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);
84 void W_NextWeapon(float list)
87 W_CycleWeapon(weaponpriority_hudselector_0, -1);
89 W_CycleWeapon(weaponpriority_hudselector_1, -1);
91 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
95 void W_PreviousWeapon(float list)
98 W_CycleWeapon(weaponpriority_hudselector_0, +1);
100 W_CycleWeapon(weaponpriority_hudselector_1, +1);
102 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
105 string W_FixWeaponOrder(string order, float complete)
111 for(i = 0; i < n; ++i)
114 if(w >= WEP_FIRST && w <= WEP_LAST && w == floor(w))
115 neworder = strcat(neworder, ftos(w), " ");
120 n = tokenize(neworder);
121 for(w = WEP_LAST; w >= WEP_FIRST; --w)
123 for(i = 0; i < n; ++i)
124 if(stof(argv(i)) == w)
126 if(i == n) // not found
127 neworder = strcat(neworder, ftos(w), " ");
131 return substring(neworder, 0, strlen(neworder) - 1);
134 string W_FixWeaponOrder_AllowIncomplete(string order)
136 return W_FixWeaponOrder(order, 0);
139 string W_FixWeaponOrder_ForceComplete(string order)
142 order = cvar_string("cl_weaponpriority");
143 return W_FixWeaponOrder(order, 1);
146 float w_getbestweapon(entity e)
148 return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
151 // generic weapons table
152 // TODO should they be macros instead?
153 float weapon_action(float wpn, float wrequest)
155 return (get_weaponinfo(wpn)).weapon_func(wrequest);
158 string W_Name(float weaponid)
160 return (get_weaponinfo(weaponid)).message;
163 float W_WeaponBit(float wpn)
165 return (get_weaponinfo(wpn)).weapons;
168 float W_AmmoItemCode(float wpn)
170 return (get_weaponinfo(wpn)).items;
173 void thrown_wep_think()
175 self.solid = SOLID_TRIGGER;
177 SUB_SetFade(self, time + 20, 1);
180 // returns amount of ammo used, or -1 for failure, or 0 for no ammo count
181 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
185 var .float ammofield;
190 wep.classname = "droppedweapon";
192 wep.owner = wep.enemy = own;
193 wep.classname = "droppedweapon";
194 wep.flags = wep.flags | FL_TOSSED;
195 wep.colormap = own.colormap;
197 wa = W_AmmoItemCode(wpn);
198 if(wa == IT_SUPERWEAPON || wa == 0)
202 weapon_defaultspawnfunc(wpn);
206 wep.think = thrown_wep_think;
207 wep.nextthink = time + 0.5;
212 ammofield = Item_CounterField(wa);
215 weapon_defaultspawnfunc(wpn);
221 ammo = min(own.ammofield, wep.ammofield);
222 wep.ammofield = ammo;
223 own.ammofield -= ammo;
225 wep.think = thrown_wep_think;
226 wep.nextthink = time + 0.5;
227 return wep.ammofield;
231 // toss current weapon
232 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
234 local float w, a, wb;
238 return; // just in case
240 return; // just in case
247 if (!cvar("g_pickup_items"))
251 if(self.weapons & wb != wb)
254 self.weapons = self.weapons - wb;
255 W_SwitchWeapon_Force(self, w_getbestweapon(self));
256 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
262 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
264 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", ftos(a), " ", Item_CounterFieldName(W_AmmoItemCode(w)), "\n"));
268 // Bringed back weapon frame
271 if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
274 if (!self.weaponentity || self.health < 1)
275 return; // Dead player can't use weapons and injure impulse commands
277 if(!self.switchweapon)
280 self.weaponentity.state = WS_CLEAR;
284 makevectors(self.v_angle);
287 if (self.weapon != self.switchweapon)
289 if (self.weaponentity.state == WS_CLEAR)
291 player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
292 self.weaponentity.state = WS_RAISE;
293 weapon_action(self.switchweapon, WR_SETUP);
294 // VorteX: add player model weapon select frame here
295 // setcustomframe(PlayerWeaponRaise);
296 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
297 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
299 else if (self.weaponentity.state == WS_READY)
301 #ifndef INDEPENDENT_ATTACK_FINISHED
302 if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
305 sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
306 self.weaponentity.state = WS_DROP;
307 // set up weapon switch think in the future, and start drop anim
308 weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
309 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
310 #ifndef INDEPENDENT_ATTACK_FINISHED
317 wb = W_WeaponBit(self.weapon);
319 // call the think code which may fire the weapon
320 // and do so multiple times to resolve framerate dependency issues if the
321 // server framerate is very low and the weapon fire rate very high
