quakec/source/server/weapons/weapon_core.qc

2236 lines
No EOL
55 KiB
C++

/*
server/weapons/weapon_core.qc
weapon logic
Copyright (C) 2021-2024 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void() W_PutOut;
float(entity who, float weapon) Zombie_HeadCanGib;
void(float side) W_Reload;
void() GrenadeExplode;
void() W_SprintStart;
#ifdef FTE
void() AI_SetAllEnemiesBBOX;
void() AI_RevertEnemySolidState
float() push_away_zombies;
#endif // FTE
//
// W_HideCrosshair(person)
// Toggles off the crosshair for provided client.
// This is considered "nasty" by use of stuffcmd,
// however non-FTE has no way of better controlling
// cvars for individual clients.
//
void(entity person) W_HideCrosshair =
{
if (person == world)
return;
stuffcmd(person, "crosshair 0\n");
}
//
// W_ShowCrosshair(person)
// Toggles on the crosshair for provided client.
// This is considered "nasty" by use of stuffcmd,
// however non-FTE has no way of better controlling
// cvars for individual clients.
//
void(entity person) W_ShowCrosshair =
{
if (person == world)
return;
// Grab the type of crosshair
float crosshair_type;
// Grenades have a special crosshair type that can pulse.
if (person.grenade_delay) {
crosshair_type = 4;
} else
crosshair_type = WepDef_GetWeaponCrosshairType(person.weapon);
string crosshair_string = "crosshair ";
crosshair_string = strzone(strcat(crosshair_string, ftos(crosshair_type)));
stuffcmd(person, strcat(crosshair_string, "\n"));
strunzone(crosshair_string);
}
void() ReturnWeaponModel =
{
self.weaponmodel = GetWeaponModel(self.weapon, 0);
if (IsDualWeapon(self.weapon)) {
self.weapon2model = GetLeftWeaponModel(self.weapon);
} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
self.weapon2model = "models/weapons/kar/v_karscope.mdl";
}
// Always try to reload after any action.
if (self.weapons[0].weapon_magazine == 0 && self.weapons[0].weapon_reserve != 0)
W_Reload(S_RIGHT);
if (IsDualWeapon(self.weapon) && self.weapons[0].weapon_magazine_left == 0 && self.weapons[0].weapon_reserve != 0)
W_Reload(S_LEFT);
// If the person is swapping, play the sprint anim if they're sprinting after swap. Otherwise it plays idle
if (self.sprinting == TRUE)
W_SprintStart();
W_ShowCrosshair(self);
}
void() W_PlayTakeOut =
{
W_HideCrosshair(self);
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
}
.float scopetime;
void() W_AimIn =
{
if (WepDef_DoesNotADS(self.weapon))
return;
if ((self.stance == PLAYER_STANCE_PRONE) && self.velocity)
return;
if (IsDualWeapon(self.weapon) ||
self.reload_delay > time ||
self.knife_delay > time ||
self.sprinting ||
self.new_anim_stop) {
return;
}
float ads_frame = GetFrame(self.weapon, AIM_IN);
if (ads_frame != 0 && self.fire_delay < time) {
self.weaponframe_end = self.weaponframe = ads_frame;
} else if (self.zoom) {
return;
}
if (WepDef_HasSniperScore(self.weapon))
self.scopetime = time + 0.3;
// Even if the weapon is scoped, we should still initialize
// the Zoom factor of one so it begins moving into position.
self.zoom = 1;
}
void() W_AimOut =
{
if (!self.zoom ||
self.new_anim_stop ||
self.sprinting) {
return;
}
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
ReturnWeaponModel();
}
self.zoom = 0;
// Update sniper zoom-out time instantly
self.scopetime = 0;
// Always set ads_release to false, to avoid complicating
// actions where the player is forced to Aim Out with
// Toggled ADS.
self.ads_release = false;
}
void() W_SprintStop =
{
if (self.sprinting)
{
self.sprint_stop_time = time;
self.sprint_duration = self.sprint_timer;
}
if (self.isBuying || !self.sprinting)
return;
Weapon_PlayViewModelAnimation(ANIM_SPRINT_STOP, ReturnWeaponModel, 0);
self.zoom = 0;
self.tp_anim_time = 0;
PAnim_Walk6(); // Run Walk for a few frames to simulate an ease in velocity
self.sprinting = 0;
self.into_sprint = 0;
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
}
void W_SprintStart () {
if (self.speed_penalty_time > time || self.zoom != 0)
return;
self.sprint_start_time = time;
if (self.sprint_rest_time > sprint_max_time)
self.sprint_duration = 0.0;
else
self.sprint_duration -= self.sprint_rest_time;
if (!self.sprintflag) {
return;
}
if (self.fire_delay > time ||
self.fire_delay2 > time ||
self.new_anim_stop ||
self.new_anim2_stop ||
self.isBuying ||
self.downed ||
!(self.flags & FL_ONGROUND) ||
self.sprint_delay > time) {
return;
}
Weapon_PlayViewModelAnimation(ANIM_SPRINT_START, ContinueRun, 0);
self.zoom = 3;
self.sprint_delay = time + 1;
self.sprinting = true;
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
}
void() W_PutOutHack =
{
Weapon_SwapWeapons(true);
}
void() W_PutOut =
{
// We don't hold more than one weapon
if (self.weapons[1].weapon_id == 0 || self.downed ||
self.switch_delay > time)
return;
float duration = getWeaponDelay(self.weapon, PUTOUT);
self.switch_delay = duration + time;
self.semi_actions |= SEMIACTION_WEAPONSWAP;
W_AimOut();
W_HideCrosshair(self);
if (self.stance == 2)
PAnim_Swap();
if (self.weapon_count != 1 && !self.new_anim_stop)
Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, W_PutOutHack, duration);
}
void() W_TakeOut =
{
self.isBuying = false;
float duration = getWeaponDelay(self.weapon, TAKEOUT);
self.switch_delay = duration + time;
W_AimOut();
W_HideCrosshair(self);
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, duration);
}
//RELOAD
void(float side) W_Give_Ammo =
{
float ammo_shot, max_mag, loadammo;
max_mag = getWeaponMag(self.weapon);
if (side == S_LEFT) {
ammo_shot = max_mag - self.weapons[0].weapon_magazine_left;
} else {
ammo_shot = max_mag - self.weapons[0].weapon_magazine;
}
if (ammo_shot < self.weapons[0].weapon_reserve)
{
self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - ammo_shot;
loadammo = max_mag;
}
else
{
loadammo = self.weapons[0].weapon_magazine + self.weapons[0].weapon_reserve;
self.weapons[0].weapon_reserve = 0;
}
if (side == S_LEFT) {
self.weapons[0].weapon_magazine_left = loadammo;
} else {
self.weapons[0].weapon_magazine = loadammo;
}
};
void () W_LoadAmmo;
void() ContinueReload = //Special reloads
{
if (self.new_anim_stop)
return;
if (self.weapon == W_GUT && self.weapons[0].weapon_magazine == 10)
return;
W_HideCrosshair(self);
float delay = 0;
