ef2gamesource/dlls/game/weapon.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

6018 lines
130 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/weapon.cpp $
// $Revision:: 263 $
// $Author:: Steven $
// $Date:: 10/13/03 9:43a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Source file for Weapon class. The weapon class is the base class for
// all weapons in the game. Any entity created from a class derived from the weapon
// class will be usable by any Sentient (players and monsters) as a weapon.
//
#include "_pch_cpp.h"
#include "entity.h"
#include "item.h"
#include "weapon.h"
#include "scriptmaster.h"
#include "sentient.h"
#include "misc.h"
#include "specialfx.h"
#include "actor.h"
#include "weaputils.h"
#include "player.h"
#include "decals.h"
#include "mp_manager.hpp"
#include <qcommon/gameplaymanager.h>
// for bot code
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "ai_main.h"
extern bot_state_t *botstates[MAX_CLIENTS];
#define TargetIdleTime 0.2
Event EV_Weapon_Shoot
(
"shoot",
EV_DEFAULT,
"S",
"mode",
"Shoot the weapon"
);
Event EV_Weapon_DoneRaising
(
"ready",
EV_TIKIONLY,
NULL,
NULL,
"Signals the end of the ready animation so the weapon can be used"
);
Event EV_Weapon_DoneAnimating
(
"weapon_done_animate",
EV_CODEONLY,
NULL,
NULL,
"Signals the end of the ready animation so the weapon can be used"
);
Event EV_Weapon_DoneFiring
(
"donefiring",
EV_TIKIONLY,
NULL,
NULL,
"Signals the end of the fire animation"
);
Event EV_Weapon_Idle
(
"idle",
EV_DEFAULT,
NULL,
NULL,
"Puts the weapon into an idle state"
);
Event EV_Weapon_SecondaryUse
(
"secondaryuse",
EV_DEFAULT,
NULL,
NULL,
"Puts the weapon into its secondary mode of operation"
);
Event EV_Weapon_DoneReloading
(
"donereloading",
EV_CODEONLY,
NULL,
NULL,
"Signals the end of the reload animation"
);
Event EV_Weapon_DoneReloadingBurst
(
"doneReloadingBurst",
EV_CODEONLY,
NULL,
NULL,
"Signals the end of the reload animation for a burst"
);
Event EV_Weapon_SetAmmoClipSize
(
"clipsize",
EV_TIKIONLY,
"i",
"ammoClipSize",
"Set the amount of rounds a clip of the weapon holds"
);
Event EV_Weapon_SetAmmoInClip
(
"ammo_in_clip",
EV_TIKIONLY,
"i",
"ammoInClip",
"Set the amount of ammo in the clip"
);
Event EV_Weapon_ProcessModelCommands
(
"process_mdl_cmds",
EV_CODEONLY,
NULL,
NULL,
"Forces a processing of the init commands for the model"
);
Event EV_Weapon_SetMaxRange
(
"maxrange",
EV_TIKIONLY,
"f",
"maxRange",
"Set the maximum range of a weapon so the AI knows how to use it"
);
Event EV_Weapon_SetMinRange
(
"minrange",
EV_TIKIONLY,
"f",
"minRange",
"Set the minimum range of a weapon so the AI knows how to use it"
);
Event EV_Weapon_ActionIncrement
(
"actionincrement",
EV_TIKIONLY,
"i",
"actionLevelIncrement",
"Set the action level increment of the weapon.\n"
"When the weapon is fired, it will raise the action level by this amount"
);
Event EV_Weapon_NotDroppable
(
"notdroppable",
EV_TIKIONLY,
NULL,
NULL,
"Makes a weapon not droppable"
);
Event EV_Weapon_SetAimAnim
(
"setaimanim",
EV_TIKIONLY,
"si",
"aimAnimation aimFrame",
"Set the aim animation and frame for when a weapon fires"
);
Event EV_Weapon_SetFireType
(
"firetype",
EV_TIKIONLY,
"s",
"firingType",
"Set the firing type of the weapon (projectile or bullet)"
);
Event EV_Weapon_SetProjectile
(
"projectile",
EV_TIKIONLY,
"s",
"projectileModel",
"Set the model of the projectile that this weapon fires"
);
Event EV_Weapon_SetBulletDamage
(
"bulletdamage",
EV_TIKIONLY,
"f",
"bulletDamage",
"Set the damage that the bullet causes"
);
Event EV_Weapon_SetBulletKnockback
(
"bulletknockback",
EV_TIKIONLY,
"f",
"bulletKnockback",
"Set the knockback that the bullet causes"
);
Event EV_Weapon_SetBulletCount
(
"bulletcount",
EV_TIKIONLY,
"f",
"bulletCount",
"Set the number of bullets this weapon shoots when fired"
);
Event EV_Weapon_SetBulletRange
(
"bulletrange",
EV_TIKIONLY,
"f",
"bulletRange",
"Set the range of the bullets"
);
Event EV_Weapon_SetBulletSpread
(
"bulletspread",
EV_TIKIONLY,
"ffFFF",
"bulletSpreadX bulletSpreadY endSpreadX endSpreadY spreadTime",
"Set the max spread of the bullet in the x and y axis, optionally with a different end spread and time interval"
);
Event EV_Weapon_SetRange
(
"range",
EV_TIKIONLY,
"f",
"range",
"Set the range of the weapon"
);
Event EV_Weapon_Hand
(
"hand",
EV_TIKIONLY,
"s",
"weaponHand",
"Set the hand the weapon can be wielded in (lefthand, righthand, both, or any)"
);
Event EV_Weapon_Mode
(
"modeset",
EV_TIKIONLY,
"SSSSSSSSS",
"arg1 arg2 arg3 arg4 arg5 arg6 arg7 arg8 arg9",
"Set a value for a mode by passing commands through"
);
Event EV_Weapon_AmmoType
(
"ammotype",
EV_TIKIONLY,
"s",
"name",
"Set the type of ammo this weapon uses"
);
Event EV_Weapon_StartAmmo
(
"startammo",
EV_TIKIONLY,
"i",
"amount",
"Set the starting ammo of this weapon"
);
Event EV_Weapon_AmmoBoost
(
"ammoBoost",
EV_TIKIONLY,
"i",
"amount",
"Set the ammo given to a sentient that picks up this weapon but already had a weapon of this type."
);
Event EV_Weapon_AmmoRequired
(
"ammorequired",
EV_TIKIONLY,
"i",
"amount",
"Set the amount of ammo this weapon requires to fire"
);
Event EV_Weapon_MaxChargeTime
(
"maxchargetime",
EV_TIKIONLY,
"i",
"time",
"Set the maximum time the weapon may be charged up"
);
Event EV_Weapon_GiveStartingAmmo
(
"startingammotoowner",
EV_CODEONLY,
NULL,
NULL,
"Internal event used to give ammo to the owner of the weapon"
);
Event EV_Weapon_GiveAmmoBoost
(
"giveAmmoBoost",
EV_CODEONLY,
NULL,
NULL,
"Internal event used to give ammo boost to the player that just picked up this weapon."
);
Event EV_Weapon_AutoAim
(
"autoaim",
EV_TIKIONLY,
"FF",
"selection_angle lockon_angle",
"Turn on auto aiming for the weapon"
);
Event EV_Weapon_Crosshair
(
"crosshair",
EV_TIKIONLY,
"b",
"bool",
"Turn on/off the crosshair for this weapon"
);
Event EV_Weapon_TorsoAim
(
"torsoaim",
EV_DEFAULT,
"b",
"bool",
"Turn on/off the torsoaim for this weapon"
);
Event EV_Weapon_SetQuiet
(
"quiet",
EV_TIKIONLY,
NULL,
NULL,
"Makes the weapon make no noise."
);
Event EV_Weapon_SetLoopFire
(
"loopfire",
EV_TIKIONLY,
NULL,
NULL,
"Makes the weapon fire by looping the fire animation."
);
/*
Event EV_Weapon_FullAnimFire
(
"fullanimfire",
EV_DEFAULT,
NULL,
NULL,
"Makes the weapon play the full fire animation even if key is released"
);
*/
Event EV_Weapon_LeftAttachToTag
(
"leftattachtotag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to it's owner when wielded in the left hand."
);
Event EV_Weapon_RightAttachToTag
(
"rightattachtotag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to it's owner when wielded in the right hand."
);
Event EV_Weapon_DualAttachToTag
(
"dualattachtotag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to it's owner when wielded dual handed."
);
Event EV_Weapon_HolsterTagLeft
(
"leftholstertag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to when the weapon is put away from the left hand."
);
Event EV_Weapon_HolsterTagRight
(
"rightholstertag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to when the weapon is put away from the right hand."
);
Event EV_Weapon_HolsterTagDual
(
"dualholstertag",
EV_TIKIONLY,
"s",
"tagname",
"Set the name of the tag to attach this to when the weapon is put away from dual handed"
);
Event EV_Weapon_LeftHolsterAngles
(
"leftholsterangles",
EV_TIKIONLY,
"v",
"angles",
"Set the angles of this weapon when it's attached to the left holster"
);
Event EV_Weapon_RightHolsterAngles
(
"rightholsterangles",
EV_TIKIONLY,
"v",
"angles",
"Set the angles of this weapon when it's attached to the right holster"
);
Event EV_Weapon_DualHolsterAngles
(
"dualholsterangles",
EV_TIKIONLY,
"v",
"angles",
"Set the angles of this weapon when it's attached to the dual holster"
);
Event EV_Weapon_HolsterScale
(
"holsterscale",
EV_TIKIONLY,
"f",
"scale",
"Set the scale of the weapon when it's attached to the holster"
);
Event EV_Weapon_WeildedScale
(
"weildedScale",
EV_TIKIONLY,
"f",
"scale",
"Sets the scale of the weapon when it's weilded"
);
Event EV_Weapon_AutoPutaway
(
"autoputaway",
EV_TIKIONLY,
"b",
"bool",
"Set the weapon to be automatically put away when out of ammo"
);
Event EV_Weapon_UseNoAmmo
(
"usenoammo",
EV_TIKIONLY,
"b",
"bool",
"Set the weapon to be able to be used when it's out of ammo"
);
Event EV_Weapon_SetMeansOfDeath
(
"meansofdeath",
EV_TIKIONLY,
"s",
"meansOfDeath",
"Set the meansOfDeath of the weapon."