327 if(wb && self.weapons & wb == 0)
329 W_SwitchWeapon_Force(self, w_getbestweapon(self));
333 weapon_action(self.weapon, WR_THINK);
334 if (time + frametime * 0.5 >= self.weapon_nextthink)
338 // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
339 //if (ATTACK_FINISHED(self) < time)
340 // ATTACK_FINISHED(self) = time;
342 //if (self.weapon_nextthink < time)
343 // self.weapon_nextthink = time;
345 // update currentammo incase it has changed
346 if (self.items & IT_CELLS)
347 self.currentammo = self.ammo_cells;
348 else if (self.items & IT_ROCKETS)
349 self.currentammo = self.ammo_rockets;
350 else if (self.items & IT_NAILS)
351 self.currentammo = self.ammo_nails;
352 else if (self.items & IT_SHELLS)
353 self.currentammo = self.ammo_shells;
355 self.currentammo = 1;
360 float nixnex_nextchange;
361 float nixnex_nextweapon;
362 .float nixnex_lastchange_id;
363 .float nixnex_lastinfotime;
364 .float nixnex_nextincr;
366 void Nixnex_ChooseNextWeapon()
369 numberof = WEP_LAST - WEP_FIRST; // all but the current one
370 if(g_nixnex_with_laser)
371 numberof = numberof - 1;
372 id = WEP_FIRST + ceil(random() * numberof) - 1;
374 if(g_nixnex_with_laser) // skip the laser if needed
377 if(id >= nixnex_weapon) // skip the current weapon
380 if(id < WEP_FIRST) // can't happen, but to be sure...
382 dprint("Won't happen (id < WEP_FIRST)\n");
385 if(id > WEP_LAST) // either
387 dprint("Won't happen (id > WEP_LAST)\n");
391 nixnex_nextweapon = id;
394 void Nixnex_GiveCurrentWeapon()
399 if(!nixnex_nextweapon)
400 Nixnex_ChooseNextWeapon();
402 dt = ceil(nixnex_nextchange - time);
406 nixnex_weapon = nixnex_nextweapon;
407 nixnex_nextweapon = 0;
408 nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
409 //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
412 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
414 self.nixnex_lastchange_id = nixnex_nextchange;
415 if (self.items & IT_UNLIMITED_AMMO)
417 self.ammo_shells = cvar("g_pickup_shells_max");
418 self.ammo_nails = cvar("g_pickup_nails_max");
419 self.ammo_rockets = cvar("g_pickup_rockets_max");
420 self.ammo_cells = cvar("g_pickup_cells_max");
424 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
425 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
426 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
427 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
429 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
430 if(dt >= 1 && dt <= 5)
431 self.nixnex_lastinfotime = -42;
433 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
435 if(self.nixnex_lastinfotime != dt)
437 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
438 if(dt >= 1 && dt <= 5)
439 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
442 if(!(self.items & IT_UNLIMITED_AMMO) && time > self.nixnex_nextincr)
444 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
445 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
446 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
447 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
448 self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
452 if(g_nixnex_with_laser)
453 self.weapons = self.weapons | WEPBIT_LASER;
454 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
456 if(self.switchweapon != nixnex_weapon)
457 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
458 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
459 W_SwitchWeapon(nixnex_weapon);
463 void RegisterWeapons()
466 register_weapon(WEP_LASER, w_laser, 0, 1, 1, 0, "laser", "laser", "Laser");
467 register_weapon(WEP_SHOTGUN, w_shotgun, IT_SHELLS, 2, 1, 2500, "shotgun", "shotgun", "Shotgun");
468 register_weapon(WEP_UZI, w_uzi, IT_NAILS, 3, 1, 5000, "uzi", "uzi", "Machine Gun");
469 register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, 1, 5000, "gl", "grenadelauncher", "Mortar");
470 register_weapon(WEP_ELECTRO, w_electro, IT_CELLS, 5, 1, 5000, "electro", "electro", "Electro");
471 register_weapon(WEP_CRYLINK, w_crylink, IT_CELLS, 6, 1, 5000, "crylink", "crylink", "Crylink");
472 register_weapon(WEP_NEX, w_nex, IT_CELLS, 7, 1, 10000, "nex", "nex", "Nex");
473 register_weapon(WEP_HAGAR, w_hagar, IT_ROCKETS, 8, 1, 5000, "hagar", "hagar", "Hagar");
474 register_weapon(WEP_ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, 1, 10000, "rl", "rocketlauncher", "Rocket Launcher");
475 register_weapon(WEP_PORTO, w_porto, IT_SUPERWEAPON, 0, 0, 0, "porto" , "porto", "Port-O-Launch");
476 register_weapon(WEP_MINSTANEX, w_minstanex, IT_CELLS, 7, 0, 10000, "minstanex", "minstanex", "MinstaNex");
477 register_weapons_done();