string modelname = GetWeaponModel(self.weapon, 0);
float startframe = 0;
float endframe = 0;
void(optional float t) endanimfunc = SUB_Null;
if (self.weapons[0].weapon_magazine >= getWeaponMag(self.weapon) || !self.weapons[0].weapon_reserve || self.reloadinterupted) {
if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
{
delay = 1;
startframe = 24;
endframe = 28;
} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
delay = 0.5;
startframe = 24;
endframe = 26;
endanimfunc = W_LoadAmmo;
}
self.reloadinterupted = FALSE;
} else if (self.weapons[0].weapon_magazine < getWeaponMag(self.weapon)) {
if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
self.weapons[0].weapon_magazine++;
self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 1;
delay = 0.8;
startframe = 19;
endframe = 24;
endanimfunc = ContinueReload;
} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
if (self.weapon == W_GUT && self.weapons[0].weapon_reserve >= 2 && self.weapons[0].weapon_magazine < 9) {
self.weapons[0].weapon_magazine = self.weapons[0].weapon_magazine + 2;
self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 2;
} else {
self.weapons[0].weapon_magazine++;
self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 1;
}
delay = 0.5;
startframe = 18;
endframe = 23;
endanimfunc = ContinueReload;
}
}
if (delay) {
if (self.perks & P_SPEED) {
delay *= 0.5;
}
self.reload_delay = time + delay;
Set_W_Frame (startframe, endframe, delay, 0, RELOAD, endanimfunc, modelname, false, S_RIGHT);
}
}
void(float side) W_AdvanceAnim =
{
float startframe, endframe, delay, reloadcancelframe;
string modelname;
startframe = GetFrame(self.weapon, RELOAD_START);
endframe = GetFrame(self.weapon, RELOAD_END);
delay = getWeaponDelay(self.weapon, RELOAD);
reloadcancelframe = GetFrame(self.weapon, RELOAD_CANCEL);
if (self.perks & P_SPEED) delay *= 0.5;
modelname = GetWeaponModel(self.weapon, 0);
self.reload_delay = self.reload_delay2 = delay + time;
Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, W_Give_Ammo, modelname, false, side);
}
void(float side) W_Reload =
{
if (self.zoom == 2)
return;
if (GetFiretype(self.weapon) == FIRETYPE_FLAME)
return;
if (side == S_BOTH) {
W_Reload(S_RIGHT);
if (IsDualWeapon(self.weapon)) {
W_Reload(S_LEFT);
}
return;
}
if (side == S_RIGHT &&
(self.reload_delay > time ||
self.new_anim_stop ||
!self.weapons[0].weapon_reserve ||
self.weapons[0].weapon_magazine >= getWeaponMag(self.weapon))){
return;
}
if (side == S_LEFT &&
(self.reload_delay2 > time ||
self.new_anim2_stop ||
!self.weapons[0].weapon_reserve ||
self.weapons[0].weapon_magazine_left >= getWeaponMag(self.weapon))) {
return;
}
self.zoom = false;
W_AimOut();
W_SprintStop();
// If it's a dual wielded weapon, we don't want to hide the crosshair
// unless both weapons are being reloaded.
if (!IsDualWeapon(self.weapon) || (self.reload_delay > time || self.reload_delay2 > time))
W_HideCrosshair(self);
float endframe, startframe, reloadcancelframe, delay;
string modelname = "";
if (side == S_RIGHT) {
modelname = GetWeaponModel(self.weapon, 0);
} else {
if (IsDualWeapon(self.weapon)) {
modelname = GetLeftWeaponModel(self.weapon);
}
}
if (self.weapons[0].weapon_reserve)
{
switch(self.stance) {
case 2: PAnim_Reload(); break;
case 1: PAnim_CrReload(); break;
case 0: if (!self.downed) PAnim_PrReload(); break;
}
startframe = GetFrame(self.weapon,RELOAD_START);
endframe = GetFrame(self.weapon,RELOAD_END);
reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
delay = getWeaponDelay(self.weapon,RELOAD);
void(optional float t) endanimfunc = SUB_Null;
if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER ){
startframe = 14;
endframe = 18;
reloadcancelframe = 0;
delay = 0.8;
endanimfunc = ContinueReload;
}
// Check for special reload type
else if (GetFrame(self.weapon, RELOAD_EMPTY_START) != 0) {
if (self.weapons[0].weapon_magazine > 0) {
startframe = GetFrame(self.weapon, RELOAD_PART_START);
endframe = GetFrame(self.weapon, RELOAD_PART_END);
delay = getWeaponDelay(self.weapon, RELOAD_PAR);
} else {
startframe = GetFrame(self.weapon, RELOAD_EMPTY_START);
endframe = GetFrame(self.weapon, RELOAD_EMPTY_END);
delay = getWeaponDelay(self.weapon, RELOAD_EMP);
}
endanimfunc = W_AdvanceAnim;
}
else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
// cypress -- world at war depicts the trench gun as needing to
// pump after reload regardless of context, so i removed a reference
// that would only do it if the mag was empty. tradeoff: now we're
// pumping 2 shells away instead of 1 if not empty. oh well.
self.NeedLoad = true;
startframe = 14;
endframe = 17;
reloadcancelframe = 0;
delay = 0.8;
endanimfunc = ContinueReload;
} else {
endanimfunc = W_Give_Ammo;
}
if (self.perks & P_SPEED)
delay = delay*0.5;
if (side == S_RIGHT) {
self.reload_delay = delay + time;
} else {
self.reload_delay2 = delay + time;
}
Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, endanimfunc, modelname, false, side);
}
if (self.weapon != W_TRENCH) {
self.NeedLoad = false;
}
};
void () W_LoadAmmoDone =
{
self.NeedLoad = false;
}
void () W_LoadAmmo =
{
if (!self.NeedLoad)
return;
if (!self.weapons[0].weapon_magazine)
{
W_Reload(S_BOTH);
return;
}
string modelname;
float endframe, startframe, reloadcancelframe, delay;
modelname = GetWeaponModel(self.weapon, 0);
startframe = GetFrame(self.weapon,RELOAD_START);
endframe = GetFrame(self.weapon,RELOAD_END);
reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
delay = getWeaponDelay(self.weapon,RELOAD);
void(optional float t) endanimfunc = SUB_Null;
if (self.weapon == W_TRENCH || self.weapon == W_GUT)
{
startframe = 4;
endframe = 14;
reloadcancelframe = 12;
delay = 0.9;
endanimfunc = W_LoadAmmoDone;
}
else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
{
startframe = 4;
endframe = 13;
reloadcancelframe = 9;
delay = 1.2;
endanimfunc = W_LoadAmmoDone;
}
if (delay) {
if (self.perks & P_DOUBLE)
delay *= 0.66;
Set_W_Frame (startframe, endframe, delay, reloadcancelframe, FIRE, W_LoadAmmoDone, modelname, false, S_RIGHT);
self.fire_delay = delay + time;
}
}
//
// WeaponCore_CheckForReload()
// Determines if weapon should automatically
// reload after firing, or if weapon is empty
// and needs swapped out.
