2416 lines
50 KiB
C++
2416 lines
50 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/weapon.cpp $
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// $Revision:: 147 $
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// $Author:: Markd $
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// $Date:: 7/24/99 5:45p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/weapon.cpp $
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//
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// 147 7/24/99 5:45p Markd
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// Added No Weapon Change Deathmatch bug
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//
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// 146 4/16/99 5:01p Aldie
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// Added takeallammo
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//
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// 145 3/12/99 7:49p Jimdose
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// made weapons fire 1/10th of a second sooner on clients
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//
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// 144 3/02/99 9:16p Aldie
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// Added CTF game code
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//
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// 2 2/16/99 4:09p Aldie
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//
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// 1 2/11/99 1:40p Aldie
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//
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// 143 12/16/98 5:43p Jimdose
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// infiniterockets no longer gives infinite mines
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//
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// 142 12/14/98 7:00p Jimdose
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// added sv_infinitesniper
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//
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// 141 12/09/98 8:06p Jimdose
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// added infinite ammo vars
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//
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// 140 11/19/98 9:29p Jimdose
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// fixed dropping weapons when on different gravaxis
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//
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// 139 11/18/98 12:21a Jimdose
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// Fixed gravaxis stuff.
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//
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// 138 11/15/98 11:19p Jimdose
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// Fixed bug where reloading only worked if you had less ammo in your clip than
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// in your inventory
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//
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// 137 11/13/98 1:47a Markd
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// Put in FL_ROTATEDBOUNDS modification when picked up and then dropped
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//
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// 136 11/07/98 10:46p Markd
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// don't reload weapons while in cinematic
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//
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// 135 10/22/98 7:57p Markd
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// put in proper pre-caching in all the classes
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//
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// 134 10/22/98 12:19a Jimdose
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// Added aimanim and aimframe
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// Added SetAimAnim
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//
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// 133 10/21/98 5:29p Aldie
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// Moved around mutant checks for picking up weapons
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//
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// 132 10/21/98 1:30a Jimdose
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// DoneReloading now sends a weapon ready event to sentient
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//
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// 131 10/20/98 8:23p Jimdose
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// no longer pickup weapons when you already have that weapon and enough ammo
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// no longer switch to weapon when picking up if you already have it
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//
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// 130 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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// moved Magnum-specific Drop code to magnum.cpp
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//
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// 129 10/18/98 6:42p Markd
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// Added notdroppable event to weapons
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//
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// 128 10/16/98 9:50p Aldie
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// Added SecondaryAmmo command
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//
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// 127 10/16/98 12:59a Aldie
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// Fixed ammo types
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//
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// 126 10/14/98 1:46a Markd
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// Moved RandomGlobalSound to null out weaponidle before detach
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//
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// 125 10/14/98 1:20a Jimdose
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// Got cross-level persistant info working
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//
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// 124 10/11/98 7:41p Aldie
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// Mutate and restore commands for Richard
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//
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// 123 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 122 10/09/98 2:07a Aldie
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// Updated DMFLAGS
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//
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// 121 10/08/98 5:47p Aldie
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// Be able to pickup up dropped weapons in DF_WEAPONSSTAY mode
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//
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// 120 10/08/98 12:36a Jimdose
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// Added ForceIdle
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//
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// 119 10/06/98 5:24p Markd
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// put in bullet-proofing of owner variable
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//
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// 118 10/05/98 10:43p Aldie
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// Converted over to new silencer methods
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//
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// 117 10/04/98 10:25p Markd
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// Took out annoying warning, made the trace for gun position to muzzle
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// position more bullet proof
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//
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// 116 10/03/98 7:14p Markd
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// fixed muzzle position stuff
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//
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// 115 10/01/98 8:00p Aldie
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// Don't pickup a weapon when mutant
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//
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// 114 9/19/98 4:47p Markd
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// fixed music stuff and added actionincrement to weapons
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//
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// 113 9/12/98 11:10p Aldie
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// Don't detach in putaway
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//
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// 112 9/12/98 5:16p Jimdose
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// Added call to DetachGun in PutAway
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//
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// 111 9/09/98 6:24p Markd
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// Added IsDroppable method
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//
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// 110 9/07/98 7:49p Markd
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// went back to previous attaching of weapons
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//
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// 109 9/07/98 6:21p Markd
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// don't attach if no worldmodel
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//
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// 108 9/05/98 12:13p Aldie
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// Fixed a bug that 2015 found.
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//
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// 107 9/02/98 11:08a Markd
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// Put in setModel into Sentient so that weapon could be properly detached and
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// re-attached again.
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//
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// 106 8/31/98 7:45p Aldie
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// Updated surface data structure and removed surfinfo field
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//
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// 105 8/31/98 4:19p Markd
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// Made GetMuzzlePosition behave a bit more rationally.
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//
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// 104 8/29/98 9:47p Jimdose
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// Added call info to G_Trace
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//
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// 103 8/29/98 5:27p Markd
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// added specialfx, replaced misc with specialfx where appropriate
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//
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// 102 8/19/98 4:56p Jimdose
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// Added check for "gun" bone to MuzzleOffset
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//
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// 101 8/18/98 8:12p Aldie
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// Added dual mode weapons to base class
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//
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// 100 8/18/98 7:39p Aldie
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// Added dual weapon modes to base class
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//
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// 99 8/14/98 5:48p Aldie
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// Removed bloodsplat completely from weapon
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//
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// 98 8/13/98 7:29p Aldie
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// Fixed magnum dropping when it gets shot out of your hand.
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//
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// 97 8/10/98 6:53p Aldie
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// Added a better scaling for bloodsplats.
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//
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// 96 8/06/98 10:53p Aldie
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// Added weapon tweaks and kickback. Also modified blast radius damage and
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// rocket jumping.
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//
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// 95 8/06/98 6:54p Jimdose
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// Added min/max range, and projkectile speed
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//
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// 94 7/26/98 2:13p Aldie
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// Don't put bulletholes on hidden objects
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//
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// 93 7/26/98 9:22a Jimdose
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// Bulletholes are now bound to entities
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//
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// 92 7/25/98 6:35p Aldie
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// Bulletholes only in single player
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//
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// 91 7/24/98 3:50p Aldie
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// Fix for deathmatch flag weapons staying around
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//
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// 90 7/22/98 9:58p Markd
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// Added Raising, PuttingAway and Reloading functions
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//
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// 89 7/22/98 8:18p Aldie
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// Made sure reloading only happens when weapon is ready.
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//
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// 88 7/22/98 7:03p Aldie
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// Fixed reloading while reloading :-)
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//
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// 87 7/22/98 5:16p Aldie
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// Fixed NextAttack time
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//
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// 86 7/20/98 6:43p Markd
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// Put in new muzzle offset stuff
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//
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// 85 7/20/98 3:54p Aldie
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// Made weapons post the init commands in the future.
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//
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// 84 7/19/98 5:41p Markd
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// Added DetachFromOwner method
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//
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// 83 7/17/98 4:04p Markd
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// Added HasAnim support to putaway and ready
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//
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// 82 7/17/98 11:32a Aldie
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// Added clipammo and forcereload stuff
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//
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// 81 7/15/98 9:59p Markd
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// Made muzzle flashes into TEMP_DLIGHT's
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//
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// 80 7/14/98 6:58p Aldie
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// Made dropped weapons fade out
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//
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// 79 7/14/98 5:52p Aldie
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// Don't drop magnums in deathmatch. Made the delay to pick up dropped weapons
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// a little longer for the owner.
