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;
30 SUB_SetFade(self, time + 20, 1);
31 setorigin(self, self.origin);
34 // toss current weapon
44 setorigin(wep, e.origin);
45 makevectors(e.angles);
46 wep.classname = "droppedweapon";
47 wep.velocity = e.velocity * 0.5 + v_forward * 750;
48 SUB_SetFade(wep, time + 20, 1);
59 ammo = min(e.ammo_shells, wep.ammo_shells);
60 wep.ammo_shells = ammo;
61 e.ammo_shells -= ammo;
72 ammo = min(e.ammo_nails, wep.ammo_nails);
73 wep.ammo_nails = ammo;
76 else if(w == WEP_GRENADE_LAUNCHER)
78 w = IT_GRENADE_LAUNCHER;
84 weapon_grenadelauncher();
85 ammo = min(e.ammo_rockets, wep.ammo_rockets);
86 wep.ammo_rockets = ammo;
87 e.ammo_rockets -= ammo;
89 else if(w == WEP_ELECTRO)
98 ammo = min(e.ammo_cells, wep.ammo_cells);
99 wep.ammo_cells = ammo;
100 e.ammo_cells -= ammo;
102 else if(w == WEP_CRYLINK)
111 ammo = min(e.ammo_cells, wep.ammo_cells);
112 wep.ammo_cells = ammo;
113 e.ammo_cells -= ammo;
115 else if(w == WEP_NEX)
124 ammo = min(e.ammo_cells, wep.ammo_cells);
125 wep.ammo_cells = ammo;
126 e.ammo_cells -= ammo;
128 else if(w == WEP_HAGAR)
137 ammo = min(e.ammo_rockets, wep.ammo_rockets);
138 wep.ammo_rockets = ammo;
139 e.ammo_rockets -= ammo;
141 else if(w == WEP_ROCKET_LAUNCHER)
143 w = IT_ROCKET_LAUNCHER;
149 weapon_rocketlauncher();
150 ammo = min(e.ammo_rockets, wep.ammo_rockets);
151 wep.ammo_rockets = ammo;
152 e.ammo_rockets -= ammo;
156 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
158 setorigin(wep, wep.origin);
159 wep.nextthink = time + 0.5;
160 wep.think = thrown_wep_think;
161 wep.classname = "droppedweapon";
162 e.items = e.items - (e.items & w);
163 e.switchweapon = w_getbestweapon(e);
164 wep.colormap = e.colormap;
165 if (e.switchweapon != e.weapon)
170 // switch between weapons
171 void(float imp) W_SwitchWeapon
173 weapon_hasammo = TRUE;
174 if (!client_hasweapon(self, imp, TRUE))
177 sprint(self, "You don't have any ammo for that weapon\n");
179 sprint(self, "You don't own that weapon\n");
183 self.cnt = self.weapon;
184 self.switchweapon = imp;
189 void() W_NextWeapon =
191 local float weaponwant, maxtries;
195 weaponwant = self.switchweapon + 1;
196 if (weaponwant < WEP_FIRST)
197 weaponwant = WEP_LAST;
198 if (weaponwant > WEP_LAST)
199 weaponwant = WEP_FIRST;
200 weapon_hasammo = TRUE;
201 while(!client_hasweapon(self, weaponwant, TRUE))
207 weaponwant = weaponwant + 1;
208 if (weaponwant < WEP_FIRST)
209 weaponwant = WEP_LAST;
210 if (weaponwant > WEP_LAST)
211 weaponwant = WEP_FIRST;
213 self.cnt = self.weapon;
214 self.switchweapon = weaponwant;
218 void() W_PreviousWeapon =
220 local float weaponwant, maxtries;
224 weaponwant = self.switchweapon - 1;
225 if (weaponwant < WEP_FIRST)
226 weaponwant = WEP_LAST;
227 if (weaponwant > WEP_LAST)
228 weaponwant = WEP_FIRST;
229 weapon_hasammo = TRUE;
230 while(!client_hasweapon(self, weaponwant, TRUE))
236 weaponwant = weaponwant - 1;
237 if (weaponwant < WEP_FIRST)
238 weaponwant = WEP_LAST;
239 if (weaponwant > WEP_LAST)
240 weaponwant = WEP_FIRST;
242 self.cnt = self.weapon;
243 self.switchweapon = weaponwant;
246 // Bringed back weapon frame
247 void() W_WeaponFrame =
249 if (!self.weaponentity || self.health < 1)
250 return; // Dead player can't use weapons and injure impulse commands
252 if(!self.switchweapon)
255 self.weaponentity.state = 0;
259 makevectors(self.v_angle);
262 if (self.weapon != self.switchweapon)
264 if (self.weaponentity.state == WS_CLEAR)
266 self.weaponentity.state = WS_RAISE;
267 weapon_action(self.switchweapon, WR_SETUP);
268 // VorteX: add player model weapon select frame here
269 // setcustomframe(PlayerWeaponRaise);
270 weapon_action(self.weapon, WR_UPDATECOUNTS);
271 weapon_action(self.weapon, WR_RAISE);
273 else if (self.weaponentity.state == WS_READY)
275 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
276 self.weaponentity.state = WS_DROP;
277 // VorteX: add player model weapon deselect frame here
278 // setcustomframe(PlayerWeaponDrop);
279 weapon_action(self.weapon, WR_DROP);
284 weapon_action(self.weapon, WR_FIRE1);
286 weapon_action(self.weapon, WR_FIRE2);
289 if (time >= self.weapon_nextthink)
290 if (self.weapon_nextthink > 0)
293 // weapon bobbing and script actions
294 local float bobintensity, q1pitching, framespeed, diff;
295 local vector vel, realorg, layer1, boblayer;
297 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
298 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
300 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
301 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
303 // VorteX: actually this is needed for weapon screen offset
306 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
307 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
310 // weapon origin interpolation, layer 1
311 if (realorg != self.weaponentity.pos1)
313 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
314 diff = vlen(realorg - self.weaponentity.pos1);
315 // VorteX: add speed modifier (haste)?