//
void() WeaponCore_CheckForReload =
{
// Save some array lookup time -- copy into temporary structs.
float wep_cur_mag = self.weapons[0].weapon_magazine;
float wep_cur_mag2 = self.weapons[0].weapon_magazine_left;
float wep_cur_res = self.weapons[0].weapon_reserve;
float wep_nex_mag = self.weapons[1].weapon_magazine;
float wep_nex_mag2 = self.weapons[1].weapon_magazine_left;
float wep_nex_res = self.weapons[1].weapon_reserve;
// Check if left weapon needs reloaded
if (!wep_cur_mag2 && IsDualWeapon(self.weapon)) {
W_Reload(S_LEFT);
}
// Check if right weapon needs reloaded
if (!wep_cur_mag && wep_cur_res) {
W_Reload(S_RIGHT);
}
// Check if a weapon swap is necessary
if (!wep_cur_mag && !wep_cur_res && !wep_cur_mag2 &&
(wep_nex_mag || wep_nex_mag2 || wep_nex_res)) {
W_PutOut();
}
}
/*
================
SpawnBlood
================
*/
void(vector org, vector vel, float damage) SpawnBlood =
{
local entity f;
#ifdef FTE
FTE_RunParticleEffect(world, CSQC_PART_BLOODIMPACT, org, 0, world);
#else
particle (org, vel*0.1, 73, damage*2);
#endif // FTE
f = find (world, classname, "player");
f.hitcount = f.hitcount + 1;
};
void(vector where) spawn_gibs = {
#ifndef FTE
particle(where, where*0.1, 225, 1);
#else
FTE_RunParticleEffect(world, CSQC_PART_ZOMBIEGIB, where, 0, world);
#endif // FTE
}
void Parse_Damage () = // DO NOT TOUCH
{
entity ent;
float total_dmg;
entity body_ent;
float head_hit;
//warn
head_hit = 0;
ent = findfloat (world, washit, 1);
while (ent) {
if (ent.classname != "radio" && ent.classname != "explosive_barrel") {
if (ent.classname == "ai_zombie_head")
head_hit = 1;
if (ent.classname != "ai_zombie" && ent.classname != "ai_dog") //limb
body_ent = ent.owner;
else
body_ent = ent;
total_dmg = body_ent.hitamount;
if (body_ent.head.washit) {
total_dmg += body_ent.head.hitamount;
body_ent.head.health -= body_ent.head.hitamount;
head_hit = 1;
// Check if we should Gib the head, before this would
// be a really weird check to "ressurect" a zombie if
// it was out of health. I *think* this is more accurate
// now. -- cypress (5 nov 2023)
if (Zombie_HeadCanGib(body_ent, self.weapon)) {
makevectors(body_ent.head.owner.angles);
vector where = body_ent.origin + (body_ent.head.view_ofs_x * v_right) + (body_ent.head.view_ofs_y * v_forward) + (body_ent.head.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.head.deadflag = false;
body_ent.head.solid = SOLID_NOT;
setmodel(body_ent.head, "");
body_ent.head.frame = 0;
body_ent.usedent = self;
body_ent.bleedingtime = time + 1;
#ifndef FTE
updateLimb (body_ent.head.owner, 0, world);
#endif // FTE
}
body_ent.head.washit = 0;
body_ent.head.hitamount = 0;
}
if (body_ent.larm.washit) {
total_dmg += body_ent.larm.hitamount;
body_ent.larm.health -= body_ent.larm.hitamount;
if (WepDef_WeaponCanGibEnemy(self.weapon) && body_ent.larm.owner.rarm.deadflag && body_ent.larm.deadflag)
{
makevectors(body_ent.larm.owner.angles);
where = body_ent.larm.owner.origin + (body_ent.larm.view_ofs_x * v_right) + (body_ent.larm.view_ofs_y * v_forward) + (body_ent.larm.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.larm.deadflag = false;
body_ent.larm.solid = SOLID_NOT;
setmodel(body_ent.larm,"");
body_ent.larm.frame = 0;
#ifndef FTE
updateLimb (body_ent.larm.owner, 1, world);
#endif // FTE
}
body_ent.larm.washit = 0;
body_ent.larm.hitamount = 0;
}
if (body_ent.rarm.washit) {
total_dmg += body_ent.rarm.hitamount;
body_ent.rarm.health -= body_ent.rarm.hitamount;
if (WepDef_WeaponCanGibEnemy(self.weapon) && body_ent.rarm.owner.larm.deadflag && body_ent.rarm.deadflag) {
makevectors(body_ent.rarm.owner.angles);
where = body_ent.rarm.owner.origin + (body_ent.rarm.view_ofs_x * v_right) + (body_ent.rarm.view_ofs_y * v_forward) + (body_ent.rarm.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.rarm.deadflag = false;
body_ent.rarm.solid = SOLID_NOT;
setmodel(body_ent.rarm,"");
body_ent.rarm.frame = 0;
#ifndef FTE
updateLimb (body_ent.rarm.owner, 2, world);
#endif // FTE
}
body_ent.rarm.washit = 0;
body_ent.rarm.hitamount = 0;
}
if (instakill_finished > time) {
if(body_ent.head.deadflag) {
makevectors(body_ent.head.owner.angles);
where = body_ent.origin + (body_ent.head.view_ofs_x * v_right) + (body_ent.head.view_ofs_y * v_forward) + (body_ent.head.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.head.deadflag = false;
body_ent.head.solid = SOLID_NOT;
setmodel(body_ent.head,"");
body_ent.head.frame = 0;
#ifndef FTE
updateLimb (body_ent.head.owner, 0, world);
#endif // FTE
}
}
if (head_hit)
DamageHandler(body_ent,self, total_dmg, S_HEADSHOT);
else
DamageHandler(body_ent,self, total_dmg, S_NORMAL);
if (body_ent != world) {
body_ent.washit = 0;
body_ent.hitamount = 0;
}
}
ent = findfloat (ent, washit, 1);
}
}
void(float damage, vector dir, vector org, vector plane, entity hit_ent, float side) TraceAttack =
{
vector vel;
float f_damage = 0;
vel = normalize(dir);
vel = vel + 2*plane;
vel = vel * 200;
if (hit_ent.takedamage) {
if (trace_fraction >= 1) {
return;
}
if(hit_ent.classname == "item_radio" || hit_ent.classname == "teddy_spawn")
{
entity oldself;
oldself = self;
self = hit_ent;
self.th_die();
self = oldself;
return;
} else if (hit_ent.classname == "explosive_barrel") {
hit_ent.enemy = self;
oldself = self;
self = hit_ent;
self.health = self.health - damage;
Barrel_Hit();
self = oldself;
return;
} else if (hit_ent.solid == SOLID_BSP) {
oldself = self;
self = hit_ent;
self.health -= damage;
self.enemy = oldself;
if (self.health < 0)
self.th_die();
self = oldself;
return;
}
SpawnBlood (org, vel, damage*10);
switch(hit_ent.classname) {
case "ai_zombie_head":
f_damage = damage*getWeaponMultiplier(self.weapon, HEAD_X);
break;
case "ai_zombie_larm":
case "ai_zombie_rarm":
f_damage = damage*getWeaponMultiplier(self.weapon, LIMBS_X);
break;
case "ai_zombie":
if (trace_endpos_z < hit_ent.origin_z)
f_damage = damage*getWeaponMultiplier(self.weapon, LOWER_TORSO_X);
else