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//
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// 78 7/14/98 3:54p Markd
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// made weapons cycle through their models when spawning
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//
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// 77 7/12/98 7:27p Jimdose
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// Removed code setting scale and frame
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//
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// 76 7/11/98 8:20p Jimdose
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// Drop now returns true or false depending upon whether the item can be
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// dropped or not
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//
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// 75 7/10/98 5:39p Aldie
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// Fixed printf of a warning
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//
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// 74 7/10/98 12:06a Aldie
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// Autochange override when you pickup a new weapon. Currently only the
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// sniperrifle will not be putaway if you are using it.
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//
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// 73 7/09/98 10:41p Aldie
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// If no barrel in weapon, look for barrel bone in owner
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//
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// 72 7/01/98 7:04p Aldie
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// Fixed assert with weapon reloading after death
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//
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// 71 6/26/98 12:24p Markd
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// Changed SetAmmoAmount fixed picking upweapons
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//
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// 70 6/26/98 11:30a Markd
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// Fixed weapon pickup bug
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//
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// 69 6/25/98 8:47p Markd
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// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
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// method
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//
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// 68 6/25/98 12:43p Aldie
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// Changed bloodsplat scale and made a triggerdelay for dropping weapons
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//
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// 67 6/24/98 1:38p Aldie
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// Implementation of inventory system and picking stuff up
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//
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// 66 6/19/98 9:28p Jimdose
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// Added general weapon muzzle code
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//
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// 65 6/17/98 1:20a Jimdose
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// Moved setOwner to Item.
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// Added EV_Item_Pickup
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//
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// 64 6/16/98 4:08p Jimdose
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// Gave dropping weapons velocity
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//
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// 63 6/15/98 10:39a Aldie
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// Created MuzzleOffset derived from MuzzlePosition
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//
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// 62 6/11/98 12:40a Markd
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// Added BasePosition and MuzzlePosition
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//
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// 61 6/10/98 9:49p Markd
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// Made Finish attack set attack_finished to level.time not 0
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//
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// 60 6/10/98 7:45p Aldie
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// Updated some reload functions.
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//
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// 59 6/10/98 3:46p Markd
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// replaced instance of AmmoAvailable with HasAmmor to make monsters work right
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//
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// 58 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 57 6/10/98 1:18p Markd
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// Added SetAmmoClipSize event removed NextAttack(0) from AttackDone
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//
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// 56 6/09/98 7:37p Markd
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// Put in "0" ammo_clip_size support
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//
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// 55 6/09/98 3:58p Markd
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// Fixed bug with double pickup of ammos from dropped guns
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//
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// 54 6/09/98 12:54p Aldie
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// Updated ReadyToFire function
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//
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// 53 6/08/98 8:39p Markd
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// Fixed some reload issues
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//
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// 52 6/08/98 8:19p Markd
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// Added reloading support and ReadyToUse function
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//
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// 51 6/08/98 5:43p Markd
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// removed "shoot" command from Fire function
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//
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// 50 6/05/98 6:21p Markd
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// When picking up weapons, ammo is given if you already have that weapon
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//
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// 49 6/05/98 6:26p Aldie
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// Added location to apply multi damage
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//
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// 48 6/04/98 7:36p Jimdose
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// Drop now posts EV_Item_DropToFloor instead of processing it.
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//
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// 47 6/03/98 4:39p Markd
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// Removed dummy weapon, there is now just a single weapon that gets sent over
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//
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// 46 5/27/98 5:03a Aldie
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// Added queue for bulletsplats
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//
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// 45 5/27/98 3:20a Markd
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// zeroed out animations for dropped weapons
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//
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// 44 5/27/98 2:33a Markd
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// When dropping weapons, made sure to zero out the anim and frame for the
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// weapon
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//
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// 43 5/25/98 8:51a Aldie
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// Fixed sprayblood with masked textures
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//
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// 42 5/25/98 6:52a Aldie
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// Added maxbulletholes to stop from overflowing.
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//
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// 41 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 40 5/24/98 1:05a Jimdose
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// Changed worldmodel, viewmodel, and ammotype to str objects
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// Added sound events for ai
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//
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// 39 5/23/98 10:20p Aldie
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// Made some changes to bulletholes to try to get them to work with ents, but
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// no luck.
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//
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// 38 5/23/98 4:48p Aldie
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// Added bulletholes
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//
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// 37 5/14/98 4:27p Markd
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// Fixed NULL weapon model issue
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//
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// 36 5/13/98 4:55p Jimdose
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// now uses SafePtrs
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// got rid of weapon_owner. replaced with owner which is a SafePtr.
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//
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// 35 5/11/98 11:25a Markd
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// Changed some worldmodel stuff
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//
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// 34 5/03/98 4:34p Jimdose
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// Changed Vector class
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//
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// 33 4/14/98 9:58p Jimdose
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// Made SetModels set the dummy model if it exists
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//
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// 32 4/10/98 12:36a Jimdose
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// Fire now cancels EV_Weapon_DoneFiring
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//
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// 31 4/09/98 3:30p Jimdose
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// Added gettype and settype
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// added sound so that anim sounds play from the owner
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//
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// 30 4/08/98 4:55p Jimdose
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// Made ShowDummyOnClient and HideDummyOnClient check if dummy is NULL
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// Fixed the bug with weapons not being shown on monsters. The dummy's origin
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// was non 0,0,0
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//
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// 29 4/08/98 4:46p Jimdose
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// Added ShowDummyOnClient and HideDummyOnClient
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//
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// 28 4/07/98 8:19p Jimdose
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// Made assaultrifle fire at normal speed
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//
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// 27 4/07/98 8:00p Markd
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// removed defhandle, changed all SINMDL calls to modelindex calls, removed
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// SINMDL prefix
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//
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// 26 4/07/98 6:45p Jimdose
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// Rewrote weapon code.
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// Fixed weapon switching bugs
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// fixed crash from freeing weapons at level changes
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// Added order to rank
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//
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// 25 4/06/98 7:10p Aldie
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// Added zooming for SniperRifle
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//
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// 24 4/05/98 11:17p Jimdose
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// No longer see the gun lerping around
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//
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// 23 4/05/98 5:29p Jimdose
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// Weapon attaching is back in (previous bug was probably related to not
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// freeing the ents after a map change...go figure).
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//
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// 22 4/04/98 7:28p Jimdose
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// Can't spray blood against sky anymore
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//
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// 21 4/04/98 6:11p Jimdose
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// Made response from EV_Trigger_ActivateTargets to EV_Trigger_Effect
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// Added attachable guns (currently disabled)
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//
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// 20 4/02/98 4:53p Jimdose
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// Added AmmoAvailable
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// Made SprayBlood work
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// Added check for valid owner in AnimateFlash
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//
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// 19 3/31/98 1:05a Jimdose
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// Made monsters always have ammo
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//
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// 18 3/30/98 2:35p Jimdose
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// Added Ammo
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// Added world models
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//
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// 17 3/27/98 11:03p Jimdose
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// Added muzzle flash
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//
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// 16 3/26/98 8:17p Jimdose
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// Temporarily disabled spray blood function
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//
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// 15 3/23/98 1:31p Jimdose
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// Revamped event and command system
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//
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// 14 3/18/98 7:24p Jimdose
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// Added code for handling readying and putting away weapons
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// Made work with new animation system
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//
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// 13 3/02/98 8:49p Jimdose
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// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
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// that you could have a NULL classid.
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//
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// 12 3/02/98 5:36p Jimdose
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// Fixed setOwner so that it handles NULL being passed in when entites are
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// freed or when the weapon is dropped.