);
Event EV_Weapon_SetWorldHitSpawn
(
"worldhitspawn",
EV_TIKIONLY,
"s",
"modelname",
"Set a model to be spawned when the weapon strikes the world."
);
Event EV_Weapon_MakeNoise
(
"makenoise",
EV_TIKIONLY,
"FB",
"noise_radius force",
"Makes the weapon make noise that actors can hear."
);
Event EV_Weapon_SetViewModel
(
"weaponviewmodel",
EV_TIKIONLY,
"s",
"filename",
"Set the view model name"
);
Event EV_Weapon_DonePutaway
(
"doneputaway",
EV_TIKIONLY,
NULL,
NULL,
"Called when the weapon is done with it's putaway anim"
);
Event EV_Weapon_SetRegenAmmo
(
"regenammo",
EV_TIKIONLY,
"ii",
"regenamount regentime",
"Specifics that a weapon regenerates ammo over time"
);
Event EV_Weapon_SetRegenOnlyWhenIdle
(
"regenonlywhenidle",
EV_TIKIONLY,
NULL,
NULL,
"Specifics that the weapon only regenerates ammo when idle, must still use regen ammo to set how much."
);
Event EV_Weapon_ChangeIdle
(
"changeidle",
EV_TIKIONLY,
NULL,
NULL,
"Changes the idle animation"
);
Event EV_Weapon_DrawBowStrain
(
"drawbowstrain",
EV_DEFAULT,
NULL,
NULL,
"Starts the bow draw strain animation"
);
Event EV_Weapon_AltDrawBowStrain
(
"altdrawbowstrain",
EV_DEFAULT,
NULL,
NULL,
"Starts the alternate bow draw strain animation"
);
Event EV_Weapon_SetAccuracy
(
"setaccuracy",
EV_TIKIONLY,
"sfffff",
"firemode stoppedac acchange walkac runac crouchac",
"Sets the accuracy of the weapon"
);
Event EV_Weapon_SetReticuleTime
(
"setreticuletime",
EV_TIKIONLY,
"f",
"reticuletime",
"Reticule time"
);
Event EV_Weapon_SetZoomFOV
(
"setzoomfov",
EV_TIKIONLY,
"f",
"zoomfov",
"Zoom FOV"
);
Event EV_Weapon_IncrementZoomFOV
(
"inczoomfov",
EV_TIKIONLY,
NULL,
NULL,
"Increments the zoom fov"
);
Event EV_Weapon_SetZoomStage
(
"setzoomstage",
EV_TIKIONLY,
"ff",
"fov1 fov2",
"Sets the fov stage"
);
Event EV_Weapon_SetStartZoom
(
"setstartzoom",
EV_TIKIONLY,
"f",
"startzoom",
"Sets the start zoom fov"
);
Event EV_Weapon_SetEndZoom
(
"setendzoom",
EV_TIKIONLY,
"f",
"endzoom",
"Sets the end zoom fov"
);
Event EV_Weapon_SetZoomTime
(
"setzoomtime",
EV_TIKIONLY,
"f",
"zoomtime",
"Sets the time it takes to zoom from startzoom to endzoom"
);
Event EV_Weapon_SetAimType
(
"setaim",
EV_DEFAULT,
"s",
"aimtype",
"Sets the aimtype of the weapon (changes according to player state)"
);
Event EV_Weapon_SetFireTimer
(
"setfiretimer",
EV_TIKIONLY,
"sf",
"mode mintime",
"Specifies the minimum time between shots"
);
Event EV_Weapon_UseSameClip
(
"usesameclip",
EV_TIKIONLY,
NULL,
NULL,
"Specifies that ammo comes out of the same clip in all fire modes"
);
Event EV_Weapon_SetMaxModes
(
"maxmode",
EV_TIKIONLY,
"s",
"maxmode",
"Overrides the maximum number of modes for this weapon (default is 2)"
);
Event EV_Weapon_SetSwitchMode
(
"switchmode",
EV_TIKIONLY,
NULL,
NULL,
"Specifies that this is a switch mode weapon (right button switches)"
);
Event EV_Weapon_DoneSwitching
(
"doneswitching",
EV_TIKIONLY,
NULL,
NULL,
"Signals the end of the switching to mode animation"
);
Event EV_Weapon_DoneSwitchToMiddle
(
"doneswitchtomiddle",
EV_TIKIONLY,
NULL,
NULL,
"Signals the end of the switching to 'neutral' animation"
);
Event EV_Weapon_TargetIdle
(
"targetidle",
EV_CODEONLY,
NULL,
NULL,
"This weapon have a specific on-target idle"
);
Event EV_Weapon_TargetIdleThink
(
"targetidlethink",
EV_DEFAULT,
NULL,
NULL,
"Think event to check for target on target idle weapons"
);
Event EV_Weapon_SetBurstMode
(
"burstmode",
EV_TIKIONLY,
"i",
"burstcount",
"Set this mode to be burst mode, that uses burstcount ammo"
);
Event EV_Weapon_StartFiring
(
"startfiring",
EV_TIKIONLY,
NULL,
NULL,
"Sets the time that the weapon starts firing (for spread computations)"
);
Event EV_Weapon_FinishedFiring
(
"finishedfiring",
EV_TIKIONLY,
"i",
"finished_firing",
"Sets if the gun is finished firing"
);
Event EV_Weapon_Zoom
(
"zoom",
EV_TIKIONLY,
NULL,
NULL,
"Zooms in"
);
Event EV_Weapon_EndZoom
(
"endZoom",
EV_TIKIONLY,
NULL,
NULL,
"Ends the zoom"
);
Event EV_Weapon_Rezoom
(
"rezoom",
EV_TIKIONLY,
NULL,
NULL,
"Rezooms to the last zoom fov"
);
Event EV_Weapon_SetTargetingSkin
(
"targetingskin",
EV_TIKIONLY,
"i",
"skinNum",
"Sets the skin number to use when targeting something"
);
Event EV_Weapon_SetShootingSkin
(
"shootingskin",
EV_TIKIONLY,
"i",
"skinNum",
"Sets the skin number to use when shooting"
);
Event EV_Weapon_SetFullAmmoSkin
(
"fullAmmoSkin",
EV_TIKIONLY,
"ii",
"skinNum modeNum",
"Sets the skin number to use when the weapon has full ammo"
);
Event EV_Weapon_SetMoveSpeedModifier
(
"moveSpeedModifier",
EV_DEFAULT,
"f",
"modifier",
"Sets the move speed modifier for this weapon (when not shooting)."
);
Event EV_Weapon_SetShootingMoveSpeedModifier
(
"shootingMoveSpeedModifier",
EV_DEFAULT,
"f",
"modifier",
"Sets the move speed modifier for this weapon while shooting."
);
Event EV_Weapon_UseActorAiming
(
"useactoraiming",
EV_DEFAULT,
"B",
"flag",
"This weapon aims with it's tag_barrel. Regardless of who is holding it."
);
Event EV_Weapon_ViewShake
(
"viewShake",
EV_DEFAULT,
"fF",
"viewShakeMagnitude viewShakeDuration",
"Sets the magnitude & duration of the view shaking while firing this weapon.\n"
"Duration defaults to .05 if not set"
);
Event EV_Weapon_AdvancedViewShake
(
"advancedViewShake",
EV_DEFAULT,
"vvFB",
"minViewShake maxViewShake viewShakeDuration override",
"Sets the min shake vector, max shake vector, & duration of the view shaking while firing this weapon.\n"
"Duration defaults to .05 if not set"
);
Event EV_Weapon_ClearViewShake
(
"clearViewShake",
EV_CODEONLY,
NULL,
NULL,
"Clears the current view shake."
);
Event EV_Weapon_ReduceViewShake
(
"reduceViewShake",
EV_CODEONLY,
NULL,
NULL,
"Reduces the current view shake."
);
Event EV_Weapon_SetPowerRating
(
"powerrating",
EV_DEFAULT,
"f",
"rating",
"Specifies how much damage is done per second by the weapon"
);
Event EV_Weapon_SetProjectileSpeed
(
"projectilespeed",
EV_DEFAULT,
"f",
"proj_speed",
"Specifies the speed of the projectile -- Used by AI"
);
Event EV_Weapon_SetProjectileDamage
(
"projectiledamage",
EV_DEFAULT,
"f",
"proj_damage",
"Specifies the damage of the projectile"
);
Event EV_Weapon_SetBurstModeDelay
(
"burstModeDelay",
EV_DEFAULT,
"f",
"burstModeDelay",
"Specifies the length of time to use between bursts (do not use this if you want to use the animation timing)"
);
Event EV_Weapon_SetArcProjectile
(
"arcprojectile",
EV_DEFAULT,
"b",
"arc_bool",
"Specifies for actors if the projectile should arc"
);
Event EV_Weapon_SetLowArcRange
(
"lowarcrange",
EV_DEFAULT,
"f",
"range",
"Specifies for actors the range at which to change from high trajectory to normal"
);
Event EV_Weapon_SetPlayMissSound
(
"playmisssound",
EV_DEFAULT,
"b",
"playsound",
"Sets whether or not to play a miss sound( snd_ricochet ) at the point of impact"
);
Event EV_Weapon_NoAmmoMode
(
"noAmmoMode",
EV_DEFAULT,
NULL,
NULL,
"Specifies that the current mode also has a no ammo mode."
);
Event EV_Weapon_NoDelay
(
"noDelay",
EV_DEFAULT,
NULL,
NULL,
"Specifies that this mode has no delay."
);
Event EV_Weapon_PauseRegen
(
"pauseRegen",
EV_DEFAULT,
NULL,
NULL,
"Pauses the regen of ammo for a little bit."
);
Event EV_Weapon_SetChargedModels
(
"chargedModels",
EV_DEFAULT,
"i",
"numChargedModels",
"Sets the number of charged models there are to use."