f_damage = damage*getWeaponMultiplier(self.weapon, UPPER_TORSO_X);
break;
default:
f_damage = damage;
break;
}
hit_ent.washit = 1;
hit_ent.hitamount = hit_ent.hitamount + f_damage;
SetUpdate(self, UT_HM, 0, 0, 0);
#ifndef FTE
msg_entity = self;
WriteByte(MSG_ONE, SVC_HITMARK);
#endif // FTE
} else {
#ifndef FTE
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
#endif // FTE
}
#ifdef FTE
FTE_RunParticleEffect(self, CSQC_PART_MUZZLEFLASH, org, side, hit_ent);
#endif // FTE
};
void (float shotcount, float sprd, float Damage, float side) FireTrace =
{
float count, r, ru, penetration_times, do_break;
vector dir, src, trace_start_org;
entity hitent;
count = 0;
makevectors(self.v_angle);
src = self.origin + self.view_ofs;
CL_SendWeaponFire(self, self.weapon);
while (count < shotcount)
{
dir = aim (self,0);
r = random() * sprd*10;
if (random() < 0.5)
r = r*-1;
ru = random() * sprd*10;
if (random() < 0.5)
ru = ru*-1;
dir = dir*2048;
dir = dir + v_right*r + v_up*ru;
trace_start_org = src;
trace_ent = self;
do_break = 0;
penetration_times = 0;
hitent = world;
while (!do_break && random() < getWeaponPenetration(self.weapon, penetration_times))
{
#ifdef FTE
AI_SetAllEnemiesBBOX();
#endif // FTE
traceline (trace_start_org, trace_start_org + dir, MOVE_HITMODEL, trace_ent);
#ifdef FTE
AI_RevertEnemySolidState();
#endif // FTE
if (trace_fraction != 1.0)
TraceAttack (Damage, dir, trace_endpos, trace_plane_normal, trace_ent, side);
trace_start_org = trace_endpos;
penetration_times++;
if (!trace_ent.takedamage)
do_break = 1;
if (trace_ent.classname == "ai_zombie_head" || trace_ent.classname == "ai_zombie_larm" || trace_ent.classname == "ai_zombie_rarm")
hitent = trace_ent.owner;
else
hitent = trace_ent;
}
hitent = world;
count++;
}
if (self.weapon != W_TESLA)
Parse_Damage();
}
void(float side) W_Fire =
{
if (GetFiretype(self.weapon) == FIRETYPE_FLAME && self.cooldown)
return;
if (self.switch_delay > time || self.dive)
return;
//First check that we can actualy fire
if (side == S_RIGHT &&
(time < self.fire_delay ||
self.new_anim_stop ||
self.reload_delay > time || !self.weapons[0].weapon_magazine)) {
return;
}
if (side == S_LEFT &&
(time < self.fire_delay2 ||
self.new_anim2_stop ||
self.reload_delay2 > time)) {
return;
}
if (self.sprinting) {
W_SprintStop();
return;
}
float startframe = 0;
float endframe = 0;
float firetype;
float damage;
float shotcount;
string modelname = "";
string soundname;
float spread;
float delay;
//Update the basic vectors
makevectors(self.v_angle);
//make sure magazine is loading
if (!self.weapons[0].weapon_magazine && side == S_RIGHT)
{
W_Reload(S_RIGHT);
return;
} else if (!self.weapons[0].weapon_magazine_left && side == S_LEFT)
{
W_Reload(S_LEFT);
return;
}
//Dont fire if the gun has to cycle
if (self.NeedLoad && (self.weapon == W_TRENCH || self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER))
{
W_LoadAmmo();
return;
}
if (self.downed)
PAnim_LastFire();
else {
switch(self.stance) {
case 2: PAnim_Fire(); break;
case 1: PAnim_CrouchFire(); break;
case 0: break;
}
}
//get some basic info
damage = getWeaponDamage(self.weapon);
if (global_trace_damage_multiplier != 0)
damage *= global_trace_damage_multiplier;
firetype = GetFiretype (self.weapon);
if (side == S_RIGHT) {
modelname = GetWeaponModel(self.weapon, 0);
} else {
if (IsDualWeapon(self.weapon)) {
modelname = GetLeftWeaponModel(self.weapon);
}
}
shotcount = GetWeaponShotcount(self.weapon);
soundname = GetWeaponSound(self.weapon);
delay = getWeaponDelay(self.weapon, FIRE);
// Double Tap 2.0
if (self.perks & P_DOUBLE && self.has_doubletap_damage_buff)
shotcount *= 2;
spread = WepDef_WeaponSpread(self.weapon, self.stance);
if (self.perks & P_DEAD) {
spread *= 0.65;
}
if (self.zoom == 1 && W_SpreadAffectedByADS(self.weapon)) {
spread *= 0.02;
} else if (self.zoom == 2) {
if (W_HighPrecisionWhenADS(self.weapon))
spread = 0;
else
spread *= 0.15;
}
// Check if weapon is semi-automatic and if it is, if it's ready to be fired.
if (Weapon_IsSemiAutomatic(self.weapon)) {
if (side == S_RIGHT) {
if (self.semi_actions & SEMIACTION_FIRE_RIGHT) return;
self.semi_actions |= SEMIACTION_FIRE_RIGHT;
} else if (side == S_LEFT) {
if (self.semi_actions & SEMIACTION_FIRE_LEFT) return;
self.semi_actions |= SEMIACTION_FIRE_LEFT;
}
}
// Weapon Projectile/Trace Logic.
if (Weapon_FiresTraceshot(self.weapon)) {
#ifdef FTE
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
#endif // FTE
FireTrace(shotcount, spread, damage, side);
#ifdef FTE
self.dimension_hit = HITBOX_DIM_ZOMBIES;
#endif // FTE
}
switch(firetype) {
case FIRETYPE_ROCKET:
W_FireRocket();
break;
case FIRETYPE_GRENADE:
W_FireGrenade(side);
break;
case FIRETYPE_RAYBEAM:
W_FireRay();
break;
case FIRETYPE_TESLA:
W_FireTesla();
break;
case FIRETYPE_FLAME:
W_FireFlame();
break;
default: break;
}
// Play weapon animation and sound
if (GetFrame(self.weapon, FIRE_HOLD) == 0) {
if (self.zoom && GetFrame(self.weapon, AIM_FIRE_START) != 0) {
startframe = GetFrame(self.weapon, AIM_FIRE_START);
endframe = GetFrame(self.weapon, AIM_FIRE_END);
} else {
startframe = GetFrame(self.weapon, FIRE_START);
endframe = GetFrame(self.weapon, FIRE_END);
}
} else {
startframe = endframe = GetFrame(self.weapon, FIRE_HOLD);
}
// Increment the amount of shots fired while downed
if (self.downed == true)
self.teslacount++;
// Cypress -- sources suggest Double Tap decreases fire rate
// by 33% (meaning 66%), but testing has concluded it is instead
// a rate of 23%, or 77% of it's original rate. There could be
// quite a few reasons for this discrepancy, framerate-tied
// weapon firing being one of them (the same reason why in
// World at War, the PPSh-41 is completely unaffected by
// Double Tap), but technically this IS the correct-and
// -reproducible factor due to whatever went wrong there.
if (self.perks & P_DOUBLE) {
delay *= 0.77;
}
// Players shouldn't be allowed to move while firing and prone.
