self.currentammo = 1;
#endif
}
-
-string W_Apply_Weaponreplace(string in)
-{
- float n = tokenize_console(in);
- string out = "";
- float i;
- for(i = 0; i < n; ++i)
- {
- string s = argv(i);
- string r = cvar_string(strcat("g_weaponreplace_", s));
- if(r == "")
- out = strcat(out, " ", s);
- else if(r != "0")
- out = strcat(out, " ", r);
- }
- return substring(out, 1, -1);
-}
-
-void weapon_defaultspawnfunc(float wpn)
-{
- entity e;
- float t;
- var .float ammofield;
- string s;
- entity oldself;
- float i, j;
- float f;
-
- if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
- {
- e = get_weaponinfo(wpn);
-
- if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
- {
- objerror("Attempted to spawn a mutator-blocked weapon rejected");
- startitem_failed = TRUE;
- return;
- }
-
- s = W_Apply_Weaponreplace(e.netname);
- ret_string = s;
- other = e;
- MUTATOR_CALLHOOK(SetWeaponreplace);
- s = ret_string;
- if(s == "")
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- t = tokenize_console(s);
- if(t >= 2)
- {
- self.team = --internalteam;
- oldself = self;
- for(i = 1; i < t; ++i)
- {
- s = argv(i);
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- self = spawn();
- copyentity(oldself, self);
- self.classname = "replacedweapon";
- weapon_defaultspawnfunc(j);
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- self = oldself;
- }
- if(t >= 1) // always the case!
- {
- s = argv(0);
- wpn = 0;
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- wpn = j;
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- if(wpn == 0)
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- }
-
- e = get_weaponinfo(wpn);
-
- if(!self.respawntime)
- {
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- {
- self.respawntime = g_pickup_respawntime_superweapon;
- self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
- }
- else
- {
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
- }
- }
-
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- if(e.items)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(e.items & j)
- {
- ammofield = Item_CounterField(j);
- if(!self.ammofield)
- self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
- }
- }
- }
-
- // pickup anyway
- if(g_pickup_weapons_anyway)
- self.pickup_anyway = TRUE;
-
- f = FL_WEAPON;
-
- // no weapon-stay on superweapons
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- f |= FL_NO_WEAPON_STAY;
-
- // weapon stay isn't supported for teamed weapons
- if(self.team)
- f |= FL_NO_WEAPON_STAY;
-
- StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
- if (self.modelindex) // don't precache if self was removed
- WEP_ACTION(e.weapon, WR_INIT);
-}
--- /dev/null
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
+ if(self.freezetag_frozen)
+ return 1;
+ return 0;
+}
+
+void W_WeaponFrame()
+{
+ vector fo, ri, up;
+
+ if (frametime)
+ self.weapon_frametime = frametime;
+
+ if (!self.weaponentity || self.health < 1)
+ return; // Dead player can't use weapons and injure impulse commands
+
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
+ if(!self.switchweapon)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponname = "";
+ self.items &~= IT_AMMO;
+ return;
+ }
+
+ makevectors(self.v_angle);
+ fo = v_forward; // save them in case the weapon think functions change it
+ ri = v_right;
+ up = v_up;
+
+ // Change weapon
+ if (self.weapon != self.switchweapon)
+ {
+ if (self.weaponentity.state == WS_CLEAR)
+ {
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
+ self.items &~= IT_AMMO;
+ self.items = self.items | (newwep.items & IT_AMMO);
+
+ // the two weapon entities will notice this has changed and update their models
+ self.weapon = self.switchweapon;
+ self.weaponname = newwep.mdl;
+ self.bulletcounter = 0; // WEAPONTODO
+ WEP_ACTION(self.switchweapon, WR_SETUP);
+ self.weaponentity.state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
+ // VorteX: add player model weapon select frame here
+ // setcustomframe(PlayerWeaponRaise);
+ weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+ weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
+ }
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
+ else if (self.weaponentity.state == WS_READY)
+ {
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
+ entity oldwep = get_weaponinfo(self.weapon);
+
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
+ {
+#endif