);
Event EV_Weapon_SetControllingProjectile
(
"controllingProjectile",
EV_DEFAULT,
"B",
"bool",
"Sets whether or not the weapon is currently controlling a projectile or not."
);
Event EV_Weapon_SetCanInterruptFiringState
(
"canInterruptFiringState",
EV_DEFAULT,
"B",
"bool",
"Sets whether or not the weapon can be interrupted during its firing state."
);
Event EV_Weapon_StartViewShake
(
"startViewShake",
EV_CODEONLY,
NULL,
NULL,
"Starts the weapons view shake."
);
Event EV_Weapon_SpreadAnimData
(
"spreadAnimData",
EV_DEFAULT,
"if",
"numAnims totalTime",
"Sets up the info for spread over time using different fire anims."
);
Event EV_Weapon_MaxViewShakeChange
(
"maxViewShakeChange",
EV_DEFAULT,
"f",
"maxViewChange",
"Sets the max view change for this weapon."
);
Event EV_Weapon_ControlParms
(
"controlProjParms",
EV_DEFAULT,
"ss",
"emitterName soundName",
"Sets the paramaters to use when controlling a projectile."
);
Event EV_Weapon_ProjectileControlHidden
(
"controlProjHidden",
EV_DEFAULT,
"b",
"hiddenBool",
"Sets whether or not the projectile control is currently hidden."
);
Event EV_Weapon_MeleeParms
(
"meleeParms",
EV_DEFAULT,
"fff",
"width height length",
"Sets the parms of the melee attack."
);
Event EV_Weapon_FireOffset
(
"fireOffset",
EV_DEFAULT,
"v",
"fireOffset",
"Sets the offset where the weapon will fire from."
);
Event EV_Weapon_AutoReload
(
"autoReload",
EV_DEFAULT,
"b",
"autoReload",
"Specifies whether or not the weapon automatically reloads."
);
Event EV_Weapon_AllowAutoSwitch
(
"allowAutoSwitch",
EV_DEFAULT,
"b",
"allowAutoSwitch",
"Specifies whether or not the weapon automatically switches to another weapon when it's out of ammo."
);
Event EV_Weapon_ForceReload
(
"forceReload",
EV_DEFAULT,
NULL,
NULL,
"Forces a reload to occur."
);
Event EV_Weapon_NextSwitchTime
(
"nextSwitchTime",
EV_DEFAULT,
"f",
"time",
"Sets the next switch time."
);
CLASS_DECLARATION( Item, Weapon, NULL )
{
{ &EV_Item_Pickup, &Weapon::PickupWeapon },
{ &EV_Weapon_DoneRaising, &Weapon::DoneRaising },
{ &EV_Weapon_DoneFiring, &Weapon::DoneFiring },
{ &EV_Weapon_DoneAnimating, &Weapon::DoneAnimating },
{ &EV_Weapon_Idle, &Weapon::Idle },
{ &EV_BroadcastSound, &Weapon::WeaponSound },
{ &EV_Weapon_DoneReloading, &Weapon::DoneReloading },
{ &EV_Weapon_DoneReloadingBurst, &Weapon::DoneReloadingBurst },
{ &EV_Weapon_SetAmmoClipSize, &Weapon::SetAmmoClipSize },
{ &EV_Weapon_SetAmmoInClip, &Weapon::SetAmmoInClip },
{ &EV_Weapon_ProcessModelCommands, &Weapon::ProcessWeaponCommandsEvent },
{ &EV_Weapon_SetMaxRange, &Weapon::SetMaxRangeEvent },
{ &EV_Weapon_SetMinRange, &Weapon::SetMinRangeEvent },
{ &EV_Weapon_ActionIncrement, &Weapon::SetActionLevelIncrement },
{ &EV_Weapon_NotDroppable, &Weapon::NotDroppableEvent },
{ &EV_Weapon_SetAimAnim, &Weapon::SetAimAnim },
{ &EV_Weapon_Shoot, &Weapon::Shoot },
{ &EV_Weapon_SetFireType, &Weapon::SetFireType },
{ &EV_Weapon_DonePutaway, &Weapon::DonePutaway },
{ &EV_Weapon_SetProjectile, &Weapon::SetProjectile },
{ &EV_Weapon_SetBulletDamage, &Weapon::SetBulletDamage },
{ &EV_Weapon_SetBulletCount, &Weapon::SetBulletCount },
{ &EV_Weapon_SetBulletKnockback, &Weapon::SetBulletKnockback },
{ &EV_Weapon_SetBulletRange, &Weapon::SetBulletRange },
{ &EV_Weapon_SetRange, &Weapon::SetRange },
{ &EV_Weapon_SetBulletSpread, &Weapon::SetBulletSpread },
{ &EV_Weapon_Hand, &Weapon::SetHand },
{ &EV_Weapon_Mode, &Weapon::ModeSet },
{ &EV_Weapon_AmmoType, &Weapon::SetAmmoType },
{ &EV_Weapon_StartAmmo, &Weapon::SetStartAmmo },
{ &EV_Weapon_AmmoBoost, &Weapon::setAmmoBoost },
{ &EV_Weapon_AmmoRequired, &Weapon::SetAmmoRequired },
{ &EV_Weapon_MaxChargeTime, &Weapon::SetMaxChargeTime },
{ &EV_Weapon_GiveStartingAmmo, &Weapon::GiveStartingAmmo },
{ &EV_Weapon_GiveAmmoBoost, &Weapon::giveAmmoBoost },
{ &EV_Weapon_AutoAim, &Weapon::AutoAim },
{ &EV_Weapon_Crosshair, &Weapon::Crosshair },
{ &EV_Weapon_TorsoAim, &Weapon::TorsoAim },
{ &EV_Weapon_LeftAttachToTag, &Weapon::LeftAttachToTag },
{ &EV_Weapon_RightAttachToTag, &Weapon::RightAttachToTag },
{ &EV_Weapon_DualAttachToTag, &Weapon::DualAttachToTag },
{ &EV_Weapon_HolsterTagLeft, &Weapon::LeftHolsterAttachToTag },
{ &EV_Weapon_HolsterTagRight, &Weapon::RightHolsterAttachToTag },
{ &EV_Weapon_HolsterTagDual, &Weapon::DualHolsterAttachToTag },
{ &EV_Weapon_RightHolsterAngles, &Weapon::SetRightHolsterAngles },
{ &EV_Weapon_LeftHolsterAngles, &Weapon::SetLeftHolsterAngles },
{ &EV_Weapon_DualHolsterAngles, &Weapon::SetDualHolsterAngles },
{ &EV_Weapon_HolsterScale, &Weapon::SetHolsterScale },
{ &EV_Weapon_WeildedScale, &Weapon::setWeildedScale },
{ &EV_Weapon_SetQuiet, &Weapon::SetQuiet },
{ &EV_Weapon_SetLoopFire, &Weapon::SetLoopFire },
// { &EV_Weapon_FullAnimFire, SetFullAnimFire },
{ &EV_Weapon_AutoPutaway, &Weapon::SetAutoPutaway },
{ &EV_Weapon_UseNoAmmo, &Weapon::SetUseNoAmmo },
{ &EV_Weapon_SetMeansOfDeath, &Weapon::SetMeansOfDeath },
{ &EV_Weapon_SetWorldHitSpawn, &Weapon::SetWorldHitSpawn },
{ &EV_Weapon_MakeNoise, &Weapon::MakeNoise },
{ &EV_Weapon_SetViewModel, &Weapon::SetViewModel },
{ &EV_Weapon_SetRegenAmmo, &Weapon::SetRegenAmmo },
{ &EV_Weapon_SetRegenOnlyWhenIdle, &Weapon::SetRegenOnlyWhenIdle },
{ &EV_Weapon_ChangeIdle, &Weapon::ChangeIdle },
{ &EV_Weapon_DrawBowStrain, &Weapon::DrawBowStrain },
{ &EV_Weapon_AltDrawBowStrain, &Weapon::AltDrawBowStrain },
{ &EV_Weapon_SetAccuracy, &Weapon::SetAccuracy },
{ &EV_Weapon_SetReticuleTime, &Weapon::SetReticuleTime },
{ &EV_Weapon_SetZoomFOV, &Weapon::SetZoomFOV },
{ &EV_Weapon_IncrementZoomFOV, &Weapon::IncrementZoom },
{ &EV_Weapon_SetZoomStage, &Weapon::setZoomStage },
{ &EV_Weapon_SetStartZoom, &Weapon::SetStartZoom },
{ &EV_Weapon_SetEndZoom, &Weapon::SetEndZoom },
{ &EV_Weapon_SetZoomTime, &Weapon::SetZoomTime },
{ &EV_Weapon_SetAimType, &Weapon::SetAimType },
{ &EV_Weapon_SetFireTimer, &Weapon::SetFireTimer },
{ &EV_Weapon_UseSameClip, &Weapon::UseSameClip },
{ &EV_Weapon_SetMaxModes, &Weapon::SetMaxModes },
{ &EV_Weapon_SetSwitchMode, &Weapon::SetSwitchMode },
{ &EV_Weapon_DoneSwitchToMiddle, &Weapon::DoneSwitchToMiddle },
{ &EV_Weapon_DoneSwitching, &Weapon::DoneSwitching },
{ &EV_Weapon_TargetIdle, &Weapon::TargetIdle },
{ &EV_Weapon_TargetIdleThink, &Weapon::TargetIdleThink },
{ &EV_Weapon_SetBurstMode, &Weapon::SetBurstMode },
{ &EV_Weapon_FinishedFiring, &Weapon::FinishedFiring },
{ &EV_Weapon_StartFiring, &Weapon::StartFiring },
{ &EV_Weapon_Zoom, &Weapon::Zoom },
{ &EV_Weapon_EndZoom, &Weapon::endZoom },
{ &EV_Weapon_Rezoom, &Weapon::rezoom },
{ &EV_Weapon_SetTargetingSkin, &Weapon::SetTargetingSkin },
{ &EV_Weapon_SetShootingSkin, &Weapon::SetShootingSkin },
{ &EV_Weapon_SetFullAmmoSkin, &Weapon::setFullAmmoSkin },
{ &EV_Weapon_SetMoveSpeedModifier, &Weapon::setMoveSpeedModifier },
{ &EV_Weapon_SetShootingMoveSpeedModifier, &Weapon::setShootingMoveSpeedModifier },
{ &EV_Weapon_UseActorAiming, &Weapon::UseActorAiming },
{ &EV_Weapon_SetPowerRating, &Weapon::SetPowerRating },
{ &EV_Weapon_SetProjectileSpeed, &Weapon::SetProjectileSpeed },
{ &EV_Weapon_SetProjectileDamage, &Weapon::SetProjectileDamage },
{ &EV_Weapon_ViewShake, &Weapon::setViewShakeInfo },
{ &EV_Weapon_AdvancedViewShake, &Weapon::setAdvancedViewShakeInfo },
{ &EV_Weapon_ReduceViewShake, &Weapon::reduceViewShake },
{ &EV_Weapon_ClearViewShake, &Weapon::clearViewShake },
{ &EV_ProcessGameplayData, &Weapon::processGameplayData },
{ &EV_Weapon_SetArcProjectile, &Weapon::SetArcProjectile },
{ &EV_Weapon_SetLowArcRange, &Weapon::SetLowArcRange },
{ &EV_Weapon_NoAmmoMode, &Weapon::noAmmoMode },
{ &EV_Weapon_NoDelay, &Weapon::setNoDelay },