if (self.stance == 0) {
self.speed_penalty = 0.01;
self.speed_penalty_time = time + delay;
}
if (self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_TRENCH || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
{
Set_W_Frame (startframe, endframe, delay, 0, FIRE, W_LoadAmmo, modelname, FALSE, side);
self.NeedLoad = true;
} else {
Set_W_Frame (startframe, endframe, delay, 0, FIRE, WeaponCore_CheckForReload, modelname, FALSE, side);
}
sound (self, CHAN_WEAPON, soundname, 1, ATTN_NORM);
if (side == S_RIGHT) {
self.weapons[0].weapon_magazine = self.weapons[0].weapon_magazine - 1;
self.fire_delay = delay + time;
} else {
self.weapons[0].weapon_magazine_left = self.weapons[0].weapon_magazine_left - 1;
self.fire_delay2 = delay + time;
}
if (IsPapWeapon(self.weapon) && !WepDef_DoesNotPlayUpgradedSound(self.weapon)) {
sound (self, 0, "sounds/weapons/papfire.wav", 1, ATTN_NORM);
}
SetUpdate(self, UT_HUD, 6, 0, 0);
SetUpdate(self, UT_CROSSHAIR, 5, 0, 0);
// REFORMAT THIS
#ifndef FTE
if (side == S_LEFT)
self.Flash_Offset = WepDef_GetLeftFlashOffset(self.weapon);
else
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.effects = self.effects | EF_MUZZLEFLASH;
#endif // FTE
}
//
// WeaponCore_Melee()
// Performs the melee action, intelligent
// against type of weaponry and lunge velocity
// applied.
//
#define WEAPONCORE_MELEE_LUNGEMIN 40 // Minimum amount of units away before lunge should be triggered.
void() WeaponCore_Melee =
{
// Do not trigger if we're Aiming down the Sight, or
// already melee-ing, or doing some other action.
if (self.knife_delay > time || self.new_anim_stop ||
self.new_anim2_stop || self.zoom || !(self.flags & FL_ONGROUND))
return;
// Perform the third person animation if standing
if (self.stance == PLAYER_STANCE_STAND)
PAnim_Melee();
// Hide crosshair -- irrelevant during melee
W_HideCrosshair(self);
// Stop sprinting if we are
if (self.sprinting)
W_SprintStop();
vector applied_velocity = '0 0 0'; // The lunge velocity we intend to apply to the player.
float melee_range = WepDef_GetWeaponMeleeRange(self.weapon); // Returns the range of the traceline to perform for hit detection.
float did_lunge = false;
// Perform the traceline
makevectors(self.v_angle);
vector trace_source = self.origin + self.view_ofs;
traceline(trace_source, trace_source + v_forward * melee_range, 0, self);
if (fabs(trace_endpos_z - trace_source_z) <= 15) {
// Check if this is a Zombie limb, set to the body if so
if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
trace_ent = trace_ent.owner;
// Target does not take damage -- no need to go any further
if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
// Hit a solid surface, so play hard melee sound.
if (trace_fraction < 1.0)
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
// Dead air, swing!
else
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
} else {
// AI has a more involved routine than other entities
if (trace_ent.aistatus == "1") {
// Play a flesh-y impact sound, spawn blood.
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
// Calculate distance to use for the Lunge velocity
float lunge_factor = vlen(trace_source - (trace_endpos - v_forward*4));
// Perform lunge, exclusive to AI.
if (lunge_factor > WEAPONCORE_MELEE_LUNGEMIN) {
did_lunge = true;
applied_velocity = v_forward * melee_range * 6;
applied_velocity_z = 0;
}
}
// Some other ent (player, button, etc.)
else {
// Never lunge in this circumstance.
did_lunge = false;
// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
if (trace_ent.flags & FL_CLIENT) {
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
} else {
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
}
}
// Apply damage to the entity.
if (trace_ent.takedamage) {
float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
DamageHandler (trace_ent, self, melee_damage, S_KNIFE);
}
}
}
// Grab animation stats for our melee weapon.
float start_frame = WepDef_GetMeleeFirstFrame(self.weapon, did_lunge, self.bowie);
float end_frame = WepDef_GetMeleeLastFrame(self.weapon, did_lunge, self.bowie);
float anim_duration = WepDef_GetMeleeAnimDuration(self.weapon, did_lunge, self.bowie);
string model_path = WepDef_GetMeleeModel(self.weapon, self.bowie);
// Ensure we play the Take Out animation if the melee model is not our active weapon
void() end_func;
if (!WepDef_IsMeleeWeapon(self.weapon)) {
end_func = W_PlayTakeOut;
} else {
end_func = __NULL__;
}
// Apply camera punch, and begin playback.
self.punchangle_x = -5;
self.punchangle_y = -10;
Set_W_Frame (start_frame, end_frame, anim_duration, 0, KNIFE, end_func, model_path, false, S_RIGHT);
self.knife_delay = anim_duration + time;
// Now apply the lunge velocity, but only if we're Standing.
if (self.stance == PLAYER_STANCE_STAND)
self.velocity = applied_velocity;
}
/******************************
* W_Grenade *
******************************/
void() switch_nade =
{
if (self.downed || self.isBuying || !(self.grenades & 2) || self.grenade_delay > time)
return;
if (self.pri_grenade_state == 0)
{
centerprint (self, "Bouncing Betties Selected");
self.bk_nade = 1;
}
if (self.pri_grenade_state == 1)
{
centerprint (self, "Frag Grenades Selected");
self.bk_nade = 0;
}
self.pri_grenade_state = self.bk_nade;
};
void() GrenadeExplode =
{
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
if (self.classname == "grenade")
DamgageExplode (self, self.owner, 200, 50, 200);
else if (self.classname == "betty")
DamgageExplode (self, self.owner, 12000, 11000, 128);
else
DamgageExplode (self, self.owner, 1200, 1000, 75);
#ifdef FTE
te_customflash(self.origin, 200, 300, '1 1 1');
#endif // FTE
// Really stupid hack: For betties, let's dramatically increase
// the explosion effect.
if (self.classname == "betty") {
CallExplosion(self.origin);
CallExplosion(self.origin);
CallExplosion(self.origin);
CallExplosion(self.origin);
} else {
CallExplosion(self.origin);
}
SUB_Remove ();
};
void() NadeStraighten =
{
self.angles_x = (self.angles_x > 0) ? 90 : -90;
if (self.pri_grenade_state == 1)
return;
};
void() Velocity_reduce =
{
// Do one (1) damage on monster contact, to kill when Insta-Kill is active.