316 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
317 if (diff <= vlen(layer1))
318 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
321 // weapon bobbing (q3-style)
322 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
324 // VorteX: only xy velocity matters
325 vel_x = self.velocity_x;
326 vel_y = self.velocity_y;
327 framespeed = vlen(vel);
329 diff = bobintensity*framespeed/300;
330 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
331 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
333 diff = bobintensity*framespeed/540;
334 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
335 boblayer_z = diff*cos(self.weaponentity.destvec_z);
336 self.weaponentity.finaldest = boblayer;
338 else if (self.waterlevel > 0)
339 {// swim, all velocity matters
341 framespeed = vlen(self.velocity);
342 diff = bobintensity*framespeed/100;
343 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
344 boblayer_x = diff*cos(self.weaponentity.destvec_x);
345 self.weaponentity.finaldest = boblayer;
348 self.weaponentity.finaldest = '0 0 0';
349 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
353 float nixnex_nextchange;
354 float nixnex_nextweapon;
355 .float nixnex_lastchange_id;
356 .float nixnex_lastinfotime;
358 void Nixnex_ChooseNextWeapon()
361 for(i = 0; i < 10; ++i)
363 j = ceil(random() * 9);
365 nixnex_nextweapon = WEP_LASER;
367 nixnex_nextweapon = WEP_SHOTGUN;
369 nixnex_nextweapon = WEP_UZI;
371 nixnex_nextweapon = WEP_GRENADE_LAUNCHER;
373 nixnex_nextweapon = WEP_ELECTRO;
375 nixnex_nextweapon = WEP_CRYLINK;
377 nixnex_nextweapon = WEP_NEX;
379 nixnex_nextweapon = WEP_HAGAR;
381 nixnex_nextweapon = WEP_ROCKET_LAUNCHER;
384 bprint(strcat("Programmer too stupid error: ", ftos(j), " not in 1..9\n"));
385 nixnex_nextweapon = WEP_LASER;
388 if(nixnex_nextweapon == WEP_LASER && cvar("g_start_weapon_laser"))
390 if(nixnex_nextweapon != nixnex_weapon)
395 string W_Name(float weaponid)
397 if(weaponid == WEP_LASER) return "Laser";
398 if(weaponid == WEP_UZI) return "Machine gun";
399 if(weaponid == WEP_SHOTGUN) return "Shotgun";
400 if(weaponid == WEP_GRENADE_LAUNCHER) return "Mortar";
401 if(weaponid == WEP_ELECTRO) return "Electro";
402 if(weaponid == WEP_NEX) return "Nex";
403 if(weaponid == WEP_HAGAR) return "Hagar";
404 if(weaponid == WEP_ROCKET_LAUNCHER) return "Rocket Launcher";
405 if(weaponid == WEP_CRYLINK) return "Crylink";
406 return "@!#%'n Tuba";
409 void Nixnex_GiveCurrentWeapon()
414 if(!nixnex_nextweapon)
415 Nixnex_ChooseNextWeapon();
417 dt = ceil(nixnex_nextchange - time);
421 nixnex_weapon = nixnex_nextweapon;
422 nixnex_nextweapon = 0;
423 nixnex_nextchange = time + cvar("g_balance_nixnex_nextchange");
426 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
428 self.nixnex_lastchange_id = nixnex_nextchange;
429 if (cvar("g_use_ammunition"))
431 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
432 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
433 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
434 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
438 self.ammo_shells = 999;
439 self.ammo_nails = 999;
440 self.ammo_rockets = 999;
441 self.ammo_cells = 999;
443 if(dt >= 1 && dt <= 5)
444 self.nixnex_lastinfotime = -42;
446 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
449 if(self.nixnex_lastinfotime != dt)
451 self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
452 if(dt >= 1 && dt <= 5)
453 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
455 // this only happens once a second, so...
456 if(cvar("g_use_ammunition"))
458 self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
459 self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
460 self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
461 self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
462 weapon_action(self.weapon, WR_UPDATECOUNTS);
466 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));
467 if(cvar("g_start_weapon_laser"))
468 self.items = self.items + IT_LASER;
469 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
471 if(self.switchweapon != nixnex_weapon)
472 if(!client_hasweapon(self, self.switchweapon, TRUE))
473 if(client_hasweapon(self, nixnex_weapon, TRUE))
474 W_SwitchWeapon(nixnex_weapon);