{ &EV_Weapon_PauseRegen, &Weapon::pauseRegen },
{ &EV_Weapon_SetBurstModeDelay, &Weapon::setBurstModeDelay },
{ &EV_Weapon_SetChargedModels, &Weapon::setChargedModels },
{ &EV_Weapon_SetControllingProjectile, &Weapon::setControllingProjectile },
{ &EV_Weapon_SetCanInterruptFiringState, &Weapon::setCanInterruptFiringState },
{ &EV_Weapon_StartViewShake, &Weapon::startViewShake },
{ &EV_Weapon_SpreadAnimData, &Weapon::setSpreadAnimData },
{ &EV_Weapon_MaxViewShakeChange, &Weapon::setMaxViewShakeChange },
{ &EV_Weapon_ControlParms, &Weapon::setControlParms },
{ &EV_Weapon_ProjectileControlHidden, &Weapon::setProjectileControlHidden },
{ &EV_Weapon_MeleeParms, &Weapon::setMeleeParms },
{ &EV_Weapon_FireOffset, &Weapon::setFireOffset },
{ &EV_Weapon_AutoReload, &Weapon::setAutoReload },
{ &EV_Weapon_AllowAutoSwitch, &Weapon::setAllowAutoSwitch },
{ &EV_Weapon_ForceReload, &Weapon::forceReload },
{ &EV_Weapon_SetPlayMissSound, &Weapon::SetPlayMissSound },
{ &EV_Weapon_NextSwitchTime, &Weapon::setNextSwitchTime },
// These anim events are overridden from Entity
{ &EV_Anim, &Weapon::PassToAnimate },
{ &EV_NewAnim, &Weapon::PassToAnimate },
{ NULL, NULL }
};
//======================
//Weapon::Weapon
//======================
Weapon::Weapon()
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
// Owner of the weapon
owner = NULL;
// Starting rank of the weapon
rank = 0;
// Amount of ammo required for weapon
INITIALIZE_WEAPONMODE_VAR( ammorequired, 0 );
// Starting ammo of the weapon
INITIALIZE_WEAPONMODE_VAR( startammo, 0 );
INITIALIZE_WEAPONMODE_VAR( _ammoBoost, 0 );
// Amount of ammo the clip can hold
INITIALIZE_WEAPONMODE_VAR( ammo_clip_size, 0 );
// Amount of ammo in clip
INITIALIZE_WEAPONMODE_VAR( ammo_in_clip, 0 );
// Amount of time to pass before broadcasting a weapon sound again
nextweaponsoundtime = 0;
// The initial state of the weapon
weaponstate = WEAPON_HOLSTERED;
// Is the weapon droppable when the owner is killed
notdroppable = false;
// Aim animation for behavior of monsters
aimanim = -1;
aimframe = 0;
// start off unattached
attached = false;
// maximum effective firing distance (for autoaim)
maxrange = 1000;
// minimum safe firing distance (for AI)
minrange = 0;
// speed of the projectile (0 == infinite speed)
memset( projectilespeed, 0, sizeof( projectilespeed ) );
// default action_level_increment
INITIALIZE_WEAPONMODE_VAR( action_level_increment, 2 );
// Weapons don't move
setMoveType( MOVETYPE_NONE );
// What type of ammo this weapon fires
INITIALIZE_WEAPONMODE_VAR( firetype, (firetype_t)0 );
// Init the bullet specs
INITIALIZE_WEAPONMODE_VAR( bulletdamage, 0 );
INITIALIZE_WEAPONMODE_VAR( bulletcount, 1 );
INITIALIZE_WEAPONMODE_VAR( bulletrange, 1024 );
INITIALIZE_WEAPONMODE_VAR( bulletknockback, 0 );
INITIALIZE_WEAPONMODE_VAR( ammo_type, "" );
INITIALIZE_WEAPONMODE_VAR( loopfire, false );
//INITIALIZE_WEAPONMODE_VAR( fullanimfire, false );
INITIALIZE_WEAPONMODE_VAR( burstmode, false);
burstcount = 0;
burstcountmax = 0;
// Init the max amount of time a weapon may be charged (5 seconds)
INITIALIZE_WEAPONMODE_VAR( max_charge_time, 5 );
charge_fraction = 1.0f;
// Tag to attach this weapon to on its owner when used in the left hand and in the right hand
left_attachToTag = "tag_lhand";
right_attachToTag = "tag_rhand";
dual_attachToTag = "tag_weapon_dual";
// putaway is flagged true when the weapon should be put away by state machine
putaway = false;
// Default to being able to use the weapon in any hand
hand = WEAPON_ANY;
// This is used for setting mode functionality when initializing stuff
firemodeindex = FIRE_MODE1;
// Name and index
setName( "Unnamed Weapon" );
// do better lighting on all weapons
edict->s.renderfx |= RF_EXTRALIGHT;
// make all weapons RF_WEAPONMODELs
edict->s.renderfx |= RF_WEAPONMODEL;
// Weapons do not auto aim automatically
autoAimTargetSelectionAngle = 0;
autoAimLockonAngle = 0;
// No crosshair visible
crosshair = false;
// Don't torsoaim
torsoaim = false;
// Weapons default to making noise
quiet = false;
next_noise_time = 0;
next_noammo_time = 0;
// Used to keep track of last angles and scale before holstering
lastValid = false;
lastScale = 1.0f;
holsterScale = 1.0f;
_weildedScale = 0.5f;
// Weapon will not be putaway by default when out of ammo
auto_putaway = false;
// Weapon will be able to be used when it has no ammo
use_no_ammo = true;
// Default accuracy value
for ( int i=0; i<MAX_FIREMODES; i++ )
{
for ( int j=0; j<MAX_ACCURACYTYPES; j++ )
{
accuracy[i][j] = 0.0; // Defaults to perfect accuracy
}
}
aimtype = ACCURACY_STOPPED;
// Reticule and zoom fov defaults
reticuletime = 0.0;
zoomfov = 90.0;
_lastZoomFov = 90.0f;
usesameclip = false;
curmode = FIRE_MODE1;
maxmode = FIRE_MODE2;
chargetime = 0.0;
switchmode = false;
targetidle = false;
targetidleflag = false;
chx = 0;
chy = 0;
donefiring = false;
zoomed = false;
useActorAiming = false;
INITIALIZE_WEAPONMODE_VAR(next_fire_time, 0.0f);
INITIALIZE_WEAPONMODE_VAR(fire_timer, 0.0f);
INITIALIZE_WEAPONMODE_VAR( meansofdeath, MOD_SWORD );
targetingSkin = 0;
shootingSkin = 0;
_fullAmmoSkin = 0;
_fullAmmoMode = FIRE_MODE1;
_powerRating = 0.0f;
_projectileDamage = 0.0f;
_projectileSpeed = 0.0f;
_arcProjectile = false;
_lowArcRange = 256.0f;
_playMissSound = false;
defaultMoveSpeedModifier = 1.0f;
INITIALIZE_WEAPONMODE_VAR( shootingMoveSpeedModifier, 1.0f );
INITIALIZE_WEAPONMODE_VAR( _viewShakeMagnitude, 0.0f );
INITIALIZE_WEAPONMODE_VAR( _viewShakeDuration, 0.0f );
_maxViewShakeChange = 10.0f;
INITIALIZE_WEAPONMODE_VAR( _burstModeDelay, 0.0f );
INITIALIZE_WEAPONMODE_VAR( _noAmmoMode, false );
INITIALIZE_WEAPONMODE_VAR( _noDelay, false );
INITIALIZE_WEAPONMODE_VAR( _chargedModels, 0 );
PostEvent( EV_Weapon_Idle, 0.0f );
_mpItemType = MP_ITEM_TYPE_WEAPON;
_controllingProjectile = false;
_controllingProjectileHidden = false;
startfiretime = 0.0f;
INITIALIZE_WEAPONMODE_VAR( _spreadAnims, 0 );
INITIALIZE_WEAPONMODE_VAR( _spreadTime, 0.0f );
INITIALIZE_WEAPONMODE_VAR( _meleeWidth, 15.0f );
INITIALIZE_WEAPONMODE_VAR( _meleeHeight , 45.0f );
INITIALIZE_WEAPONMODE_VAR( _meleeLength, 96.0f );
// Regen stuff
INITIALIZE_WEAPONMODE_VAR( _regenAmount, 0 );
INITIALIZE_WEAPONMODE_VAR( _regenTime, 0.0f );
INITIALIZE_WEAPONMODE_VAR( _regenOnlyWhenIdle, false );
INITIALIZE_WEAPONMODE_VAR( _nextRegenTime, 0.0f );
_zoomStage = ZOOM_STAGE_1;
setRespawnTime( 10 );
_autoReload = true;
_allowAutoSwitch = true;
edict->s.renderfx |= RF_CHILDREN_DONT_INHERIT_ALPHA;
_nextSwitchTime = 0.0f;
}
//======================
//Weapon::Weapon
//======================
Weapon::Weapon( const char *file )
{
// The tik file holds all the information available for a weapon
Weapon();
}
//======================
//Weapon::~Weapon
//======================
Weapon::~Weapon()
{
DetachGun();
}
//======================
//Weapon::GetRank
//======================
int Weapon::GetRank( void )
{
return rank;
}
//======================
//Weapon::GetOrder
//======================
int Weapon::GetOrder( void )
{
return order;
}
//======================
//Weapon::SetRank
//======================
void Weapon::SetRank( int order, int rank )
{
this->order = order;
this->rank = rank;
}
//======================
//Weapon::SetAutoPutaway
//======================
void Weapon::SetAutoPutaway( Event *ev )
{
auto_putaway = ev->GetBoolean( 1 );
}
//======================
//Weapon::SetUseNoAmmo
//======================
void Weapon::SetUseNoAmmo( Event *ev )
{
use_no_ammo = ev->GetBoolean( 1 );
}
//======================
//Weapon::SetStartAmmo
//======================
void Weapon::SetStartAmmo( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