if (other.flags & FL_MONSTER)
DamageHandler(other, self.owner, 1, S_NORMAL);
if (!other.solid || other.solid == SOLID_TRIGGER)
if (other != world)
return;
self.velocity = self.velocity*0.5;
NadeStraighten();
};
void() W_ThrowGrenade =
{
string modelname;
float startframe;
float endframe;
local entity nade;
W_HideCrosshair(self);
if (self.pri_grenade_state == 0) {
nade = spawn ();
nade.owner = self;
nade.grenade_delay = nade.owner.grenade_delay;
nade.owner.grenade_delay = 0;
nade.movetype = MOVETYPE_BOUNCE;
nade.solid = SOLID_BBOX;
nade.classname = "grenade";
// set nade speed
makevectors (self.v_angle);
nade.velocity = v_forward*1400;
nade.avelocity = '400 -400 400';
//nade.angles = vectoangles(nade.velocity);
//nade.angles_z += (nade.angles_z + 180 < 360)? 180 : -180;
nade.angles = vectoangles(v_forward);
nade.angles_z -= 15;
// set nade duration
nade.nextthink = nade.grenade_delay;
nade.think = GrenadeExplode;
nade.touch = Velocity_reduce;
setmodel (nade, "models/weapons/grenade/g_grenade.mdl");
setsize (nade, '0 0 0', '0 0 0');
nade.origin = self.origin + self.view_ofs;
nade.origin += v_forward * 12;
setorigin (nade, nade.origin);
self.animend = ReturnWeaponModel;
self.callfuncat = 0;
self.isBuying = false;
} else if (self.pri_grenade_state == 1) {
Betty_Drop();
} else {
centerprint (other, "No grenadetype defined...\n");
}
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
Set_W_Frame (startframe, endframe, 0, 0, 0, ReturnWeaponModel, modelname, false, S_BOTH);
SetUpdate(self, UT_HUD, 6, 0, 0);
}
void() checkHold =
{
if (self.pri_grenade_state == 1) {
Betty_CheckForRelease();
return;
}
if (!self.button3 || self.grenade_delay < time)
{
if(self.grenade_delay < time)
self.grenade_delay = time + 0.05;
self.isBuying = true;
Set_W_Frame (3, 6, 0, 5, GRENADE, W_ThrowGrenade, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
self.throw_delay = time + 0.9;
}
else
{
if (self.isBuying == false) {
W_ShowCrosshair(self);
self.isBuying = true;
}
// Pulse the grenade crosshair every 1 second
float difference = rint(self.grenade_delay - time);
if (difference != self.beingrevived) {
self.beingrevived = difference;
grenade_pulse(self);
}
Set_W_Frame (2, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
}
}
void() W_Grenade =
{
if (self.throw_delay > time || self.zoom || self.downed || self.primary_grenades < 1 || self.isBuying)
return;
// Prevent the Player from Sprinting and also avoid issues with
// the equipment being completely cancelled..
if (self.sprinting)
W_SprintStop();
W_HideCrosshair(self);
Set_W_Frame (0, 2, 0.6, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
self.primary_grenades -= 1;
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
self.grenade_delay = time + 5;
}
void(float wepnum) CheckButton = {
W_PutOut();
}
void() Change_Stance = {
if (self.downed || !(self.flags & FL_ONGROUND) || self.changestance == true || self.new_ofs_z != self.view_ofs_z)
return;
switch(self.stance) {
case PLAYER_STANCE_STAND:
Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
break;
case 1:
// Prohibit Proning if Drinking a Perk-A-Cola, just stand.
if (self.isBuying) {
Player_SetStance(self, PLAYER_STANCE_STAND, true);
}
// Stance flag isn't set, so go Prone.
else if (!self.stancereset) {
Player_SetStance(self, PLAYER_STANCE_PRONE, true);
}
// Stance flag IS set, so stand if applicable.
else if (Player_CanStandHere(self)) {
Player_SetStance(self, PLAYER_STANCE_STAND, true);
self.stancereset = false;
}
// There's no room to stand, just prone again.
else {
Player_SetStance(self, PLAYER_STANCE_PRONE, true);
}
break;
case 0:
Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
self.stancereset = true;
break;
default: break;
}
}
void() dolphin_dive = //naievil
{
if (self.stance != 2)
return;
if ((map_compatibility_mode == MAP_COMPAT_BETA && self.view_ofs_z != VIEW_OFS_QK[2]) ||
(!map_compatibility_mode && self.view_ofs_z != VIEW_OFS_HL[2]))
return;
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
makevectors (self.v_angle);
self.velocity = self.velocity * 1.1;
self.velocity_z = self.velocity_z + 270;
if (self.button2)
self.button2 = 0;
self.dive = 1;
W_SprintStop();
PAnim_EnterDive();
sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1);
self.oldz = self.origin_z;
Player_SetStance(self, PLAYER_STANCE_PRONE, false);
}
void () Impulse_Functions =
{
if (!self.impulse)
return;
switch (self.impulse)
{
case 10:
#ifdef FTE
// FTE handles jumping, which we don't want.. so we use impulses to override.
JumpCheck(1);
#endif // FTE
break;
case 22:
if (cheats_have_been_activated) {
Player_AddScore(self, 10000, true);
rounds += 4;
}
break;
case 23:
#ifdef FTE
if (!checkMovement(forward))
return;
#endif // FTE
if (self.dive || self.downed || !Player_CanStandHere(self))
return;
Player_SetStance(self, PLAYER_STANCE_STAND, false);
self.sprintflag = true;
W_SprintStart();
break;
case 24:
self.sprintflag = false;
W_SprintStop();
break;
case 25:
switch_nade();
break;
case 26:
self.ads_release = !self.ads_release;
self.has_ads_toggle = true;
break;
case 33:
W_PrimeBetty();
break;
case 26:
case 30:
if (self.sprinting)
dolphin_dive();
else
Change_Stance();
break;
case 100:
cvar_set("waypoint_mode", "1");
localcmd("restart\n");
break;
default:
#ifdef FTE
bprint(PRINT_HIGH, "Unknown impulse: ", ftos(self.impulse));
#endif // FTE
break;
}
self.impulse = 0;
};
//
// WeaponCore_PowerUpBlink(blink_delay, powerup_endtime)
// Determines whether or not the Power-Up HUD icon should be
// visible.
// FIXME: This should be moved out of weapon_core, ideally.
//
float(__inout float blink_delay, float powerup_endtime) WeaponCore_PowerUpBlink =
{
// If the Power-Up is still active
if (powerup_endtime >= time) {
float should_be_visible = false;
// If there's less than five seconds remaining,
// blink every 0.2s.
if (powerup_endtime < time + 5) {
if (blink_delay < time - 0.2)
blink_delay = time + 0.2;
}
// If there's less than 10 seconds remaining,
// blink every 0.4s.
else if (powerup_endtime < time + 10) {
if (blink_delay < time - 0.4)
blink_delay = time + 0.4;
}
if (blink_delay < time)
return true;
}
// End of the line, return false.
return false;
};
void() CheckPlayer =
{
// Update Power-Up blinking
self.insta_icon = WeaponCore_PowerUpBlink(insta_blink, instakill_finished);
self.x2_icon = WeaponCore_PowerUpBlink(x2_blink, x2_finished);
CheckRevive(self);
if (self.sprinting) {
makevectors(self.angles);
// We should stop sprinting if we are falling, technically
// CoD continues the animation but applies a move speed
// penalty, however, that makes no sense! This also applies
// as a better implementation to stop sprinting while jumping.
if (fabs(self.velocity_z) >= 5)
W_SprintStop();
// Otherwise, also stop sprinting if we are moving at a base below
// predicted for our slowest possible weapon. This removes the need
// for an engine-side hack for toggle sprinting turning off when
// you're applying less pressure to the analog stick.
else if (vlen(self.velocity) <= 130 && self.sprint_delay <= time + 0.75)
W_SprintStop();
// Another sprinting caveat -- if we are moving a considerabe distance
// horizontally, much more than reasonable, it is very obviously impossible
// to actually sprint.
else if (fabs(self.velocity * v_right) >= fabs(self.velocity * v_forward) * 0.75)
W_SprintStop();
}
// FIXME - can't do frame independent stance changing.. ofs starts spazzing..
