweapon(entity e)
138 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
141 // generic weapons table
142 // TODO should they be macros instead?
143 float weapon_action(float wpn, float wrequest)
145 return (get_weaponinfo(wpn)).weapon_func(wrequest);
148 string W_Name(float weaponid)
150 return (get_weaponinfo(weaponid)).message;
153 float W_WeaponBit(float wpn)
155 return (get_weaponinfo(wpn)).weapons;
158 float W_AmmoItemCode(float wpn)
160 return (get_weaponinfo(wpn)).items;
163 // think function for tossed weapons
164 void thrown_wep_think()
166 self.solid = SOLID_TRIGGER;
168 SUB_SetFade(self, time + 20, 1);
169 setorigin(self, self.origin);
172 // toss current weapon
173 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
175 local float w, ammo, wb, wa;
177 local .float ammofield;
181 return; // just in case
190 if (!cvar("g_pickup_items"))
197 setorigin(wep, e.origin + delta);
198 makevectors(e.angles);
199 wep.classname = "droppedweapon";
200 wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
201 SUB_SetFade(wep, time + 20, 1);
203 wa = W_AmmoItemCode(w);
204 if(wa == IT_SUPERWEAPON || wa == 0)
207 if(!(e.weapons & wb))
212 Item_SpawnByWeaponCode(w);
217 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
221 ammofield = Item_CounterField(wa);
223 if(!(e.weapons & wb))
228 Item_SpawnByWeaponCode(w);
233 ammo = min(e.ammofield, wep.ammofield);
234 wep.ammofield = ammo;
239 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
243 setorigin(wep, wep.origin);
244 wep.nextthink = time + 0.5;
245 wep.think = thrown_wep_think;
246 wep.classname = "droppedweapon";
247 wep.flags = wep.flags | FL_TOSSED;
248 e.weapons = e.weapons - (e.weapons & wb);
249 wep.colormap = e.colormap;
250 W_SwitchWeapon_Force(e, w_getbestweapon(e));
256 // Bringed back weapon frame
259 if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
262 if (!self.weaponentity || self.health < 1)
263 return; // Dead player can't use weapons and injure impulse commands
265 if(!self.switchweapon)
268 self.weaponentity.state = WS_CLEAR;
272 makevectors(self.v_angle);
275 if (self.weapon != self.switchweapon)
277 if (self.weaponentity.state == WS_CLEAR)
279 player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
280 self.weaponentity.state = WS_RAISE;
281 weapon_action(self.switchweapon, WR_SETUP);
282 // VorteX: add player model weapon select frame here
283 // setcustomframe(PlayerWeaponRaise);
284 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
285 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
287 else if (self.weaponentity.state == WS_READY)
289 #ifndef INDEPENDENT_ATTACK_FINISHED
290 if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
293 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
294 self.weaponentity.state = WS_DROP;
295 // set up weapon switch think in the future, and start drop anim
296 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
297 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
298 #ifndef INDEPENDENT_ATTACK_FINISHED
305 wb = W_WeaponBit(self.weapon);
307 // call the think code which may fire the weapon
308 // and do so multiple times to resolve framerate dependency issues if the
309 // server framerate is very low and the weapon fire rate very high
315 if(wb && self.weapons & wb == 0)
317 W_SwitchWeapon_Force(self, w_getbestweapon(self));
321 weapon_action(self.weapon, WR_THINK);
322 if (time + frametime * 0.5 >= self.weapon_nextthink)
326 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
327 //if (ATTACK_FINISHED(self) < time)
328 // ATTACK_FINISHED(self) = time;
330 //if (self.weapon_nextthink < time)
331 // self.weapon_nextthink = time;
333 // update currentammo incase it has changed
334 if (self.items & IT_CELLS)
335 self.currentammo = self.ammo_cells;
336 else if (self.items & IT_ROCKETS)
337 self.currentammo = self.ammo_rockets;
338 else if (self.items & IT_NAILS)
339 self.currentammo = self.ammo_nails;
340 else if (self.items & IT_SHELLS)
341 self.currentammo = self.ammo_shells;
343 self.currentammo = 1;
348 float nixnex_nextchange;
349 float nixnex_nextweapon;
350 .float nixnex_lastchange_id;
351 .float nixnex_lastinfotime;
352 .float nixnex_nextincr;
354 void Nixnex_ChooseNextWeapon()
357 numberof = WEP_LAST - WEP_FIRST; // all but the current one
358 if(g_nixnex_with_laser)
359 numberof = numberof - 1;
360 id = WEP_FIRST + ceil(random() * numberof) - 1;
362 if(g_nixnex_with_laser) // skip the laser if needed
365 if(id >= nixnex_weapon) // skip the current weapon
368 if(id < WEP_FIRST) // can't happen, but to be sure...