startammo[firemodeindex] = ev->GetInteger( 1 );
}
void Weapon::setAmmoBoost( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
_ammoBoost[ firemodeindex ] = ev->GetInteger( 1 );
}
//======================
//Weapon::SetMaxChargeTime
//======================
void Weapon::SetMaxChargeTime( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
max_charge_time[firemodeindex] = ev->GetFloat( 1 );
}
//======================
//Weapon::SetAmmoRequired
//======================
void Weapon::SetAmmoRequired( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
ammorequired[firemodeindex] = ev->GetInteger( 1 );
}
//======================
//Weapon::GetStartAmmo
//======================
int Weapon::GetStartAmmo( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) )
return startammo[mode];
else
{
warning( "Weapon::GetStartAmmo", "Invalid mode %d\n", mode );
return 0;
}
}
int Weapon::getAmmoBoost( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) )
{
return _ammoBoost[ mode ];
}
else
{
warning( "Weapon::getAmmoBoost", "Invalid mode %d\n", mode );
return 0;
}
}
//======================
//Weapon::GetAmmoType
//======================
str Weapon::GetAmmoType( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) )
return ammo_type[mode];
else
{
warning( "Weapon::GetAmmoType", "Invalid mode %d\n", mode );
return "UnknownAmmo";
}
}
//======================
//Weapon::SetAmmoType
//======================
void Weapon::SetAmmoType( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
if ( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) )
ammo_type[firemodeindex] = ev->GetString( 1 );
else
{
warning( "Weapon::SetAmmoType", "Invalid mode %d\n", firemodeindex );
return;
}
}
//======================
//Weapon::SetAmmoAmount
//======================
void Weapon::SetAmmoAmount( int amount, firemode_t mode )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
// If the clip can hold ammo, then set the amount in the clip to the specified amount
if ( ( clipToUse >= 0 ) && ( clipToUse < MAX_FIREMODES ) )
{
if ( ammo_clip_size[clipToUse] )
ammo_in_clip[clipToUse] = amount;
}
else
{
warning( "Weapon::SetAmmoAmount", "Invalid mode %d\n", clipToUse );
return;
}
}
//-----------------------------------------------------
//
// Name: GetRequiredAmmo
// Class: Weapon
//
// Description: Retrieves the required amount of ammo to fire one round
//
// Parameters: mode - the firing mode.
//
// Returns: None
//-----------------------------------------------------
int Weapon::GetRequiredAmmo( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
return ammorequired[mode];
}
//======================
//Weapon::GetClipSize
//======================
int Weapon::GetClipSize( firemode_t mode )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if ( ( clipToUse >= 0 ) && ( clipToUse < MAX_FIREMODES ) )
return ammo_clip_size[clipToUse];
else
{
warning( "Weapon::GetClipSize", "Invalid mode %d\n", clipToUse );
return 0;
}
}
//======================
//Weapon::UseAmmo
//======================
void Weapon::UseAmmo( int amount, firemode_t mode )
{
firemode_t clipToUse;
if ( UnlimitedAmmo( mode ) )
return;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::UseAmmo", "Invalid mode %d\n", mode );
if ( !HasAmmo( mode ) && hasNoAmmoMode( mode ) )
{
return;
}
// Determine which clip to use
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
// Remove ammo from the clip if it's available
if ( ammo_clip_size[clipToUse] )
{
ammo_in_clip[clipToUse] -= amount;
if (ammo_in_clip[clipToUse] < 0)
{
warning("UseAmmo","Used more ammo than in clip.\n");
ammo_in_clip[clipToUse] = 0;
}
owner->AmmoAmountInClipChanged( ammo_type[mode], ammo_in_clip[clipToUse] );
}
else
{
assert( owner );
if ( owner && owner->isClient() && !UnlimitedAmmo( mode ) )
{
// Remove ammo from the player's inventory
owner->UseAmmo( ammo_type[mode], ammorequired[mode] );
}
}
if ( burstmode[mode] )
{
burstcount--;
}
}
void Weapon::GetActorMuzzlePosition( Vector *position, Vector *forward, Vector *right, Vector *up, const char* tagname )
{
int tag_num;
// Using tag_name for convience since it's referenced several times
str tag_name;
if ( !tagname )
tag_name = "tag_barrel";
else
tag_name = tagname;
tag_num = gi.Tag_NumForName( edict->s.modelindex, tag_name );
if ( tag_num < 0 )
gi.Error( ERR_FATAL, "Weapon::GetActorMuzzlePosition, invalid tag name." );
//Test Stuff
setOrigin();
setAngles();
//GetTag( tag_num, &pos, &forward, &right, &up );
orientation_t weap_or, barrel_or, orn;
Vector pos;
vec3_t mat[3]={0,0,0,0,0,0,0,0,0};
vec3_t orient[3];
int i, mi, tagnum;
Sentient *owner;
owner = this->owner;
// Get the owner's weapon orientation ( this is custom code and doesn't use the GetTag function
// because we need to use the saved off fire_frame and fire_animation indexes from the owner
mi = owner->edict->s.modelindex;
tagnum = gi.Tag_NumForName( mi, current_attachToTag.c_str() );
// Get the orientation based on the frame and anim stored off in the owner.
// This is to prevent weird timing with getting orientations on different frames of firing
// animations and the orientations will not be consistent.
AnglesToAxis( owner->angles, owner->orientation );
orn = gi.Tag_OrientationEx( mi,
owner->CurrentAnim( legs ),
owner->CurrentFrame( legs ),
tagnum & TAG_MASK,
owner->edict->s.scale,
owner->edict->s.bone_tag,
owner->edict->s.bone_quat,
0,
0,
1.0f,
( owner->edict->s.anim & ANIM_BLEND ) != 0,
( owner->edict->s.torso_anim & ANIM_BLEND ) != 0,
owner->CurrentAnim( torso ),
owner->CurrentFrame( torso ),
0,
0,
1.0f
);
// Transform the weapon's orientation through the owner's orientation
// Player orientation is normally based on the player's view, but we need
// it to be based on the model's orientation, so we calculate it here.
AnglesToAxis( owner->angles, orient );
VectorCopy( owner->origin, weap_or.origin );
for ( i=0; i<3; i++ )
{
VectorMA( weap_or.origin, orn.origin[i], orient[i], weap_or.origin );
}
MatrixMultiply( orn.axis, orient, weap_or.axis );
if ( !this->GetRawTag( tag_name, &barrel_or ) )
{
pos = owner->centroid;
AnglesToAxis( owner->angles, mat );
return;
}
// Translate the barrel's orientation through the weapon's orientation
VectorCopy( weap_or.origin, pos );
for ( i = 0 ; i < 3 ; i++ )
{
VectorMA( pos, barrel_or.origin[i], weap_or.axis[i], pos );
}
MatrixMultiply( barrel_or.axis, weap_or.axis, mat );
if ( position )
*position = pos;
if ( forward )
*forward = mat[0];
if ( right )
*right = mat[1];
if ( up )
*up = mat[2];
}
//======================
//Weapon::GetMuzzlePosition
//======================
void Weapon::GetMuzzlePosition( Vector *position, Vector *forward, Vector *right, Vector *up )
{
Vector endpoint, vorg;
orientation_t barrel_or;
Vector f, r, u, viewWeapOrg, pview, pos;
Sentient *owner;
Player *player;
int tagnum;
owner = this->owner;
assert( owner );
if ( owner->isSubclassOf( Player ) )
player = ( Player * )owner;
else
{
warning("GetMuzzlePosition called from Weapon class for a non-player character.",NULL);
return;
}
// Assign player based variables
vorg = player->origin;
// Offset by the view since the origin is at the feet
vorg.z += player->client->ps.viewheight;
pview = player->GetVAngles();
/*
vec3_t new_vieworg;
vec3_t left;
if( player->client->ps.leanDelta != 0)
{
pview[2] -= player->client->ps.leanDelta / 2.0f;
AngleVectors( pview, NULL, left, NULL );
VectorMA( vorg, player->client->ps.leanDelta, left, new_vieworg );
VectorCopy( new_vieworg, vorg );
}
*/
// Assign player based variables
// Get our f, r, u vectors and set an endpoint
AngleVectors( pview, f, r, u );
// Create our point in worldspace. Lots of hardcoded crap here.