if (self.view_ofs_z > self.new_ofs_z) {
self.changestance = true;
self.view_ofs_z = self.view_ofs_z - 1;
} else if (self.view_ofs_z < self.new_ofs_z) {
self.changestance = true;
self.view_ofs_z = self.view_ofs_z + 1;
} else {
self.changestance = false;
}
if (self.view_ofs_z > 32) {
self.view_ofs_z = 32;
self.changestance = false;
}
// Diving on top of other players :)
if (self.dive && !(self.flags & FL_ONGROUND)) {
makevectors(self.angles);
traceline(self.origin, self.origin + (v_up * -40), 0, self);
if (trace_ent.classname == "player") {
DamageHandler(self, trace_ent, 100000, S_NORMAL);
DamageHandler(trace_ent, self, 100000, S_NORMAL);
}
}
if (!self.button2 && self.flags & FL_ONGROUND) {
float dist = fabs(self.oldz - self.origin_z);
if (self.dive) {
if (self.perks & P_FLOP && dist >= 64) {
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
DamgageExplode (self, self, 5000, 1000, 300);
#ifdef FTE
te_customflash(self.origin, 300, 300, '1 0.6 0.1');
#endif // FTE
CallExplosion(self.origin);
CallExplosion(self.origin);
CallExplosion(self.origin);
}
PAnim_Flop();
self.dive = 0;
}
if (dist + 64 > 176 && !(self.perks & P_FLOP)) {
float height = dist + 64;
float damage = height*(0.68);
if (damage > 98) damage = 98;
DamageHandler (self, other, damage, S_ZOMBIE);
if (self.health <= 5)
GiveAchievement(7, self);
}
self.oldz = self.origin_z;
}
//
// Revive Sequence
//
#ifdef FTE
entity ent;
ent = findradius(self.origin, 70);
while(ent)
{
if(ent.classname == "player" && ent != self && ent.downed)
{
// perform a trace to make sure they're always facing the revivee
vector source;
makevectors(self.angles);
source = self.origin - '0 0 12';
traceline(source, source + v_forward*50, 0, self);
self.active_door = trace_ent;
if (ent.beingrevived == false && self.active_door == ent && !self.downed)
useprint (self, 13, 0, 0);
if (self.button7 && !ent.invoke_revive && self.active_door == ent && !self.downed) {
if (ent.beingrevived == true && ent.firer != self)
return;
#ifdef FTE
// FTE-Specific: Broadcast to the player they're being revived.
FTE_BroadcastMessage(ent, CSQC_BROADCAST_BEINGREVIVED, 2, self.playernum);
// FTE-Specific: Broadcast to client that they are reviving the downed player.
FTE_BroadcastMessage(self, CSQC_BROADCAST_REVIVINGPLAYER, 2, ent.playernum);
#endif // FTE
ent.speed_penalty = 0.01;
ent.speed_penalty_time = time + 100;
ent.beingrevived = true;
ent.firer = self;
if (!self.reviving) {
ChangeReviveIconState(ent.electro_targeted, 2);
self.movetype = MOVETYPE_TOSS;
Set_W_Frame (0, 21, 0, 0, SPRINT, SUB_Null, "models/weapons/morphine/v_morphine.mdl", false, S_RIGHT);
if !(self.perks & P_REVIVE)
self.progress_bar_time = 4;
else
self.progress_bar_time = 2;
self.progress_bar = self.progress_bar_time + time;
self.progress_bar_percent = 1;
self.reviving = true;
}
if (self.revived) {
self.movetype = MOVETYPE_WALK;
W_TakeOut();
ent.invoke_revive = 1;
ent.beingrevived = false;
ent.speed_penalty_time = 0;
self.reviving = 0;
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
self.revived = 0;
Player_AddScore(self, ent.requirespower, false);
#ifdef FTE
// FTE-Specific: End Broadcast Messages on both ends
FTE_BroadcastMessage(ent, CSQC_BROADCAST_NONE, 0, self.playernum);
FTE_BroadcastMessage(self, CSQC_BROADCAST_NONE, 0, ent.playernum);
#endif // FTE
}
}
else if (self.downed || (!self.button7 && self.reviving) || (self.reviving && self.active_door != ent) || ent.classname == "disconnected") {
if (ent.classname != "disconnected")
ChangeReviveIconState(ent.electro_targeted, 1);
else
DisableReviveIcon(ent.electro_targeted);
self.movetype = MOVETYPE_WALK;
ent.beingrevived = false;
ent.speed_penalty_time = 0;
ent.firer = world;
W_TakeOut();
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
self.revived = 0;
self.reviving = 0;
#ifdef FTE
// FTE-Specific: End Broadcast Messages on both ends
FTE_BroadcastMessage(ent, CSQC_BROADCAST_NONE, 0, self.playernum);
FTE_BroadcastMessage(self, CSQC_BROADCAST_NONE, 0, ent.playernum);
#endif // FTE
}
}
else if(ent.classname == "player" && ent != self && !ent.downed) // small player push
{
vector push;
push = ent.origin - self.origin;
push_z = 0;
push = normalize(push) * 0.5;
ent.velocity += push;
}
ent = ent.chain;
}
#endif // FTE
}
//
// WeaponCore_UpdateRecoilAndSpread()
// Somewhat-intelligent serverside Weapon Recoil
// update system that takes into account velocity
// and how long the weapon has been fired.
//
void() WeaponCore_UpdateRecoilAndSpread =
{
// Moving? Our weapon spread should be the maximum.
if (self.velocity)
self.cur_spread = WepDef_WeaponMaxSpread(self.weapon, self.stance);
// Slowly increase our spread based on how long the weapon
// has been fired.
else if (self.recoil_delay > time && self.recoil_delay)
{
self.cur_spread = self.cur_spread + 10;
if (self.cur_spread >= WepDef_WeaponMaxSpread(self.weapon, self.stance))
self.cur_spread = WepDef_WeaponMaxSpread(self.weapon, self.stance);
}
// Diminish spread over time as recoil decreases.
else if (self.recoil_delay < time && self.recoil_delay)
{
self.cur_spread = self.cur_spread - 4;
if (self.cur_spread <= 0)
{
self.cur_spread = 0;
self.recoil_delay = 0;
}
}
}
//
// WeaponCore_UpdateViewModels()
// Updates animation playback for View models,
// if applicable.
//
void() WeaponCore_UpdateViewModels =
{
// If the weapon has a "Hold Fire" frame (e.g., M2 Flamethrower)
// And it's actively firing, we shouldn't force an update.
float hold_fire_frame = GetFrame(self.weapon, FIRE_HOLD); // Avoid iterating through long switch twice.
if (self.weaponmodel == GetWeaponModel(self.weapon, false) &&
hold_fire_frame != 0 && self.weaponframe == hold_fire_frame)
return;
// Checks passed -- update view model animations.
W_Frame_Update();
W2_Frame_Update();
};
//
// WeaponCore_ResetHoldFireWeapons()
// Allows for a "Hold Fire" weapon to reach its base
// position again.
//
void() WeaponCore_ResetHoldFireWeapon =
{
float hold_fire_frame = GetFrame(self.weapon, FIRE_HOLD); // Avoid iterating through long switch twice.
if (hold_fire_frame != 0 && self.weaponframe == hold_fire_frame &&
self.weaponmodel == GetWeaponModel(self.weapon, 0)) {
self.weaponframe = 0;
}
};
//
// WeaponCore_UpdateSniperScope
// If eligible, reports to the client via
// the .zoom stat to draw the Sniper Scope
// HUD graphic.