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//
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// 11 2/19/98 2:35p Jimdose
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// Updated to work with Q2 based progs
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//
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// 9 12/15/97 12:04p Aldie
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// Fixed error message from coming up when checking for reload animations when
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// there was none (I.e. Melee weapons).
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//
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// 8 12/14/97 7:49p Jimdose
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// Fixed bug where if a weapon didn't have a "reload" animation, every other
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// time the player tried to fire would fail.
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//
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// 7 12/12/97 2:10p Markd
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// Changed NextAttacks in CheckReload and Fire to 1 second instead of 5
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//
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// 6 12/11/97 3:31p Markd
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// Added SprayBlood function
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//
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// 5 12/09/97 7:46p Markd
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// Added range variable. Added different behavior when firing...if there is no
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// model, then go ahead and shoot right away
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//
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// 4 11/18/97 5:28p Markd
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// Put in CheckTwitch, CheckIdle, put in clip support and other goodies
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//
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// 3 10/27/97 3:30p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 4:46p Jimdose
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// Added standard Ritual header
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//
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// DESCRIPTION:
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// Source file for Weapon class. The weapon class is the base class for
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// all weapons in Sin. Any entity created from a class derived from the weapon
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// class will be usable by any Sentient (players and monsters) as a weapon.
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//
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#include "g_local.h"
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#include "entity.h"
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#include "item.h"
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#include "weapon.h"
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#include "scriptmaster.h"
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#include "sentient.h"
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#include "misc.h"
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#include "specialfx.h"
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#include "chaingun.h"
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#include "assaultrifle.h"
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#ifdef SIN_ARCADE
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static ScriptVariablePtr sv_infinitebullets;
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static ScriptVariablePtr sv_infiniterockets;
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static ScriptVariablePtr sv_infiniteplasma;
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static ScriptVariablePtr sv_infinitespears;
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static ScriptVariablePtr sv_infinitesniper;
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#endif
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CLASS_DECLARATION( Item, Weapon, NULL );
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Event EV_Weapon_Shoot( "shoot" );
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Event EV_Weapon_FinishAttack( "attack_finished" );
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Event EV_Weapon_DoneLowering( "putaway" );
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Event EV_Weapon_DoneRaising( "ready" );
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Event EV_Weapon_DoneFiring( "donefiring" );
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Event EV_Weapon_Idle( "idle" );
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Event EV_Weapon_MuzzleFlash( "muzzleflash" );
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Event EV_Weapon_SecondaryUse( "secondaryuse" );
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Event EV_Weapon_DoneReloading( "donereloading" );
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Event EV_Weapon_SetAmmoClipSize( "ammoclipsize" );
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Event EV_Weapon_ProcessModelCommands( "process_mdl_cmds" );
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Event EV_Weapon_SetMaxRange( "maxrange" );
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Event EV_Weapon_SetMinRange( "minrange" );
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Event EV_Weapon_SetProjectileSpeed( "projectilespeed" );
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Event EV_Weapon_SetKick( "kick" );
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Event EV_Weapon_PrimaryMode( "primarymode" );
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Event EV_Weapon_SecondaryMode( "secondarymode" );
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Event EV_Weapon_ActionIncrement( "actionincrement" );
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Event EV_Weapon_PutAwayAndRaise( "putawaythenraise" );
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Event EV_Weapon_Raise( "raise" );
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Event EV_Weapon_NotDroppable( "notdroppable" );
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Event EV_Weapon_SetAimAnim( "setaimanim" );
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ResponseDef Weapon::Responses[] =
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{
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{ &EV_Item_Pickup, ( Response )Weapon::PickupWeapon },
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{ &EV_Weapon_FinishAttack, ( Response )Weapon::FinishAttack },
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{ &EV_Weapon_DoneLowering, ( Response )Weapon::DoneLowering },
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{ &EV_Weapon_DoneRaising, ( Response )Weapon::DoneRaising },
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{ &EV_Weapon_DoneFiring, ( Response )Weapon::DoneFiring },
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{ &EV_Weapon_Idle, ( Response )Weapon::Idle },
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{ &EV_Weapon_MuzzleFlash, ( Response )Weapon::EventMuzzleFlash },
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{ &EV_WeaponSound, ( Response )Weapon::WeaponSound },
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{ &EV_Weapon_DoneReloading, ( Response )Weapon::DoneReloading },
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{ &EV_Weapon_SetAmmoClipSize, ( Response )Weapon::SetAmmoClipSize },
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{ &EV_Weapon_ProcessModelCommands, ( Response )Weapon::ProcessWeaponCommandsEvent },
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{ &EV_Weapon_SetMaxRange, ( Response )Weapon::SetMaxRangeEvent },
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{ &EV_Weapon_SetMinRange, ( Response )Weapon::SetMinRangeEvent },
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{ &EV_Weapon_SetProjectileSpeed, ( Response )Weapon::SetProjectileSpeedEvent },
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{ &EV_Weapon_SetKick, ( Response )Weapon::SetKick },
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{ &EV_Weapon_SecondaryUse, ( Response )Weapon::SecondaryUse },
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{ &EV_Weapon_PrimaryMode, ( Response )Weapon::PrimaryMode },
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{ &EV_Weapon_SecondaryMode, ( Response )Weapon::SecondaryMode },
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{ &EV_Weapon_ActionIncrement, ( Response )Weapon::SetActionLevelIncrement },
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{ &EV_Weapon_PutAwayAndRaise, ( Response )Weapon::PutAwayAndRaise },
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{ &EV_Weapon_Raise, ( Response )Weapon::Raise },
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{ &EV_Weapon_NotDroppable, ( Response )Weapon::NotDroppableEvent },
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{ &EV_Weapon_SetAimAnim, ( Response )Weapon::SetAimAnim },
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{ NULL, NULL }
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};
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static int numBulletHoles = 0;
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static Queue queueBulletHoles;
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void ResetBulletHoles(void)
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{
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numBulletHoles = 0;
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queueBulletHoles.Clear();
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}
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Weapon::Weapon()
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{
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attack_finished = 0;
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owner = NULL;
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ammorequired = 0;
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secondary_ammorequired = 0;
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startammo = 0;
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rank = 0;
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ammo_clip_size = 0;
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ammo_in_clip = G_GetIntArg( "ammo_in_clip", 0 );
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kick = 0;
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last_attack_time = level.time-10;
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nextweaponsoundtime = 0;
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weaponstate = WEAPON_HOLSTERED;
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weaponmode = ( weaponmode_t )G_GetIntArg( "weaponmode", PRIMARY );
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dualmode = false;
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silenced = G_GetIntArg( "silenced", false );
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notdroppable = false;
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aimanim = -1;
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aimframe = 0;
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// handles most cases
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weapontype = WEAPON_2HANDED_HI;
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// start off unattached
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attached = false;
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// maximum effective firing distance (for AI)
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maxrange = 8192 * 2; // FIXME grr... magic number...