// This will only work correctly with the default FOV (since we don't have access any real numbers)
// We also don't have access to the znear value.
trace_t viewTrace;
player->GetViewTrace(viewTrace, MASK_SHOT);
endpoint = viewTrace.endpos;
Vector dir = endpoint - vorg;
float len = dir.length();
dir.normalize();
endpoint = vorg + dir * (len + 5.0f);
/*Vector p,s;
p.x = (float)chx * (-4.0f / 320.0f);
p.y = (float)chy * (-3.0f / 240.0f);
s = 4.0f * f + p.x * r + p.y * u;
s.normalize();
endpoint = vorg + (s * 3000);*/
// Now we get the origin of the weapon that the CLIENT knows (first person)
viewWeapOrg = vorg;
//setScale(0.5f); // Client scales the weapon to half-size
//VectorMA( viewWeapOrg, -9.0f, r, viewWeapOrg );
//VectorMA( viewWeapOrg, -7.5f, u, viewWeapOrg );
// Weapon is about at viewWeapOrg position, neglecting viewbob/pullback
// Do a trace to get our endpoint
trace_t trace;
if ( !multiplayerManager.inMultiplayer() || multiplayerManager.fullCollision() )
trace = G_FullTrace( vorg, vec_zero, vec_zero, endpoint, owner, MASK_SHOT, true, "Weapon::GetMuzzlePosition" );
else
trace = G_Trace( vorg, vec_zero, vec_zero, endpoint, owner, MASK_SHOT, true, "Weapon::GetMuzzlePosition" );
// Get the barrel tag from the viewmodel
tagnum = gi.Tag_NumForName( edict->s.viewmodelindex, "tag_barrel" );
if ( tagnum >= 0 )
{
barrel_or = gi.Tag_Orientation( edict->s.viewmodelindex, 0, 0, tagnum & TAG_MASK, 1.0f, edict->s.bone_tag, edict->s.bone_quat );
}
else
{
VectorClear( barrel_or.origin );
}
// Get the tag_barrel of the gun, otherwise use the owners centroid
/* if ( !this->GetRawTag( "tag_barrel", &barrel_or ) )
{
warning( "Weapon::GetMuzzlePosition", "Could not find tag \"%s\"", current_attachToTag.c_str() );
*position = owner->centroid;
}
else
*position = barrel_or.origin; */
// Translate the barrel's orientation through the weapon's orientation
pos = viewWeapOrg;
// Offset the fire position if the weapon tells us to
if ( _fireOffset[ curmode ] != vec_zero )
{
float viewOrientation[3][3];
AnglesToAxis( pview, viewOrientation );
MatrixTransformVector( _fireOffset[ curmode ], viewOrientation, pos );
pos += viewWeapOrg;
}
// For now lets shoot from the viewpoint not the weapon
//VectorMA( pos, barrel_or.origin[0], f, pos );
//VectorMA( pos, barrel_or.origin[1], r, pos );
//VectorMA( pos, barrel_or.origin[2] - 1.0f, u, pos );
// Final barrel position
*position = pos;
// Now set a NEW f,r,u vector based on changed needed to hit the center of the screen
Vector f2 = trace.endpos - *position;
AngleVectors( f2.toAngles(), f, r, u );
if ( forward )
*forward = f;
if ( right )
*right = r;
if ( up )
*up = u;
//G_DebugLine( *position, trace.endpos, 1,0,0,1 );
}
//======================
//Weapon::SetAmmoClipSize
//======================
void Weapon::SetAmmoClipSize( Event * ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
ammo_clip_size[firemodeindex] = ev->GetInteger( 1 );
}
//======================
//Weapon::SetAmmoInClip
//======================
void Weapon::SetAmmoInClip( Event * ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
ammo_in_clip[firemodeindex] = ev->GetInteger( 1 );
}
//======================
//Weapon::Shoot
//======================
// This function is called from the weapon tiki file
// With a loopfire weapon, this function may be called
// multiple times without having called "Fire", so we need
// to also call UseAmmo here for loopfire weapons
void Weapon::Shoot( Event *ev )
{
Vector pos, forward, right, up, delta;
firemode_t mode = FIRE_MODE1;
firemode_t realmode = FIRE_MODE1;
firemode_t regenMode;
if ( ev->NumArgs() > 0 )
{
mode = WeaponModeNameToNum( ev->GetString( 1 ) );
realmode = mode;
if ( mode == FIRE_ERROR )
return;
}
// Override the firemode if we're a switch weapon
if ( switchmode )
mode = curmode;
else
curmode = mode;
/* if ( next_fire_time[mode] > level.time )
return; */
// Set the fire timer if we have one
if ( fire_timer[mode] > 0.0 )
next_fire_time[mode] = fire_timer[mode] + level.time;
// Set accuracy spread
//bulletspread[mode].x = 50.0f * accuracy[mode][aimtype];
//bulletspread[mode].y = 50.0f * accuracy[mode][aimtype];
//if ( usesameclip )
// mode = FIRE_MODE1;
// If we are in loopfire, we need to keep checking ammo and using it up
if ( loopfire[mode] )
{
if ( HasAmmo( mode ) || hasNoAmmoMode( mode ) ||UnlimitedAmmo( mode ) )
{
// Use up the appropriate amount of ammo, it's already been checked that we have enough
UseAmmo( ammorequired[mode], mode );
/* if ( mode != realmode )
{
if ( burstmode[realmode] )
burstcount -= ammorequired[realmode];
} */
if ( switchmode )
mode = curmode;
}
else
{
if ( switchmode )
mode = curmode;
ForceIdle();
return;
}
}
mode = realmode;
if ( ( usesameclip ) || ( ammo_clip_size[ mode ] == 0 ) )
regenMode = FIRE_MODE1;
else
regenMode = mode;
if ( ( _regenOnlyWhenIdle[ regenMode ] ) && ( _regenAmount[ regenMode ] > 0 ) )
{
_nextRegenTime[ regenMode ] = level.time + _regenTime[ regenMode ] + 0.5f;
}
Sentient *owner;
owner = this->owner;
// If I am owned by a player, I need to get the muzzle position, otherwise, I just
// care about my barrel tag
if ( useActorAiming || !owner->isSubclassOf( Player ) )
{
/*
Actor *actorOwner;
actorOwner = (Actor*)owner;
Vector gunPos, gunForward, gunRight, gunUp;
actorOwner->combatSubsystem->AimWeaponTag(actorOwner->enemyManager->GetCurrentEnemy() );
actorOwner->combatSubsystem->GetGunPositionData( &gunPos, &gunForward, &gunRight, &gunUp );
forward = gunForward;
*/
owner->shotsFiredThisVolley++;
GetActorMuzzlePosition( &pos , &forward, &right, &up );
}
else if ( owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
GetMuzzlePosition( &pos, &forward, &right, &up );
if (g_aimviewangles->integer || ( player->client->ps.pm_type == PM_SECRET_MOVE_MODE ) ) // use viewangles to aim instead of player muzzle orientation thing
{
vec3_t fwd;
AngleVectors(owner->client->ps.viewangles,fwd,NULL,NULL);
forward = fwd;
}
// Apply spread
if ( firetype[mode] != FT_BULLET )
{
applySpread( &forward, &right, &up );
}
}
PostEvent( EV_Weapon_StartViewShake, level.frametime * 2 );
Vector testForward;
pos.AngleVectors( &testForward );
if ( firetype[mode] == FT_PROJECTILE )
{
// Temporary
// This is bad bad bad
//
/*if ( owner->isSubclassOf(Actor) )
{
Entity *target = NULL;
Actor *actor = NULL;
Vector actorToTarget;
actor = (Actor*)owner;
if ( actor )
{
target = actor->enemyManager->GetCurrentEnemy();
if ( target )
{
actorToTarget = target->centroid - actor->centroid;
actorToTarget.normalize();
forward = actorToTarget;
}
}
applySpread( pos, &forward, &right, &up );
}*/
str projectileModelName;
// Figure out the projectile name to shoot
if ( _chargedModels[ mode ] )
{
int modelIndexToUse;
// Build the projectile name - projectileModel + # + .tik
projectileModelName = projectileModel[mode];
modelIndexToUse = ( _chargedModels[ mode ] * charge_fraction ) + 1;
if ( modelIndexToUse > _chargedModels[ mode ] )
modelIndexToUse = _chargedModels[ mode ];
projectileModelName.CapLength( projectileModelName.length() - 4 );
projectileModelName += modelIndexToUse;
projectileModelName += ".tik";
}
else
{
projectileModelName = projectileModel[mode];
}
ProjectileAttack( pos,
forward,
owner,
projectileModelName,
charge_fraction
);
}
else if ( firetype[mode] == FT_BULLET )
{
Vector spread;
float range;
if ( owner->isSubclassOf( Player ) )
{
// Move the position to shoot from back a little ( 1 1/2 feet )
//pos = pos - forward * 24.0f;
spread = getSpread();
//range = bulletrange[mode] + 24.0f;
range = bulletrange[mode];
}
else
{
spread = bulletspread[ mode ];
range = bulletrange[mode];
}
BulletAttack( pos,
forward,
right,
up,
range,
bulletdamage[mode],
bulletknockback[mode],
0,
GetMeansOfDeath( mode ),
spread,
bulletcount[mode],
owner,
this
);
}
else if ( firetype[mode] == FT_EXPLOSION )
{
if ( owner && owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
player->shotFired();
}
ExplosionAttack( pos, owner, projectileModel[mode], forward, owner );
}
// Apparently the special_projectile stuff is no longer used
/* else if ( firetype[mode] == FT_SPECIAL_PROJECTILE )
{
this->SpecialFireProjectile( pos,
forward,
right,
up,
owner,
projectileModel[mode],
charge_fraction
);
} */
else if ( firetype[mode] == FT_MELEE ) // this is a weapon that fires like a sword
{
Vector melee_pos, melee_end;
Vector dir;
float damage;
meansOfDeath_t meansofdeath;
float knockback;
if ( owner->isSubclassOf( Player ) )
{
Vector forward;
Player *player = (Player *)owner;
melee_pos = player->origin + Vector( 0.0f, 0.0f, player->client->ps.viewheight );