//
void() WeaponCore_UpdateSniperScope =
{
if ((self.scopetime < time) && self.scopetime) {
self.scopetime = 0;
self.zoom = 2;
self.weapon2model = "";
self.weaponmodel = "";
}
};
//
// WeaponCore_UpdateWeaponStats()
// Specific weapon fields are used to network weapon
// stats to the client, since arrays and structs
// can't be used for this task. This is where we store
// them for pass-off.
//
inline void() WeaponCore_UpdateWeaponStats =
{
self.currentammo = self.weapons[0].weapon_reserve; // Weapon Reserve Ammo
self.currentmag = self.weapons[0].weapon_magazine; // Weapon Magazine
self.currentmag2 = self.weapons[0].weapon_magazine_left; // Left-side Weapon Magazine
// FTE-specific - update weapon2modelindex to simplify protocol
// and data exchange.
#ifdef FTE
self.weapon2modelindex = getmodelindex(self.weapon2model);
#endif // FTE
};
//
// WeaponCore_FireButtonPressed()
// Executed when WeaponCore_ClientLogic
// detects that button0 has been pressed.
//
void() WeaponCore_FireButtonPressed =
{
// With keyboard/mouse input, we want akimbo weapons to actually correspond
// to which click of the mouse you've provided, which is different behavior
// to single-hand weapons, where left click fires its right-side. (Hooray
// for ternaries!).
#ifdef FTE
(IsDualWeapon(self.weapon)) ? W_Fire(S_LEFT) : W_Fire(S_RIGHT);
#else
// Always fire right-side elsewhere.
W_Fire(S_RIGHT);
#endif // FTE
};
//
// WeaponCore_FireButtonReleased()
// Executed when WeaponCore_ClientLogic
// detects that button0 has been released.
//
void() WeaponCore_FireButtonReleased =
{
// Allow semi-automatic fire again -- see WeaponCore_FireButtonPressed() for platform discrepancy.
#ifdef FTE
(IsDualWeapon(self.weapon)) ? self.semi_actions &= ~SEMIACTION_FIRE_LEFT : self.semi_actions &= ~SEMIACTION_FIRE_RIGHT;
#else
// Always allow right-side elsewhere.
self.semi_actions &= ~SEMIACTION_FIRE_RIGHT;
#endif // FTE
// Make sure Hold-special weapons are allowed
// back to base-frame.
WeaponCore_ResetHoldFireWeapon();
};
//
// WeaponCore_AimButtonPressed()
// Executed when WeaponCore_ClientLogic
// detects that button8 has been pressed.
//
void() WeaponCore_AimButtonPressed =
{
// If we're holding an akimbo weapon, we actually want to
// fire our secondary as opposed to Aiming down the Sight.
if (IsDualWeapon(self.weapon)) {
#ifdef FTE
W_Fire(S_RIGHT);
#else
W_Fire(S_LEFT);
#endif // FTE
}
// Don't permit Aiming down the Sights if the client
// is moving and Prone.
else if (!self.ads_release) {
W_AimIn();
self.has_ads_toggle = false;
}
};
//
// WeaponCore_AimButtonReleased()
// Executed when WeaponCore_ClientLogic
// detects that button8 has been released.
//
void() WeaponCore_AimButtonReleased =
{
// Lower weapon if Aiming down the Sight.
if (!self.ads_release)
W_AimOut();
// Allow akimbo semi-automatic weapons to fire again.
if (IsDualWeapon(self.weapon)) {
#ifdef FTE
self.semi_actions &= ~SEMIACTION_FIRE_RIGHT;
#else
self.semi_actions &= ~SEMIACTION_FIRE_LEFT;
#endif // FTE
}
};
//
// WeaponCore_GrenadeButtonPressed()
// Executed when WeaponCore_ClientLogic
// detects that button3 has been pressed.
//
void() WeaponCore_GrenadeButtonPressed =
{
// Leave if there is already a Grenade action
// being performed.
if (self.grenade_delay > time || (self.semi_actions & SEMIACTION_GRENADE))
return;
if (self.pri_grenade_state == 0)
W_Grenade();
else
W_PrimeBetty();
self.semi_actions |= SEMIACTION_GRENADE;
};
//
// WeaponCore_MeleeButtonPressed()
// Executed when WeaponCore_ClientLogic
// detects that button6 has been pressed.
//
void() WeaponCore_MeleeButtonPressed =
{
// On platforms with limited control schemes,
// performing a melee-action while sprinting
// triggers Dive-to-Prone.
#ifndef FTE
if (self.sprinting) {
dolphin_dive();
return;
}
#endif // FTE
if (self.semi_actions & SEMIACTION_MELEE)
return;
WeaponCore_Melee();
self.semi_actions |= SEMIACTION_MELEE;
};
//
// WeaponCore_ClientLogic()
// Executes every frame on clients, dictates
// weapon behaviors such as receiving inputs
// or updating animation playback.
//
void() WeaponCore_ClientLogic =
{
// Make sure information about our weapon stats
// are being networked to the client.
WeaponCore_UpdateWeaponStats();
// Viewmodel animation playback.
WeaponCore_UpdateViewModels();
// Dynamic Weapon Recoil and Spread adjustment.
WeaponCore_UpdateRecoilAndSpread();
// Register changes to client's .impulse
Impulse_Functions();
// Tells client to draw Sniper HUD element.
WeaponCore_UpdateSniperScope();
// Call to the client to do some update
// checks specific to them.
CheckPlayer();
#ifdef FTE
// FTE-only: custom Punchangle Interpolation Implementation
FTE_InterpolatePunchAngle(self);
// FTE-only: update dynamic FOV
FTE_UpdateDynamicFOV(self);
#endif // FTE
// If the client is Aiming down the Sight while prone and
// moving, force them to stop
if (self.stance == PLAYER_STANCE_PRONE && self.velocity && self.zoom) {
W_AimOut();
}
// Fire Button Pressed
if (self.button0) {
WeaponCore_FireButtonPressed();
}
// Fire Button Released
else {
WeaponCore_FireButtonReleased();
}
// If Client has ADS bound to impulse 26 (toggle),
// check if the flag is set and W_AimIn()
if (self.ads_release)
W_AimIn();
else if (self.has_ads_toggle)
W_AimOut();
// ADS Button Pressed
if (self.button8) {
WeaponCore_AimButtonPressed();
}
// ADS Button Released
else {
WeaponCore_AimButtonReleased();
}
// Use Button Released
if (!self.button7) {
// Allow use to be triggered again.
self.semi_actions &= ~SEMIACTION_USE;
}
// Switch Button Pressed
if (self.button4) {
W_PutOut();
} else {
// Allow Switch to be pressed again.
self.semi_actions &= ~SEMIACTION_WEAPONSWAP;
}
// Grenade Button Pressed
if (self.button3) {
WeaponCore_GrenadeButtonPressed();
} else {
// Allow Grenade to be pressed again.
self.semi_actions &= ~SEMIACTION_GRENADE;
}
// Reload Button Pressed
if (self.button5) {
W_Reload(S_BOTH);
}
// Melee Button Pressed
if (self.button6) {
WeaponCore_MeleeButtonPressed();
}
// Melee Button Released
else {
// Allow Melee to be pressed again
self.semi_actions &= ~SEMIACTION_MELEE;
}
};