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// minimum safe firing distance (for AI)
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minrange = 0;
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// speed of the projectile (0 == infinite speed)
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projectilespeed = 0;
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// default action_level_increment
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action_level_increment = 2;
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// default weapons don't have alt fire
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alternate_fire = false;
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}
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Weapon::~Weapon()
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{
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DetachGun();
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}
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void Weapon::CreateSpawnArgs
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(
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void
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)
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{
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Item::CreateSpawnArgs();
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G_SetIntArg( "ammo_in_clip", ammo_in_clip );
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G_SetIntArg( "silenced", silenced );
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G_SetIntArg( "weaponmode", weaponmode );
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}
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int Weapon::Rank
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(
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void
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)
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{
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return rank;
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}
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int Weapon::Order
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(
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void
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)
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{
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return order;
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}
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void Weapon::SetRank
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(
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int order,
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int rank
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)
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{
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this->order = order;
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this->rank = rank;
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}
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void Weapon::SetType
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(
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weapontype_t type
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)
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{
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weapontype = type;
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}
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weapontype_t Weapon::GetType
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(
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void
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)
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{
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return weapontype;
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}
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void Weapon::SetAmmo
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(
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const char *type,
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int amount,
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int startamount
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)
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{
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if ( type )
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{
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ammotype = type;
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primary_ammo_type = type;
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}
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else
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{
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ammotype = "";
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primary_ammo_type = "";
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}
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ammorequired = amount;
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startammo = startamount;
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}
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void Weapon::SetSecondaryAmmo
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(
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const char *type,
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int amount,
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int startamount
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)
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{
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if ( type )
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{
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secondary_ammo_type = type;
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}
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else
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{
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secondary_ammo_type = "";
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}
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secondary_ammorequired = amount;
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}
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void Weapon::SetAmmoAmount
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(
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int amount
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)
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{
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if ( ammo_clip_size )
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ammo_in_clip = amount;
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}
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void Weapon::UseAmmo
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(
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int amount
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)
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{
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if ( ammo_clip_size )
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{
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ammo_in_clip -= amount;
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if (ammo_in_clip < 0)
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{
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warning("UseAmmo","Used more ammo than in clip.\n");
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ammo_in_clip = 0;
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}
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}
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else
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{
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Ammo * ammo;
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assert( owner );
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if ( owner && owner->isClient() && !UnlimitedAmmo() )
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{
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if ( ammotype.length() )
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{
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ammo = ( Ammo * )owner->FindItem( ammotype.c_str() );
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if ( weaponmode == PRIMARY )
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{
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if ( !ammo || !ammo->Use( ammorequired ) )
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{
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SetAmmoAmount( 0 );
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return;
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}
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}
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else
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{
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if ( !ammo || !ammo->Use( secondary_ammorequired ) )
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{
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SetAmmoAmount( 0 );
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return;
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}
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}
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SetAmmoAmount( ammo->Amount() );
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}
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}
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}
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}
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Vector Weapon::MuzzleOffset
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(
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void
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)
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{
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vec3_t trans[ 3 ];
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vec3_t orient;
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int groupindex;
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int tri_num;
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Vector offset = vec_zero;
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int useanim;
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int useframe;
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// get the bone information
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if ( ( !edict->s.gunmodelindex ) || ( owner && owner->isClient() ) )
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{
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if ( gi.GetBoneInfo( edict->s.modelindex, "barrel", &groupindex, &tri_num, orient ) )
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{
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if ( aimanim == -1 )
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{
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useanim = edict->s.anim;
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useframe = edict->s.frame;
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}
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else
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{
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useanim = aimanim;
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useframe = aimframe;
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}
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if ( gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, useanim, useframe,
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edict->s.scale, trans, offset.vec3() ) )
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{
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//
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// we scale the pos by 0.3 because of RF_DEPTHHACK
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//
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offset *= 0.3f;
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if ( owner && owner->isClient() )
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{
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switch( owner->client->pers.hand )
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{
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case LEFT_HANDED:
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offset[ 1 ] *= -1.0f;
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break;
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case CENTER_HANDED:
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offset[ 1 ] = 0;
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break;
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}
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}
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}
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}
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}
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//
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// if it is a non-client, than get the information from the world model of the gun
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//
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else if ( gi.GetBoneInfo( edict->s.gunmodelindex, "barrel", &groupindex, &tri_num, orient ) )
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{
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gi.GetBoneTransform( edict->s.gunmodelindex, groupindex, tri_num, orient, 0, 0,
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edict->s.scale, trans, offset.vec3() );
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}
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// Gun doesn't have a barrel, so search the owner for a barrel bone
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else if ( owner && gi.GetBoneInfo( owner->edict->s.modelindex,
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"barrel",
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&groupindex,
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&tri_num,
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orient ) )
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{
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gi.GetBoneTransform( owner->edict->s.modelindex,
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groupindex,
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tri_num,
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orient,
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owner->edict->s.anim,
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owner->edict->s.frame,
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owner->edict->s.scale,
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trans,
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offset.vec3() );
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}
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return offset;
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}
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void Weapon::GetMuzzlePosition
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(
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Vector *position,
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Vector *forward,
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Vector *right,
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Vector *up
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)
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{
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Vector offset;
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Vector f, r, u;
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Vector pos;
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Vector end;
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Vector dir;
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Vector gunpos;
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trace_t trace;
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assert( owner );
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// technically, we should never not have an owner when firing.
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if ( !owner )
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{
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return;
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}
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//
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// get the position of the owners gun bone
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//
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gunpos = owner->GunPosition();