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ // set up weapon switch think in the future, and start drop anim
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+ weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ }
+#endif
+ }
+ }
+
+ // LordHavoc: network timing test code
+ //if (self.button0)
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
+
+ float w;
+ w = self.weapon;
+
+ // call the think code which may fire the weapon
+ // and do so multiple times to resolve framerate dependency issues if the
+ // server framerate is very low and the weapon fire rate very high
+ float c;
+ c = 0;
+ while (c < W_TICSPERFRAME)
+ {
+ c = c + 1;
+ if(w && !WEPSET_CONTAINS_EW(self, w))
+ {
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w = 0;
+ }
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
+ if(w)
+ WEP_ACTION(self.weapon, WR_THINK);
+ else
+ WEP_ACTION(self.weapon, WR_GONETHINK);
+
+ if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
+ {
+ if(self.weapon_think)
+ {
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+ self.weapon_think();
+ }
+ else
+ bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
+ }
+ }
+
+#if 0
+ if (self.items & IT_CELLS)
+ self.currentammo = self.ammo_cells;
+ else if (self.items & IT_ROCKETS)
+ self.currentammo = self.ammo_rockets;
+ else if (self.items & IT_NAILS)
+ self.currentammo = self.ammo_nails;
+ else if (self.items & IT_SHELLS)
+ self.currentammo = self.ammo_shells;
+ else
+ self.currentammo = 1;
+#endif
+}
+
+string W_Apply_Weaponreplace(string in)
+{
+ float n = tokenize_console(in);
+ string out = "";
+ float i;
+ for(i = 0; i < n; ++i)
+ {
+ string s = argv(i);
+ string r = cvar_string(strcat("g_weaponreplace_", s));
+ if(r == "")
+ out = strcat(out, " ", s);
+ else if(r != "0")
+ out = strcat(out, " ", r);
+ }
+ return substring(out, 1, -1);
+}
+
+void weapon_defaultspawnfunc(float wpn)
+{
+ entity e;
+ float t;
+ var .float ammofield;
+ string s;
+ entity oldself;
+ float i, j;
+ float f;
+
+ if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
+ {
+ e = get_weaponinfo(wpn);
+
+ if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ {
+ objerror("Attempted to spawn a mutator-blocked weapon rejected");
+ startitem_failed = TRUE;
+ return;
+ }
+
+ s = W_Apply_Weaponreplace(e.netname);
+ ret_string = s;
+ other = e;
+ MUTATOR_CALLHOOK(SetWeaponreplace);
+ s = ret_string;
+ if(s == "")
+ {
+ remove(self);
+ startitem_failed = TRUE;
+ return;
+ }
+ t = tokenize_console(s);
+ if(t >= 2)
+ {
+ self.team = --internalteam;
+ oldself = self;
+ for(i = 1; i < t; ++i)
+ {
+ s = argv(i);
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
+ e = get_weaponinfo(j);
+ if(e.netname == s)
+ {
+ self = spawn();
+ copyentity(oldself, self);
+ self.classname = "replacedweapon";
+ weapon_defaultspawnfunc(j);
+ break;
+ }
+ }
+ if(j > WEP_LAST)
+ {
+ print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
+ }
+ }
+ self = oldself;
+ }
+ if(t >= 1) // always the case!
+ {
+ s = argv(0);
+ wpn = 0;
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
+ e = get_weaponinfo(j);
+ if(e.netname == s)
+ {
+ wpn = j;
+ break;
+ }
+ }
+ if(j > WEP_LAST)
+ {
+ print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
+ }
+ }
+ if(wpn == 0)
+ {
+ remove(self);
+ startitem_failed = TRUE;
+ return;
+ }
+ }
+
+ e = get_weaponinfo(wpn);
+
+ if(!self.respawntime)
+ {
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ {
+ self.respawntime = g_pickup_respawntime_superweapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+ }
+ else
+ {
+ self.respawntime = g_pickup_respawntime_weapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+ }
+ }
+
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+ if(e.items)
+ {
+ for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ {
+ if(e.items & j)
+ {
+ ammofield = Item_CounterField(j);
+ if(!self.ammofield)
+ self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
+ }
+ }
+ }
+
+ // pickup anyway
+ if(g_pickup_weapons_anyway)
+ self.pickup_anyway = TRUE;
+
+ f = FL_WEAPON;
+
+ // no weapon-stay on superweapons
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ f |= FL_NO_WEAPON_STAY;
+
+ // weapon stay isn't supported for teamed weapons
+ if(self.team)
+ f |= FL_NO_WEAPON_STAY;
+
+ StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+ if (self.modelindex) // don't precache if self was removed
+ WEP_ACTION(e.weapon, WR_INIT);
+}