player->GetVAngles().AngleVectors( &forward );
melee_end = melee_pos + forward * _meleeLength[ mode ];
}
else
{
melee_pos = owner->centroid;
melee_end = owner->centroid + Vector( owner->orientation[0] ) * _meleeLength[ mode ];
}
damage = bulletdamage[mode];
knockback = bulletknockback[mode];
meansofdeath = GetMeansOfDeath( mode );
if ( owner->isSubclassOf( Player ) )
{
Player *player = (Player *)(Sentient *)owner;
meansofdeath = player->changetMeansOfDeath( meansofdeath );
damage = player->getDamageDone( damage, meansofdeath, true );
knockback = (knockback + player->GetPlayerKnockback()) * player->GetKnockbackMultiplier();
}
Container<EntityPtr>victimlist;
if ( MeleeAttack( melee_pos, melee_end, damage, owner, meansofdeath, _meleeWidth[ mode ], -_meleeHeight[ mode ],
_meleeHeight[ mode ], knockback, true, &victimlist ) )
{
// Hit something
Sound( "impact_flesh", CHAN_VOICE );
}
else
{
// Didn't hit anything that took damage
// Try to hit the world since we didn't do any damage to anything
trace_t trace = G_Trace( melee_pos, Vector( -8.0f, -8.0f, -8.0f ), Vector( 8.0f, 8.0f, 8.0f ), melee_end, owner, MASK_MELEE, false, "Weapon::Shoot" );
Entity *victim = G_GetEntity( trace.entityNum );
if ( victim && ( ( victim == world ) || ( victim->takedamage == DAMAGE_NO ) ) )
{
vec3_t newangles;
vectoangles( trace.plane.normal, newangles );
WorldHitSpawn( mode, trace.endpos, newangles, 0.1f );
str realname = this->GetRandomAlias( "impact_world" );
if ( realname.length() > 1 )
this->Sound( realname, CHAN_VOICE );
}
}
}
if ( !quiet )
{
if ( next_noise_time <= level.time )
{
BroadcastSound();
next_noise_time = level.time + 1.0f;
}
}
}
//======================
//Weapon::SetAimAnim
//======================
void Weapon::SetAimAnim( Event *ev )
{
str anim;
anim = ev->GetString( 1 );
aimanim = gi.Anim_NumForName( edict->s.modelindex, anim.c_str() );
aimframe = ev->GetInteger( 2 );
}
//======================
//Weapon::SetOwner
//======================
void Weapon::SetOwner( Sentient *ent )
{
assert( ent );
if ( !ent )
{
// return to avoid any buggy behaviour
return;
}
Item::SetOwner( ent );
setOrigin( vec_zero );
setAngles( vec_zero );
}
//======================
//Weapon::AmmoAvailable
//======================
int Weapon::AmmoAvailable( firemode_t mode )
{
// Returns the amount of ammo the owner has that is available for use
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
{
warning( "Weapon::AmmoAvailable", "Invalid mode %d\n", mode );
return 0;
}
// Make sure there is an owner before querying the amount of ammo
if ( owner )
{
return owner->AmmoCount( ammo_type[mode] );
}
else
{
warning( "Weapon::AmmoAvailable", "Weapon does not have an owner.\n" );
return 0;
}
}
//======================
//Weapon::UnlimitedAmmo
//======================
qboolean Weapon::UnlimitedAmmo( firemode_t mode )
{
if ( !owner )
{
return false;
}
if ( !ammorequired[mode] )
return true;
if ( !owner->isClient() || ( owner->flags & FL_GODMODE ) || multiplayerManager.checkFlag( MP_FLAG_INFINITE_AMMO ) )
{
return true;
}
else if ( !stricmp( ammo_type[mode], "None" ) )
{
return true;
}
return false;
}
//======================
//Weapon::HasInvAmmo
//======================
// Checks to see if we have any ammo in general
qboolean Weapon::HasInvAmmo( firemode_t mode )
{
if ( !ammorequired[mode] )
return false;
return ( AmmoAvailable( mode ) >= ammorequired[mode] );
}
//======================
//Weapon::HasAmmo
//======================
qboolean Weapon::HasAmmo( firemode_t mode, int numShots )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
{
warning( "Weapon::HasAmmo", "Invalid mode %d\n", mode );
return false;
}
if ( !owner )
{
return false;
}
if ( UnlimitedAmmo( mode ) )
{
return true;
}
if ( burstmode[mode] && burstcount <= 0 )
{
return false;
}
if ( usesameclip )
{
clipToUse = FIRE_MODE1;
}
else
{
clipToUse = mode;
}
// If the weapon uses a clip, check for ammo in the right clip
if ( ammo_clip_size[clipToUse] )
{
return HasAmmoInClip( mode, numShots );
}
else // Otherwise check if ammo is available in general
{
if ( !ammorequired[mode] )
return false;
return ( AmmoAvailable( mode ) >= ammorequired[mode] * numShots );
}
}
//======================
//Weapon::HasAmmoInClip
//======================
qboolean Weapon::HasAmmoInClip( firemode_t mode, int numShots )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::HasAmmoInClip", "Invalid mode %d\n", mode );
if ( usesameclip )
{
clipToUse = FIRE_MODE1;
}
else
{
clipToUse = mode;
}
if ( ammo_clip_size[clipToUse] )
{
if ( ammo_in_clip[clipToUse] >= ammorequired[mode] * numShots )
{
return true;
}
}
return false;
}
//======================
//Weapon::ForceState
//======================
void Weapon::ForceState( weaponstate_t state )
{
weaponstate = state;
}
//======================
//Weapon::ReadyToFire
//======================
qboolean Weapon::ReadyToFire( firemode_t mode, qboolean playsound )
{
// Make sure the weapon is in a good state
if ( _canInterruptFiringState )
{
if ( weaponstate != WEAPON_READY && weaponstate != WEAPON_FIRING )
return false;
}
else
{
if ( weaponstate != WEAPON_READY )
return false;
}
// If the weapon doesn't take ammo, we're always ready.
str ammotype = GetAmmoType( ( firemode_t )mode );
if ( ammotype == "None" )
return true;
//if ( usesameclip )
// mode = FIRE_MODE1;
if ( HasAmmo( mode ) )
{
return true;
}
if ( hasNoAmmoMode( mode ) )
{
return true;
}
if ( playsound && ( level.time > next_noammo_time ) && ( AmmoAvailable( mode ) < ammorequired[mode] ) )
{
Sound( "snd_noammo" );
next_noammo_time = level.time + 0.25f;
// If this is a bot, wipe out the rest of his useless ammo in the clip to prevent confusion
if ( owner && owner->isSubclassOf( Player ) )
{
/* if ( player->edict->svflags & SVF_BOT )
{
ammo_in_clip[ mode ] = 0;
}
else */
{
// Auto switch to phaser
if ( shouldAutoSwitch( mode ) )
{
autoSwitch();
}
}
}
}
return false;
}
//======================
//Weapon::PutAway
//======================
void Weapon::PutAway( void )
{
// int i;
// int original_ammo_count;
// int new_ammo_count;
if ( owner && owner->isSubclassOf( Actor ) )
{
Event *newEvent = new Event( EV_DisplayEffect );
newEvent->AddString( "TransportOut" );
newEvent->AddString( "FederationWeapons" );
ProcessEvent( newEvent );
}
if ( _controllingProjectile )
{
toggleProjectileControl();
}
// set the putaway flag to true, so the state machine know to put this weapon away
putaway = true;
if ( !owner )
return;
Uninitialize();
// Give ammo back to owner
/*
for( i = 0 ; i < MAX_FIREMODES ; i++ )
{
if ( ammo_in_clip[ i ] )
{
// Add ammo to owner
original_ammo_count = owner->AmmoCount( ammo_type[ i ] );
owner->GiveAmmo( ammo_type[ i ], ammo_in_clip[ i ] );
new_ammo_count = owner->AmmoCount( ammo_type[ i ] );
// Subtract ammo from weapon
ammo_in_clip[ i ] = ammo_in_clip[ i ] - (new_ammo_count - original_ammo_count);
owner->AmmoAmountInClipChanged( ammo_type[ i ], ammo_in_clip[ i ] );
}
}*/
}
//======================
//Weapon::DetachFromOwner
//======================
void Weapon::DetachFromOwner( void )
{
if ( edict->s.renderfx | RF_DONTDRAW )
animate->StopAnimatingAtEnd();
else
animate->StopAnimating();
DetachGun();
weaponstate = WEAPON_HOLSTERED;
current_attachToTag = "";
Uninitialize();
}
//======================
//Weapon::AttachToOwner
//======================
void Weapon::AttachToOwner( weaponhand_t hand )
{
AttachGun( hand , false );
if ( targetidle )
PostEvent(EV_Weapon_TargetIdleThink, TargetIdleTime);
ForceIdle();
}
//======================
//Weapon::AttachToHolster
//======================
void Weapon::AttachToHolster( weaponhand_t hand )
{
AttachGun( hand, true );
animate->RandomAnimate( "holster", EV_Weapon_Idle );
}
//======================
//Weapon::Drop
//======================
qboolean Weapon::Drop( void )
{
float radius;
Vector temp;
int i;
if ( !owner )
{
return false;
}
if ( !IsDroppable() )
{
return false;
}
if ( multiplayerManager.inMultiplayer() && !multiplayerManager.checkRule( "weapon-candrop", true, NULL ) )
{
return false;
}
DetachGun();
// Get rid of special effect stuff
CancelEventsOfType( EV_DisplayEffect );
CancelEventsOfType( EV_FadeIn );
clearCustomShader();
setAlpha( 1.0f );
edict->s.renderfx &= ~RF_FORCE_ALPHA_EFFECTS;
edict->s.renderfx &= ~RF_FORCE_ALPHA;
if ( _controllingProjectile )
{
toggleProjectileControl();
}
temp[ 1 ] = 64.0;
temp[ 2 ] = 48.0;
if ( owner )
{
setOrigin( owner->origin + temp );
}
else
{
setOrigin( origin + temp );
}
// hack to fix the bounds when the gun is dropped
// once dropped reset the rotated bounds
flags |= FL_ROTATEDBOUNDS;
if ( ( mins == vec_zero ) && ( maxs == vec_zero ) )