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pos = gunpos;
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owner->GetGunOrientation( pos, &f, &r, &u );
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// get the bone information
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offset = MuzzleOffset();
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pos += f * offset[ 0 ];
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pos -= r * offset[ 1 ];
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pos += u * offset[ 2 ];
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// prevent the creature from firing through walls
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trace = G_Trace( gunpos, vec_zero, vec_zero, pos, owner, MASK_PROJECTILE, "Weapon::GetMuzzlePosition" );
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if ( ( trace.fraction < 1 ) || ( trace.startsolid ) || ( trace.allsolid ) )
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{
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pos = gunpos;
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pos -= r * offset[ 1 ];
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pos += u * offset[ 2 ];
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}
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//
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// calculate where this projectile is going to hit
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//
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end = gunpos + f*2048;
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trace = G_FullTrace( gunpos, vec_zero, vec_zero, end, 10, owner, MASK_SHOT, "Weapon::GetMuzzlePosition" );
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dir = trace.endpos - pos;
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dir.normalize();
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if ( dir*f < 0.707 )
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dir = f;
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if ( position )
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{
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*position = pos;
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}
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if ( forward )
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{
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*forward = dir;
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}
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if ( right )
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{
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*right = r;
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}
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if ( up )
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{
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*up = u;
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}
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}
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void Weapon::SetAmmoClipSize
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(
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Event * ev
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)
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{
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ammo_clip_size = ev->GetInteger( 1 );
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}
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void Weapon::SetModels
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(
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const char *world,
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const char *view
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)
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{
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Event *ev;
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assert( view );
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viewmodel = view;
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modelIndex( view );
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if ( world )
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{
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worldmodel = world;
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modelIndex( world );
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}
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else
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{
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worldmodel = "";
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}
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if ( owner )
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{
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setModel( viewmodel );
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}
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else if ( worldmodel.length() )
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{
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setModel( worldmodel );
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}
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else
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{
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setModel( viewmodel );
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}
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if ( worldmodel.length() )
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{
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ev = new Event( EV_Weapon_ProcessModelCommands );
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ev->AddInteger( modelIndex( worldmodel.c_str() ) );
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PostEvent( ev, 0 );
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}
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ev = new Event( EV_Weapon_ProcessModelCommands );
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ev->AddInteger( modelIndex( viewmodel.c_str() ) );
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PostEvent( ev, 0 );
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}
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void Weapon::SetAimAnim
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(
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Event *ev
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)
|
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{
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str anim;
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anim = ev->GetString( 1 );
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aimanim = gi.Anim_NumForName( edict->s.modelindex, anim.c_str() );
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aimframe = ev->GetInteger( 2 );
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}
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void Weapon::SetOwner
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(
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Sentient *ent
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)
|
|
|
|
{
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assert( ent );
|
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if ( !ent )
|
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{
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// return to avoid any buggy behaviour
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return;
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}
|
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Item::SetOwner( ent );
|
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setOrigin( vec_zero );
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setAngles( vec_zero );
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if ( !viewmodel.length() )
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{
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error( "setOwner", "Weapon without viewmodel set" );
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}
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setModel( viewmodel );
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if ( ent->isClient() && ammotype.length() && startammo && !G_GetSpawnArg( "savegame" ) )
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{
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ent->giveItem( ammotype.c_str(), startammo );
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}
|
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}
|
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void Weapon::TakeAllAmmo
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Ammo *ammo;
|
|
|
|
if ( owner )
|
|
{
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if ( ammotype.length() )
|
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{
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ammo = ( Ammo * )owner->FindItem( ammotype.c_str() );
|
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if ( ammo )
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{
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owner->takeItem( ammotype.c_str(), ammo->Amount() );
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}
|
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}
|
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}
|
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}
|
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|
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int Weapon::AmmoAvailable
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Ammo *ammo;
|
|
|
|
if ( owner )
|
|
{
|
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if ( ammotype.length() )
|
|
{
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ammo = ( Ammo * )owner->FindItem( ammotype.c_str() );
|
|
if ( ammo )
|
|
{
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return ammo->Amount();
|
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}
|
|
}
|
|
}
|
|
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return 0;
|
|
}
|
|
|
|
qboolean Weapon::UnlimitedAmmo
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( !owner )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( !owner->isClient() || ( owner->flags & FL_GODMODE ) || DM_FLAG( DF_INFINITE_AMMO ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
#ifdef SIN_ARCADE
|
|
if ( !sv_infinitebullets || !sv_infiniterockets || !sv_infiniteplasma || !sv_infinitespears || !sv_infinitesniper )
|
|
{
|
|
sv_infinitebullets = gameVars.CreateVariable( "infinitebullets", 0 );
|
|
sv_infiniterockets = gameVars.CreateVariable( "infiniterockets", 0 );
|
|
sv_infiniteplasma = gameVars.CreateVariable( "infiniteplasma", 0 );
|
|
sv_infinitespears = gameVars.CreateVariable( "infinitespears", 0 );
|
|
sv_infinitesniper = gameVars.CreateVariable( "infinitesniper", 0 );
|
|
}
|
|
|
|
if ( sv_infinitebullets->intValue() && ( ( !Q_strncasecmp( ammotype.c_str(), "bullet", 6 ) && ( ammotype != "BulletPulse" ) &&
|
|
( ammotype != "BulletSniper" ) ) || ( ammotype == "ShotgunClip" ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( sv_infiniterockets->intValue() && ( ammotype == "Rockets" ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( sv_infiniteplasma->intValue() && ( ammotype == "BulletPulse" ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( sv_infinitesniper->intValue() && ( ammotype == "BulletSniper" ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( sv_infinitespears->intValue() && ( ammotype == "Spears" ) )
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Weapon::HasAmmo
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( !owner )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( UnlimitedAmmo() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( weaponmode == PRIMARY )
|
|
{
|
|
if ( ( ammo_clip_size && ammo_in_clip >= ammorequired ) || AmmoAvailable() >= ammorequired )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ( ammo_clip_size && ammo_in_clip >= secondary_ammorequired ) || AmmoAvailable() >= secondary_ammorequired )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Weapon::HasAmmoInClip
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( ammo_clip_size )
|
|
{
|
|
if ( weaponmode == PRIMARY )
|
|
{
|
|
if ( ammo_in_clip >= ammorequired )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ammo_in_clip >= secondary_ammorequired )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return HasAmmo();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Weapon::ForceState
|
|
(
|
|
weaponstate_t state
|
|
)
|
|
|
|
{
|
|
weaponstate = state;
|
|
}
|
|
|
|
qboolean Weapon::AttackDone
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( attack_finished <= level.time );
|
|
}
|
|
|
|
qboolean Weapon::ReadyToFire
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_READY ) && AttackDone();
|
|
}
|
|
|
|
qboolean Weapon::ReadyToChange
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_READY );
|
|
}
|
|
|
|
qboolean Weapon::ReadyToUse
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return true;
|
|
}
|
|
|
|
qboolean Weapon::ChangingWeapons
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_LOWERING ) || ( weaponstate == WEAPON_RAISING );
|
|
}
|
|
|
|
qboolean Weapon::WeaponRaising
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_RAISING );
|
|
}
|
|
|
|
qboolean Weapon::WeaponPuttingAway
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_LOWERING );
|
|
}
|
|
|
|
qboolean Weapon::Reloading
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return ( weaponstate == WEAPON_RELOADING );
|
|
}
|
|
|
|
void Weapon::PutAway
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( weaponstate != WEAPON_READY )
|
|
{
|
|
return;
|
|
}
|
|
|
|
weaponstate = WEAPON_LOWERING;
|
|
|
|
if ( !HasAnim( "putaway" ) || ( deathmatch->value && ( ( int )dmflags->value & DF_FAST_WEAPONS ) ) )
|
|
{
|
|
ProcessEvent( EV_Weapon_DoneLowering );
|
|
return;
|
|
}
|
|
|
|
if ( dualmode )
|
|
{
|
|
if ( weaponmode == PRIMARY )
|
|
RandomAnimate( "primaryputaway", EV_Weapon_DoneLowering );
|
|
else
|
|
RandomAnimate( "secondaryputaway", EV_Weapon_DoneLowering );
|
|
}
|
|
else
|
|
if ( ( owner ) && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
RandomAnimate( "silputaway", EV_Weapon_DoneLowering );
|
|
else
|
|
RandomAnimate( "putaway", EV_Weapon_DoneLowering );
|
|
|
|
//weaponmode = PRIMARY;
|
|
}
|
|
|
|
void Weapon::ReadyWeapon
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
str animname;
|
|
|
|
if ( weaponstate != WEAPON_HOLSTERED )
|
|
{
|
|
return;
|
|
}
|
|
|
|
weaponstate = WEAPON_RAISING;
|
|
|
|
AttachGun();
|
|
|
|
if ( ( owner ) && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
animname = "silready";
|
|
else
|
|
{
|
|
if ( weaponmode == SECONDARY )
|
|
animname = "secondaryready";
|
|
else
|
|
animname = "ready";
|
|
|
|
}
|
|
|
|
if ( !HasAnim( animname.c_str() ) || ( deathmatch->value && ( ( int )dmflags->value & DF_FAST_WEAPONS ) ) )
|
|
{
|
|
ProcessEvent( EV_Weapon_DoneRaising );
|
|
return;
|
|
}
|
|
|
|
RandomAnimate( animname.c_str(), EV_Weapon_DoneRaising );
|
|
}
|
|
|
|
void Weapon::DetachFromOwner
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
StopAnimating();
|
|
DetachGun();
|
|
weaponstate = WEAPON_HOLSTERED;
|
|
}
|
|
|
|
void Weapon::AttachToOwner
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
AttachGun();
|
|
ForceIdle();
|
|
}
|
|
|
|
qboolean Weapon::Drop
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
float radius;
|
|
Vector temp;
|
|
|
|
if ( !owner )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( !IsDroppable() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
DetachGun();
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
temp[ grav.z ] = 40 * grav.sign;
|
|
if ( owner )
|
|
{
|
|
setOrigin( owner->worldorigin + temp );
|
|
}
|
|
else
|
|
{
|
|
setOrigin( worldorigin + temp );
|
|
}
|
|
setModel( worldmodel );
|
|
|
|
// hack to fix the bounds when the gun is dropped
|
|
|
|
//
|
|
// once dropped reset the rotated bounds
|
|
//
|
|
flags |= FL_ROTATEDBOUNDS;
|
|
|
|
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, mins.vec3(), maxs.vec3() );
|
|
radius = ( mins - maxs ).length() * 0.25f;
|
|
mins.x = mins.y = -radius;
|
|
maxs.x = maxs.y = radius;
|
|
setSize( mins, maxs );
|
|
|
|
StopAnimating();
|
|
edict->s.frame = 0;
|
|
edict->s.anim = 0;
|
|
|
|
// drop the weapon
|
|
PlaceItem();
|
|
if ( owner )
|
|
{
|
|
temp[ grav.x ] = G_CRandom( 50 );
|
|
temp[ grav.y ] = G_CRandom( 50 );
|
|
temp[ grav.z ] = 100 * grav.sign;
|
|
velocity = owner->velocity * 0.5 + temp;
|
|
setAngles( owner->angles );
|
|
}
|
|
|
|
avelocity = Vector( 0, G_CRandom( 360 ), 0 );
|
|
|
|
if ( owner && owner->isClient() )
|
|
{
|
|
spawnflags |= DROPPED_PLAYER_ITEM;
|
|
if ( ammo_clip_size )
|
|
startammo = ammo_in_clip;
|
|
else
|
|
startammo = 0;
|
|
|
|
// If owner is dead, put all his ammo of that type in the gun.
