1 // generic weapons table
2 // add new weapons here
3 void(float wpn, float wrequest) weapon_action =
7 else if (wpn == WEP_SHOTGUN)
9 else if (wpn == WEP_UZI)
11 else if (wpn == WEP_GRENADE_LAUNCHER)
12 w_glauncher(wrequest);
13 else if (wpn == WEP_ELECTRO)
15 else if (wpn == WEP_CRYLINK)
17 else if (wpn == WEP_NEX)
19 else if (wpn == WEP_HAGAR)
21 else if (wpn == WEP_ROCKET_LAUNCHER)
22 w_rlauncher(wrequest);
25 // think function for tossed weapons
26 void() thrown_wep_think =
28 self.solid = SOLID_TRIGGER;
29 SUB_SetFade(self, time + 20, 1);
30 setorigin(self, self.origin);
33 // toss current weapon
43 setorigin(wep, e.origin);
44 makevectors(e.angles);
45 wep.classname = "droppedweapon";
46 wep.velocity = e.velocity * 0.5 + v_forward * 750;
47 SUB_SetFade(wep, time + 20, 1);
73 else if(w == WEP_GRENADE_LAUNCHER)
75 w = IT_GRENADE_LAUNCHER;
81 weapon_grenadelauncher();
85 else if(w == WEP_ELECTRO)
97 else if(w == WEP_CRYLINK)
109 else if(w == WEP_NEX)
121 else if(w == WEP_HAGAR)
130 wep.ammo_rockets = 1;
133 else if(w == WEP_ROCKET_LAUNCHER)
135 w = IT_ROCKET_LAUNCHER;
141 weapon_rocketlauncher();
142 wep.ammo_rockets = 1;
147 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
148 wep.solid = SOLID_NOT;
149 setorigin(wep, wep.origin);
150 wep.nextthink = time + 0.25;
151 wep.think = thrown_wep_think;
152 wep.classname = "droppedweapon";
153 e.items = e.items - (e.items & w);
154 e.switchweapon = w_getbestweapon(e);
158 // switch between weapons
159 void(float imp) W_SwitchWeapon
161 weapon_hasammo = TRUE;
162 if (!client_hasweapon(self, imp, TRUE))
165 sprint(self, "You don't have any ammo for that weapon\n");
167 sprint(self, "You don't own that weapon\n");
171 self.cnt = self.weapon;
172 self.switchweapon = imp;
177 void() W_NextWeapon =
179 local float weaponwant, maxtries;
183 weaponwant = self.switchweapon + 1;
184 if (weaponwant < WEP_FIRST)
185 weaponwant = WEP_LAST;
186 if (weaponwant > WEP_LAST)
187 weaponwant = WEP_FIRST;
188 weapon_hasammo = TRUE;
189 while(!client_hasweapon(self, weaponwant, TRUE))
195 weaponwant = weaponwant + 1;
196 if (weaponwant < WEP_FIRST)
197 weaponwant = WEP_LAST;
198 if (weaponwant > WEP_LAST)
199 weaponwant = WEP_FIRST;
201 self.cnt = self.weapon;
202 self.switchweapon = weaponwant;
206 void() W_PreviousWeapon =
208 local float weaponwant, maxtries;
212 weaponwant = self.switchweapon - 1;
213 if (weaponwant < WEP_FIRST)
214 weaponwant = WEP_LAST;
215 if (weaponwant > WEP_LAST)
216 weaponwant = WEP_FIRST;
217 weapon_hasammo = TRUE;
218 while(!client_hasweapon(self, weaponwant, TRUE))
224 weaponwant = weaponwant - 1;
225 if (weaponwant < WEP_FIRST)
226 weaponwant = WEP_LAST;
227 if (weaponwant > WEP_LAST)
228 weaponwant = WEP_FIRST;
230 self.cnt = self.weapon;
231 self.switchweapon = weaponwant;
234 // Bringed back weapon frame
235 void() W_WeaponFrame =
237 if (!self.weaponentity || self.health <= 0)
238 return; // Dead player can't use weapons and injure impulse commands
240 makevectors(self.v_angle);
243 if (self.weapon != self.switchweapon)
245 if (self.weaponentity.state == WS_CLEAR)
247 self.weaponentity.state = WS_RAISE;
248 weapon_action(self.switchweapon, WR_SETUP);
249 // VorteX: add player model weapon select frame here
250 // setcustomframe(PlayerWeaponRaise);
251 weapon_action(self.weapon, WR_UPDATECOUNTS);
252 weapon_action(self.weapon, WR_RAISE);
254 else if (self.weaponentity.state == WS_READY)
256 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
257 self.weaponentity.state = WS_DROP;
258 // VorteX: add player model weapon deselect frame here
259 // setcustomframe(PlayerWeaponDrop);
260 weapon_action(self.weapon, WR_DROP);
265 weapon_action(self.weapon, WR_FIRE1);
267 weapon_action(self.weapon, WR_FIRE2);
270 if (time >= self.weapon_nextthink)
271 if (self.weapon_nextthink > 0)
274 // weapon bobbing and script actions
275 local float bobintensity, q1pitching, framespeed, diff;
276 local vector vel, realorg, layer1, boblayer;
278 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
279 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
281 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
282 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
284 // VorteX: actually this is needed for weapon screen offset
287 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
288 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
291 // weapon origin interpolation, layer 1
292 if (realorg != self.weaponentity.pos1)
294 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
295 diff = vlen(realorg - self.weaponentity.pos1);
296 // VorteX: add speed modifier (haste)?
297 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
298 if (diff <= vlen(layer1))
299 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
302 // weapon bobbing (q3-style)
303 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
305 // VorteX: only xy velocity matters
306 vel_x = self.velocity_x;
307 vel_y = self.velocity_y;
308 framespeed = vlen(vel);
310 diff = bobintensity*framespeed/300;
311 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
312 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
314 diff = bobintensity*framespeed/540;
315 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
316 boblayer_z = diff*cos(self.weaponentity.destvec_z);
317 self.weaponentity.finaldest = boblayer;
319 else if (self.waterlevel > 0)
320 {// swim, all velocity matters
322 framespeed = vlen(self.velocity);
323 diff = bobintensity*framespeed/100;
324 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
325 boblayer_x = diff*cos(self.weaponentity.destvec_x);
326 self.weaponentity.finaldest = boblayer;
329 self.weaponentity.finaldest = '0 0 0';
330 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;