370 dprint("Won't happen (id < WEP_FIRST)\n");
373 if(id > WEP_LAST) // either
375 dprint("Won't happen (id > WEP_LAST)\n");
379 nixnex_nextweapon = id;
382 void Nixnex_GiveCurrentWeapon()
387 if(!nixnex_nextweapon)
388 Nixnex_ChooseNextWeapon();
390 dt = ceil(nixnex_nextchange - time);
394 nixnex_weapon = nixnex_nextweapon;
395 nixnex_nextweapon = 0;
396 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
397 //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
400 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
402 self.nixnex_lastchange_id = nixnex_nextchange;
403 if (cvar("g_use_ammunition"))
405 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
406 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
407 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
408 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
412 self.ammo_shells = cvar("g_pickup_shells_max");
413 self.ammo_nails = cvar("g_pickup_nails_max");
414 self.ammo_rockets = cvar("g_pickup_rockets_max");
415 self.ammo_cells = cvar("g_pickup_cells_max");
417 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
418 if(dt >= 1 && dt <= 5)
419 self.nixnex_lastinfotime = -42;
421 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
423 if(self.nixnex_lastinfotime != dt)
425 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
426 if(dt >= 1 && dt <= 5)
427 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
430 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
432 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
433 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
434 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
435 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
436 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
440 if(g_nixnex_with_laser)
441 self.weapons = self.weapons | WEPBIT_LASER;
442 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
444 if(self.switchweapon != nixnex_weapon)
445 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
446 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
447 W_SwitchWeapon(nixnex_weapon);
451 void RegisterWeapons()
454 register_weapon(WEP_LASER, w_laser, 0, 1, 1, "laser", "laser", "Laser");
455 register_weapon(WEP_SHOTGUN, w_shotgun, IT_SHELLS, 2, 1, "shotgun", "shotgun", "Shotgun");
456 register_weapon(WEP_UZI, w_uzi, IT_NAILS, 3, 1, "uzi", "uzi", "Machine Gun");
457 register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, 1, "gl", "grenadelauncher", "Mortar");
458 register_weapon(WEP_ELECTRO, w_electro, IT_CELLS, 5, 1, "electro", "electro", "Electro");
459 register_weapon(WEP_CRYLINK, w_crylink, IT_CELLS, 6, 1, "crylink", "crylink", "Crylink");
460 register_weapon(WEP_NEX, w_nex, IT_CELLS, 7, 1, "nex", "nex", "Nex");
461 register_weapon(WEP_HAGAR, w_hagar, IT_ROCKETS, 8, 1, "hagar", "hagar", "Hagar");
462 register_weapon(WEP_ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, 1, "rl", "rocketlauncher", "Rocket Launcher");
463 register_weapon(WEP_PORTO, w_porto, IT_SUPERWEAPON, 0, 0, "porto" , "porto", "Port-O-Launch");
464 register_weapon(WEP_MINSTANEX, w_minstanex, IT_CELLS, 7, 0, "nex", "minstanex", "MinstaNex");