|
|
if ( owner->deadflag )
|
|
{
|
|
startammo = AmmoAvailable();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spawnflags |= DROPPED_ITEM;
|
|
if ( ammo_clip_size && ammo_in_clip )
|
|
startammo = ammo_in_clip;
|
|
else
|
|
startammo >>= 2;
|
|
|
|
if ( startammo == 0 )
|
|
{
|
|
startammo = 1;
|
|
}
|
|
}
|
|
|
|
// Wait some time before the last owner can pickup this weapon
|
|
last_owner = owner;
|
|
last_owner_trigger_time = level.time + 2.5f;
|
|
|
|
// Cancel reloading events
|
|
CancelEventsOfType( EV_Weapon_DoneReloading );
|
|
|
|
// Remove this from the owner's item list
|
|
if ( owner )
|
|
{
|
|
owner->RemoveItem( this );
|
|
}
|
|
|
|
owner = NULL;
|
|
|
|
// Fade out dropped weapons, to keep down the clutter
|
|
PostEvent( EV_FadeOut, 30 );
|
|
return true;
|
|
}
|
|
|
|
void Weapon::Fire
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
qboolean skipframefix;
|
|
|
|
if ( !ReadyToFire() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !HasAmmoInClip() )
|
|
{
|
|
CheckReload();
|
|
return;
|
|
}
|
|
|
|
if ( weaponmode == PRIMARY )
|
|
UseAmmo( ammorequired );
|
|
else
|
|
UseAmmo( secondary_ammorequired );
|
|
|
|
weaponstate = WEAPON_FIRING;
|
|
|
|
CancelEventsOfType( EV_Weapon_DoneFiring );
|
|
// this is just a precaution that we can re-trigger
|
|
NextAttack( 5 );
|
|
|
|
skipframefix = false;
|
|
if ( owner && owner->isClient() && !isSubclassOf( ChainGun ) && !isSubclassOf( AssaultRifle ) )
|
|
{
|
|
skipframefix = true;
|
|
StopAnimating();
|
|
}
|
|
|
|
if ( dualmode )
|
|
{
|
|
if ( weaponmode == PRIMARY )
|
|
{
|
|
RandomAnimate( "primaryfire", EV_Weapon_DoneFiring );
|
|
}
|
|
else
|
|
{
|
|
RandomAnimate( "secondaryfire", EV_Weapon_DoneFiring );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ( owner ) && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
RandomAnimate( "silfire", EV_Weapon_DoneFiring );
|
|
else
|
|
RandomAnimate( "fire", EV_Weapon_DoneFiring );
|
|
}
|
|
|
|
if ( skipframefix )
|
|
{
|
|
last_animation_time = ( level.framenum + 1 ) * FRAMETIME;
|
|
}
|
|
|
|
last_attack_time = level.time;
|
|
}
|
|
|
|
//**********************************************************************************/
|
|
//
|
|
// Non-public Weapon functions
|
|
//
|
|
//**********************************************************************************/
|
|
|
|
void Weapon::DetachGun
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( attached )
|
|
{
|
|
RandomGlobalSound("null_sound", 1, CHAN_WEAPONIDLE );
|
|
attached = false;
|
|
detach();
|
|
hideModel();
|
|
edict->s.gunmodelindex = 0;
|
|
edict->s.gunanim = 0;
|
|
edict->s.gunframe = 0;
|
|
edict->s.effects &= ~EF_SMOOTHANGLES;
|
|
}
|
|
}
|
|
|
|
//
|
|
// attach and detach the gun from the owner
|
|
//
|
|
|
|
void Weapon::AttachGun
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
int groupindex;
|
|
int tri_num;
|
|
Vector orient;
|
|
|
|
if ( !owner )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (attached)
|
|
DetachGun();
|
|
|
|
if ( gi.GetBoneInfo( owner->edict->s.modelindex, "gun", &groupindex, &tri_num, orient.vec3() ) )
|
|
{
|
|
attached = true;
|
|
attach( owner->entnum, groupindex, tri_num, orient );
|
|
showModel();
|
|
setOrigin( vec_zero );
|
|
edict->s.gunmodelindex = modelIndex( worldmodel.c_str() );
|
|
if ( edict->s.gunmodelindex )
|
|
{
|
|
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
|
|
if ( edict->s.gunanim < 0 )
|
|
edict->s.gunanim = 0;
|
|
edict->s.gunframe = 0;
|
|
}
|
|
else
|
|
{
|
|
edict->s.gunanim = 0;
|
|
edict->s.gunframe = 0;
|
|
}
|
|
edict->s.effects |= EF_SMOOTHANGLES;
|
|
}
|
|
else
|
|
{
|
|
gi.dprintf( "attach failed\n" );
|
|
}
|
|
}
|
|
|
|
void Weapon::PickupWeapon
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Sentient *sen;
|
|
Entity *other;
|
|
Weapon *weapon;
|
|
Weapon *current;
|
|
qboolean hasweapon;
|
|
qboolean giveammo;
|
|
Ammo *ammo;
|
|
|
|
other = ev->GetEntity( 1 );
|
|
|
|
assert( other );
|
|
|
|
if ( !other->isSubclassOf( Sentient ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
sen = ( Sentient * )other;
|
|
|
|
// If this is the last owner, check to see if he can pick it up
|
|
if ( ( sen == last_owner ) && ( level.time < last_owner_trigger_time ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
hasweapon = sen->HasItem( getClassname() );
|
|
giveammo = ( sen->isClient() && ammotype.length() && startammo );
|
|
|
|
// if he already has the weapon, don't pick it up if he doesn't need the ammo
|
|
if ( hasweapon )
|
|
{
|
|
if ( !giveammo )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check if he needs the ammo
|
|
ammo = ( Ammo * )sen->FindItem( ammotype.c_str() );
|
|
if ( ammo && ( ammo->Amount() >= ammo->MaxAmount() ) )
|
|
{
|
|
// doesn't need the ammo or the weapon, so return.
|
|
return;
|
|
}
|
|
}
|
|
|
|
weapon = ( Weapon * )ItemPickup( other );
|
|
if ( !weapon )
|
|
{
|
|
// Item Pickup failed, so don't give ammo either.
