1 // generic weapons table
2 // add new weapons here
3 void(float wpn, float wrequest) weapon_action =
5 if (cvar("g_minstagib"))
14 else if (wpn == WEP_SHOTGUN)
16 else if (wpn == WEP_UZI)
18 else if (wpn == WEP_GRENADE_LAUNCHER)
19 w_glauncher(wrequest);
20 else if (wpn == WEP_ELECTRO)
22 else if (wpn == WEP_CRYLINK)
24 else if (wpn == WEP_NEX)
26 else if (wpn == WEP_HAGAR)
28 else if (wpn == WEP_ROCKET_LAUNCHER)
29 w_rlauncher(wrequest);
32 // think function for tossed weapons
33 void() thrown_wep_think =
35 self.solid = SOLID_TRIGGER;
36 SUB_SetFade(self, time + 20, 1);
37 setorigin(self, self.origin);
40 // toss current weapon
50 setorigin(wep, e.origin);
51 makevectors(e.angles);
52 wep.classname = "droppedweapon";
53 wep.velocity = e.velocity * 0.5 + v_forward * 750;
54 SUB_SetFade(wep, time + 20, 1);
80 else if(w == WEP_GRENADE_LAUNCHER)
82 w = IT_GRENADE_LAUNCHER;
88 weapon_grenadelauncher();
92 else if(w == WEP_ELECTRO)
104 else if(w == WEP_CRYLINK)
116 else if(w == WEP_NEX)
128 else if(w == WEP_HAGAR)
137 wep.ammo_rockets = 1;
140 else if(w == WEP_ROCKET_LAUNCHER)
142 w = IT_ROCKET_LAUNCHER;
148 weapon_rocketlauncher();
149 wep.ammo_rockets = 1;
154 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
155 wep.solid = SOLID_NOT;
156 setorigin(wep, wep.origin);
157 wep.nextthink = time + 0.25;
158 wep.think = thrown_wep_think;
159 wep.classname = "droppedweapon";
160 e.items = e.items - (e.items & w);
161 e.switchweapon = w_getbestweapon(e);
165 // switch between weapons
166 void(float imp) W_SwitchWeapon
168 weapon_hasammo = TRUE;
169 if (!client_hasweapon(self, imp, TRUE))
172 sprint(self, "You don't have any ammo for that weapon\n");
174 sprint(self, "You don't own that weapon\n");
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 weapon_hasammo = TRUE;
196 while(!client_hasweapon(self, weaponwant, TRUE))
202 weaponwant = weaponwant + 1;
203 if (weaponwant < WEP_FIRST)
204 weaponwant = WEP_LAST;
205 if (weaponwant > WEP_LAST)
206 weaponwant = WEP_FIRST;
208 self.cnt = self.weapon;
209 self.switchweapon = weaponwant;
213 void() W_PreviousWeapon =
215 local float weaponwant, maxtries;
219 weaponwant = self.switchweapon - 1;
220 if (weaponwant < WEP_FIRST)
221 weaponwant = WEP_LAST;
222 if (weaponwant > WEP_LAST)
223 weaponwant = WEP_FIRST;
224 weapon_hasammo = TRUE;
225 while(!client_hasweapon(self, weaponwant, TRUE))
231 weaponwant = weaponwant - 1;
232 if (weaponwant < WEP_FIRST)
233 weaponwant = WEP_LAST;
234 if (weaponwant > WEP_LAST)
235 weaponwant = WEP_FIRST;
237 self.cnt = self.weapon;
238 self.switchweapon = weaponwant;
241 // Bringed back weapon frame
242 void() W_WeaponFrame =
244 if (!self.weaponentity || self.health <= 0)
245 return; // Dead player can't use weapons and injure impulse commands
247 makevectors(self.v_angle);
250 if (self.weapon != self.switchweapon)
252 if (self.weaponentity.state == WS_CLEAR)
254 self.weaponentity.state = WS_RAISE;
255 weapon_action(self.switchweapon, WR_SETUP);
256 // VorteX: add player model weapon select frame here
257 // setcustomframe(PlayerWeaponRaise);
258 weapon_action(self.weapon, WR_UPDATECOUNTS);
259 weapon_action(self.weapon, WR_RAISE);
261 else if (self.weaponentity.state == WS_READY)
263 sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
264 self.weaponentity.state = WS_DROP;
265 // VorteX: add player model weapon deselect frame here
266 // setcustomframe(PlayerWeaponDrop);
267 weapon_action(self.weapon, WR_DROP);
272 weapon_action(self.weapon, WR_FIRE1);
274 weapon_action(self.weapon, WR_FIRE2);
277 if (time >= self.weapon_nextthink)
278 if (self.weapon_nextthink > 0)
281 // weapon bobbing and script actions
282 local float bobintensity, q1pitching, framespeed, diff;
283 local vector vel, realorg, layer1, boblayer;
285 bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
286 q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
288 realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
289 realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
291 // VorteX: actually this is needed for weapon screen offset
294 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
295 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
298 // weapon origin interpolation, layer 1
299 if (realorg != self.weaponentity.pos1)
301 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
302 diff = vlen(realorg - self.weaponentity.pos1);
303 // VorteX: add speed modifier (haste)?
304 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
305 if (diff <= vlen(layer1))
306 layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
309 // weapon bobbing (q3-style)
310 if (self.flags & FL_ONGROUND && self.waterlevel < 2)
312 // VorteX: only xy velocity matters
313 vel_x = self.velocity_x;
314 vel_y = self.velocity_y;
315 framespeed = vlen(vel);
317 diff = bobintensity*framespeed/300;
318 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
319 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
321 diff = bobintensity*framespeed/540;
322 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
323 boblayer_z = diff*cos(self.weaponentity.destvec_z);
324 self.weaponentity.finaldest = boblayer;
326 else if (self.waterlevel > 0)
327 {// swim, all velocity matters
329 framespeed = vlen(self.velocity);
330 diff = bobintensity*framespeed/100;
331 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
332 boblayer_x = diff*cos(self.weaponentity.destvec_x);
333 self.weaponentity.finaldest = boblayer;
336 self.weaponentity.finaldest = '0 0 0';
337 self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;