|
|
return;
|
|
}
|
|
|
|
//
|
|
// once picked up we don't want rotated bounds
|
|
//
|
|
flags &= ~FL_ROTATEDBOUNDS;
|
|
|
|
//FIXME
|
|
// Sentient should probably handle this when itempickup is called
|
|
// Check if we should switch his weapon
|
|
current = sen->CurrentWeapon();
|
|
if ( !DM_FLAG( DF_NO_WEAPON_CHANGE ) )
|
|
{
|
|
if ( !hasweapon && current && ( current != weapon ) && ( current->AutoChange() ) &&
|
|
( ( current->Rank() < weapon->Rank() ) || ( !current->HasAmmo() && weapon->HasAmmo() ) ) )
|
|
{
|
|
sen->ChangeWeapon( weapon );
|
|
}
|
|
}
|
|
|
|
// check if we should give him ammo
|
|
if ( giveammo )
|
|
{
|
|
sen->giveItem( ammotype.c_str(), startammo );
|
|
}
|
|
}
|
|
|
|
void Weapon::ForceIdle
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
weaponstate = WEAPON_READY;
|
|
|
|
if ( dualmode )
|
|
{
|
|
if ( weaponmode == PRIMARY )
|
|
RandomAnimate( "primaryidle", EV_Weapon_Idle );
|
|
else
|
|
RandomAnimate( "secondaryidle", EV_Weapon_Idle );
|
|
}
|
|
else
|
|
{
|
|
if ( owner && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
RandomAnimate( "silidle", EV_Weapon_Idle );
|
|
else
|
|
RandomAnimate( "idle", EV_Weapon_Idle );
|
|
}
|
|
}
|
|
|
|
void Weapon::DoneLowering
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
weaponstate = WEAPON_HOLSTERED;
|
|
|
|
DetachGun();
|
|
|
|
if ( owner )
|
|
{
|
|
owner->ProcessEvent( EV_Sentient_WeaponPutAway );
|
|
}
|
|
StopAnimating();
|
|
}
|
|
|
|
void Weapon::DoneRaising
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
weaponstate = WEAPON_READY;
|
|
|
|
if ( !ForceReload() )
|
|
{
|
|
ForceIdle();
|
|
}
|
|
|
|
if ( !owner )
|
|
{
|
|
PostEvent( EV_Remove, 0 );
|
|
return;
|
|
}
|
|
|
|
// Set the ammo type
|
|
if (weaponmode == PRIMARY)
|
|
{
|
|
ammotype = primary_ammo_type;
|
|
}
|
|
else if ( weaponmode == SECONDARY )
|
|
{
|
|
ammotype = secondary_ammo_type;
|
|
}
|
|
|
|
if ( owner )
|
|
owner->ProcessEvent( EV_Sentient_WeaponReady );
|
|
}
|
|
|
|
void Weapon::DoneFiring
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( !CheckReload() )
|
|
{
|
|
ForceIdle();
|
|
}
|
|
|
|
if ( owner )
|
|
{
|
|
owner->ProcessEvent( EV_Sentient_WeaponDoneFiring );
|
|
}
|
|
}
|
|
|
|
void Weapon::DoneReloading
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Ammo *ammo;
|
|
int amount;
|
|
|
|
amount = ammo_clip_size - ammo_in_clip;
|
|
assert( owner );
|
|
if ( owner && owner->isClient() && !UnlimitedAmmo() )
|
|
{
|
|
if ( ammotype.length() )
|
|
{
|
|
ammo = ( Ammo * )owner->FindItem( ammotype.c_str() );
|
|
if ( ammo )
|
|
{
|
|
if ( ammo->Amount() < amount )
|
|
amount = ammo->Amount();
|
|
if ( !ammo->Use( amount ) )
|
|
{
|
|
amount = 0;
|
|
}
|
|
}
|
|
SetAmmoAmount( amount + ammo_in_clip );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetAmmoAmount( ammo_clip_size );
|
|
}
|
|
|
|
ForceIdle();
|
|
|
|
if ( owner )
|
|
{
|
|
owner->ProcessEvent( EV_Sentient_WeaponReady );
|
|
}
|
|
}
|
|
|
|
qboolean Weapon::ForceReload
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( weaponstate != WEAPON_READY )
|
|
return false;
|
|
|
|
if ( level.cinematic && owner && owner->isClient() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// do a reload if the ammo in clip is not full,
|
|
// and there is some ammo available out of clip
|
|
if (
|
|
( ammo_clip_size != ammo_in_clip ) &&
|
|
( AmmoAvailable() > 0 )
|
|
)
|
|
{
|
|
weaponstate = WEAPON_RELOADING;
|
|
if ( ( owner ) && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
RandomAnimate( "silreload", EV_Weapon_DoneReloading );
|
|
else
|
|
RandomAnimate( "reload", EV_Weapon_DoneReloading );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
qboolean Weapon::CheckReload
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( weaponstate != WEAPON_READY )
|
|
return false;
|
|
|
|
if ( level.cinematic && owner && owner->isClient() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( ammo_clip_size && !ammo_in_clip && HasAmmo() )
|
|
{
|
|
weaponstate = WEAPON_RELOADING;
|
|
if ( ( owner ) && ( owner->flags & FL_SILENCER ) && ( silenced ) )
|
|
RandomAnimate( "silreload", EV_Weapon_DoneReloading );
|
|
else
|
|
RandomAnimate( "reload", EV_Weapon_DoneReloading );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Weapon::Idle
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( ammo_clip_size && ( !ammo_in_clip || level.time > last_attack_time + 2 ) )
|
|
{
|
|
if (CheckReload())
|
|
return;
|
|
}
|
|
|
|
ForceIdle();
|
|
}
|
|
|
|
void Weapon::FinishAttack
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
attack_finished = level.time;
|
|
}
|
|
|
|
void Weapon::NextAttack
|
|
(
|
|
double rate
|
|
)
|
|
|
|
{
|
|
attack_finished = level.time + (float)rate;
|
|
}
|
|
|
|
float Weapon::GetMaxRange
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return maxrange;
|
|
}
|
|
|
|
float Weapon::GetMinRange
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return minrange;
|
|
}
|
|
|
|
float Weapon::GetProjectileSpeed
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return projectilespeed;
|
|
}
|
|
|
|
void Weapon::SetMaxRangeEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
maxrange = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Weapon::SetMinRangeEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
minrange = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Weapon::SetProjectileSpeedEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
projectilespeed = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Weapon::NotDroppableEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
notdroppable = true;
|
|
}
|
|
|
|
void Weapon::SetMaxRange
|
|
(
|
|
float val
|
|
)
|
|
|
|
{
|
|
maxrange = val;
|
|
}
|
|
|
|
void Weapon::SetMinRange
|
|
(
|
|
float val
|
|
)
|
|
|
|
{
|
|
minrange = val;
|
|
}
|
|
|
|
void Weapon::SetProjectileSpeed
|
|
(
|
|
float val
|
|
)
|
|
|
|
{
|
|
projectilespeed = val;
|
|
}
|
|
|
|
void Weapon::EventMuzzleFlash
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( !owner )
|
|
{
|
|
return;
|
|
}
|
|
|
|
SpawnTempDlight
|
|
(
|
|
owner->worldorigin,
|
|
ev->GetFloat( 1 ),
|
|
ev->GetFloat( 2 ),
|
|
ev->GetFloat( 3 ),
|
|
ev->GetFloat( 4 ),
|
|
ev->GetFloat( 5 ),
|
|
ev->GetFloat( 6 )
|
|
);
|
|
}
|
|
|
|
void Weapon::MuzzleFlash
|
|
(
|
|
float r,
|
|
float g,
|
|
float b,
|
|
float radius,
|
|
float decay,
|
|
float life
|
|
)
|
|
|
|
{
|
|
if ( !owner )
|
|
{
|
|
return;
|
|
}
|
|
|
|
SpawnTempDlight
|
|
(
|
|
owner->worldorigin,
|
|
r,
|
|
g,
|
|
b,
|
|
radius,
|
|
decay,
|
|
life
|
|
);
|
|
}
|
|
|
|
void Weapon::BulletHole
|
|
(
|
|
trace_t *trace
|
|
)
|
|
{
|
|
Entity *hole;
|
|
Vector norm,norm2;
|
|
Entity *hit;
|
|
|
|
hit = trace->ent->entity;
|
|
|
|
if ( !hit )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( trace->surface &&
|
|
( trace->surface->flags & SURF_NODRAW ) )
|
|
return;
|
|
|
|
if ( hit->hidden() )
|
|
return;
|
|
|
|
// FIXME: Make Bullet holes client side.
|
|
if ( deathmatch->value )
|
|
return;
|
|
|
|
hole = new Entity;
|
|
hole->setMoveType( MOVETYPE_PUSH );
|
|
hole->setSolidType( SOLID_NOT );
|
|
hole->setModel( "sprites/bullethole.spr" );
|
|
hole->setSize( "0 0 0", "0 0 0" );
|
|
|
|
norm = trace->plane.normal;
|
|
norm2.x = -norm.x;
|
|
norm2.y = -norm.y;
|
|
norm2.z = norm.z;
|
|
|
|
hole->angles = norm2.toAngles();
|
|
hole->setAngles( hole->angles );
|
|
hole->setOrigin( Vector( trace->endpos ) + ( norm * 0.2 ) ) ;
|
|
|
|
if ( ( trace->ent->solid == SOLID_BSP ) && ( hit != world ) )
|
|
{
|
|
hole->bind( hit );
|
|
}
|
|
|
|
queueBulletHoles.Enqueue(hole);
|
|
numBulletHoles++;
|
|
|
|
if (numBulletHoles > sv_maxbulletholes->value)
|
|
{
|
|
// Fade one out of the list.
|
|
Entity *fadehole;
|
|
fadehole = (Entity *) queueBulletHoles.Dequeue();
|
|
fadehole->ProcessEvent(EV_Remove);
|
|
numBulletHoles--;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Weapon::WeaponSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Event *e;
|
|
|
|
// Broadcasting a sound can be time consuming. Only do it once in a while on really fast guns.
|
|
if ( nextweaponsoundtime > level.time )
|
|
{
|
|
if ( owner )
|
|
{
|
|
owner->BroadcastSound( ev, CHAN_WEAPON, NullEvent, 0 );
|
|
}
|
|
else
|
|
{
|
|
BroadcastSound( ev, CHAN_WEAPON, EV_HeardWeapon, 0 );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( owner )
|
|
{
|
|
e = new Event( ev );
|
|
owner->ProcessEvent( e );
|
|
}
|
|
else
|
|
{
|
|
Item::WeaponSound( ev );
|
|
}
|
|
|
|
// give us some breathing room
|
|
nextweaponsoundtime = level.time + 0.4;
|
|
}
|
|
|
|
qboolean Weapon::Removable
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if (
|
|
( ( int )( dmflags->value ) & DF_WEAPONS_STAY ) &&
|
|
!( spawnflags & ( DROPPED_ITEM | DROPPED_PLAYER_ITEM ) )
|
|
)
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
qboolean Weapon::Pickupable
|
|
(
|
|
Entity *other
|
|
)
|
|
|
|
{
|
|
Sentient *sen;
|
|
|
|
if ( !other->isSubclassOf( Sentient ) )
|
|
{
|
|
return false;
|
|
}
|
|
else if ( !other->isClient() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
sen = ( Sentient * )other;
|
|
|
|
//FIXME
|
|
// This should be in player
|
|
|
|
// Mutants can't pickup weapons
|
|
if ( other->flags & (FL_MUTANT|FL_SP_MUTANT) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we have the weapon and weapons stay, then don't pick it up
|
|
if ( ( ( int )( dmflags->value ) & DF_WEAPONS_STAY ) && !( spawnflags & ( DROPPED_ITEM | DROPPED_PLAYER_ITEM ) ) )
|
|
{
|
|
Weapon *weapon;
|
|
|
|
weapon = ( Weapon * )sen->FindItem( getClassname() );
|
|
|
|
if ( weapon )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Weapon::AutoChange
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int Weapon::ClipAmmo
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if (ammo_clip_size)
|
|
return ammo_in_clip;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
void Weapon::ProcessWeaponCommandsEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int index;
|
|
|
|
index = ev->GetInteger( 1 );
|
|
ProcessInitCommands( index );
|
|
}
|
|
|
|
void Weapon::SetKick
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
kick = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Weapon::SecondaryUse
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( !dualmode )
|
|
return;
|
|
|
|
// Switch to the secondary mode of the weapon
|
|
|
|
if (weaponstate != WEAPON_READY)
|
|
return;
|
|
|
|
weaponstate = WEAPON_CHANGING;
|
|
|
|
if (weaponmode == PRIMARY)
|
|
{
|
|
RandomAnimate( "primary2secondary", EV_Weapon_SecondaryMode );
|
|
weaponmode = SECONDARY;
|
|
}
|
|
else
|
|
{
|
|
RandomAnimate( "secondary2primary", EV_Weapon_PrimaryMode );
|
|
weaponmode = PRIMARY;
|
|
}
|
|
}
|
|
|
|
void Weapon::PrimaryMode
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
RandomAnimate( "primaryidle", EV_Weapon_Idle );
|
|
weaponstate = WEAPON_READY;
|
|
ammotype = primary_ammo_type;
|
|
}
|
|
|
|
void Weapon::SecondaryMode
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
RandomAnimate( "secondaryidle", EV_Weapon_Idle );
|
|
weaponstate = WEAPON_READY;
|
|
ammotype = secondary_ammo_type;
|
|
}
|
|
|
|
void Weapon::SetActionLevelIncrement
|
|
(
|
|
Event *ev
|
|
)
|
|
{
|
|
action_level_increment = ev->GetInteger( 1 );
|
|
}
|
|
|
|
int Weapon::ActionLevelIncrement
|
|
(
|
|
void
|
|
)
|
|
{
|
|
return action_level_increment;
|
|
}
|
|
|
|
qboolean Weapon::IsDroppable
|
|
(
|
|
void
|
|
)
|
|
{
|
|
if ( notdroppable || !worldmodel.length() )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
qboolean Weapon::IsSilenced
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
return silenced;
|
|
}
|
|
|
|
void Weapon::Raise
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
weaponstate = WEAPON_HOLSTERED;
|
|
ReadyWeapon();
|
|
}
|
|
|
|
void Weapon::PutAwayAndRaise
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
weaponstate = WEAPON_LOWERING;
|
|
|
|
if ( deathmatch->value && ( ( int )dmflags->value & DF_FAST_WEAPONS ) )
|
|
{
|
|
ProcessEvent( EV_Weapon_DoneRaising );
|
|
return;
|
|
}
|
|
|
|
RandomAnimate( "putaway", EV_Weapon_Raise );
|
|
}
|
|
|
|
void Weapon::SetPrimaryMode
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
weaponmode = PRIMARY;
|
|
ammotype = primary_ammo_type;
|
|
}
|
|
|
|
void Weapon::SetSecondaryMode
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
weaponmode = SECONDARY;
|
|
ammotype = secondary_ammo_type;
|
|
}
|
|
|