{
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, mins, maxs );
radius = ( mins - maxs ).length() * 2.0f;
mins.x = mins.y = -radius;
maxs.x = maxs.y = radius;
setSize( mins, maxs );
}
// stop animating
ForceIdle();
animate->SetFrame( 0 );
// drop the weapon
PlaceItem();
if ( owner )
{
temp[ 0 ] = G_CRandom( 50.0f );
temp[ 1 ] = G_CRandom( 50.0f );
temp[ 2 ] = 250.0f;
velocity = owner->velocity * 0.5f + temp;
setAngles( owner->angles );
}
avelocity = Vector( 0.0f, G_CRandom( 360.0f ), 0.0f );
// Get rid of all of the ammo in the weapon
for ( i = 0 ; i < MAX_FIREMODES ; i++ )
{
ammo_in_clip[ i ] = 0;
}
// FIXME - Make this work right if we need it
/*
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 );
CancelEventsOfType( EV_Weapon_DoneReloadingBurst );
// Remove this from the owner's item list
if ( owner )
{
owner->RemoveItem( this );
}
owner = NULL;
if ( multiplayerManager.inMultiplayer() && gi.Anim_NumForName( edict->s.modelindex, "idle_onground" ) >= 0 )
{
animate->RandomAnimate( "idle_onground" );
edict->s.eType = ET_MODELANIM;
}
if ( multiplayerManager.inMultiplayer() )
{
edict->s.renderfx |= RF_FULLBRIGHT;
}
// Fade out dropped weapons, to keep down the clutter
PostEvent( EV_FadeOut, 30.0f );
Uninitialize();
return true;
}
//======================
//Weapon::Charge
//======================
void Weapon::Charge( firemode_t mode )
{
}
//======================
//Weapon::ReleaseFire
//======================
void Weapon::ReleaseFire( firemode_t mode, float charge_time )
{
// Calculate and store off the charge fraction to use when the weapon actually shoots
// Clamp to max_charge_time
if ( charge_time > max_charge_time[mode] )
charge_fraction = 1.0f;
else
charge_fraction = charge_time / max_charge_time[mode];
// Call regular fire function
Fire( mode );
}
//======================
//Weapon::Fire
//======================
// This function is called from the state machine
// to tell the tiki which weapon animation to play
// The tiki file will most likely post the "shoot" event
// shortly after this function is called
void Weapon::Fire( firemode_t mode )
{
Event *done_event=NULL;
firemode_t realmode;
Vector pos;
//char anim[128];
str fireAnimName;
// Sanity check the mode
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::Fire", "Invalid mode %d\n", mode );
realmode = mode;
// Override the firemode if we're a switch weapon
if ( switchmode )
mode = curmode;
else
curmode = mode;
if ( next_fire_time[mode] > level.time )
return;
// Set the fire timer if we have one
if ( fire_timer[mode] > 0.0f )
next_fire_time[mode] = fire_timer[mode] + level.time;
// If we are in loopfire mode, then we don't pass a DoneFiring event
if ( !loopfire[mode] )
{
// The DoneFiring event requires to know the firing mode so save that off in the event
done_event = new Event( EV_Weapon_DoneFiring );
done_event->AddInteger( mode );
}
/*
if ( fullanimfire[mode] )
{
donefiring = false;
done_event = new Event ( EV_Weapon_DoneFiring );
done_event->AddInteger( mode );
}
*/
// Set the state of the weapon to FIRING
weaponstate = WEAPON_FIRING;
if ( shootingSkin )
ChangeSkin( shootingSkin, true );
// Cancel any old done firing events
CancelEventsOfType( EV_Weapon_DoneFiring );
// Play the correct animation
if ( !switchmode )
{
if ( mode == FIRE_MODE1 )
fireAnimName = "fire";
//animate->RandomAnimate( "fire", done_event );
else if ( mode == FIRE_MODE2 )
fireAnimName = "alternatefire";
//animate->RandomAnimate( "alternatefire", done_event );
}
else
{
//sprintf(anim,"fire_mode%d",(int)mode+1);
fireAnimName = "fire_mode";
fireAnimName += (int)mode+1;
//if ( animate->HasAnim( anim ) )
// animate->RandomAnimate( anim, done_event );
}
if ( world && world->isThingBroken( item_name.c_str() ) )
{
fireAnimName += "_broken";
animate->RandomAnimate( fireAnimName.c_str(), done_event );
return;
}
else if ( !HasAmmo( mode ) && hasNoAmmoMode( mode ) )
{
fireAnimName += "_noammo";
}
else if ( _spreadTime[ mode ] && _spreadAnims[ mode ] )
{
float firingTime;
int animNum;
firingTime = level.time - startfiretime;
animNum = 1 + ( firingTime / _spreadTime[ mode ] ) * ( _spreadAnims[ mode ] + 1 );
if ( animNum > _spreadAnims[ mode ] )
animNum = _spreadAnims[ mode ];
fireAnimName += "_spread";
fireAnimName += animNum;
}
animate->RandomAnimate( fireAnimName.c_str(), done_event );
// Use up the appropriate amount of ammo, it's already been checked that we have enough
//if ( usesameclip )
// mode = FIRE_MODE1;
if ( !loopfire[mode] )
{
if ( ammorequired[mode] != ammorequired[realmode] )
UseAmmo(ammorequired[realmode], mode);
else
UseAmmo( ammorequired[mode], mode );
if ( mode != realmode )
{
if ( burstmode[realmode] )
burstcount -= ammorequired[realmode];
}
}
}
//======================
//Weapon::DetachGun
//======================
void Weapon::DetachGun( void )
{
if ( attached )
{
StopSound( CHAN_WEAPONIDLE );
attached = false;
detach();
hideModel();
clearDisplayEffects();
if ( lastValid )
{
// Restore the last scale
setScale( lastScale );
lastValid = false;
}
}
}
//======================
//Weapon::AttachGun
//======================
void Weapon::AttachGun( weaponhand_t hand, qboolean holstering )
{
int tag_num = 0;
if ( !owner )
{
current_attachToTag = "";
return;
}
if ( attached )
{
DetachGun();
}
if ( holstering )
{
// Save off these values if we are holstering the weapon. We will restore them when
// the users raises the weapons again.
lastAngles = this->angles;
lastScale = this->edict->s.scale;
lastValid = true;
}
else
{
lastScale = this->edict->s.scale;
lastValid = true;
if ( owner->isSubclassOf( Player ) )
{
if ( mp_bigGunMode->integer )
setScale( _weildedScale * 2.0f );
else
setScale( _weildedScale );
}
}
/* else if ( lastValid )
{
// Restore the last
setScale( lastScale );
setAngles( lastAngles );
lastValid = false;
} */
switch( hand )
{
case WEAPON_LEFT:
if ( holstering )
{
current_attachToTag = leftholster_attachToTag;
setAngles( leftHolsterAngles );
setScale( holsterScale );
}
else
{
current_attachToTag = left_attachToTag;
}
break;
case WEAPON_RIGHT:
case WEAPON_DUAL:
if ( holstering )
{
current_attachToTag = rightholster_attachToTag;
setAngles( rightHolsterAngles );
setScale( holsterScale );
}
else
{
current_attachToTag = right_attachToTag;
}
break;
default:
warning( "Weapon::AttachGun", "Invalid hand for attachment of weapon specified" );
break;
}
if ( !current_attachToTag.length() )
return;
tag_num = gi.Tag_NumForName( owner->edict->s.modelindex, this->current_attachToTag.c_str() );
NoLerpThisFrame();
if ( tag_num >= 0 )
{
attached = true;
attach( owner->entnum, tag_num, false );
showModel();
setOrigin();
if ( owner && owner->isSubclassOf( Actor ) )
{
Event *newEvent = new Event( EV_DisplayEffect );
newEvent->AddString( "TransportIn" );
newEvent->AddString( "FederationWeapons" );
ProcessEvent( newEvent );
}
}
else
{
warning( "Weapon::AttachGun", "Attachment of weapon to tag \"%s\": Tag Not Found\n", this->current_attachToTag.c_str() );
}
}
//======================
//Weapon::GiveStartingAmmo
//======================
void Weapon::GiveStartingAmmo( Event *ev )
{
str ammotype;
int mode;
Entity *entityToGiveAmmo;
Sentient *sentient;
if ( ev->NumArgs() > 0 )
entityToGiveAmmo = ev->GetEntity( 1 );
else
entityToGiveAmmo = owner;
if ( !entityToGiveAmmo || !entityToGiveAmmo->isSubclassOf( Sentient ) )
{
assert( entityToGiveAmmo );
warning( "Weapon::GiveStartingAmmo", "Could not give ammo\n" );
return;
}
sentient = reinterpret_cast<Sentient *>(entityToGiveAmmo);
// Give the player the starting ammo
for ( mode=FIRE_MODE1; mode<MAX_FIREMODES; mode++ )
{
ammotype = GetAmmoType( ( firemode_t )mode );
if ( ammotype.length() )
{
sentient->GiveAmmo( ammotype, this->GetStartAmmo( ( firemode_t )mode ), false );
}
}
}
void Weapon::giveAmmoBoost( Event *ev )
{
str ammotype;
int mode;
Entity *entityToGiveAmmo;
Sentient *sentient;
// Get the sentient to give the ammo boost to
entityToGiveAmmo = ev->GetEntity( 1 );
if ( !entityToGiveAmmo || !entityToGiveAmmo->isSubclassOf( Sentient ) )
{
assert( entityToGiveAmmo );
warning( "Weapon::GiveAmmoBoost", "Could not give ammo\n" );
return;
}
sentient = reinterpret_cast<Sentient *>(entityToGiveAmmo);
// Give the sentient the ammo boost
for ( mode = FIRE_MODE1 ; mode < MAX_FIREMODES ; mode++ )
{
ammotype = GetAmmoType( ( firemode_t )mode );
if ( ammotype.length() )
{
sentient->GiveAmmo( ammotype, this->getAmmoBoost( ( firemode_t )mode ), true );
}
}
}
//======================
//Weapon::PickupWeapon
//======================
void Weapon::PickupWeapon( Event *ev )
{
Sentient *sen;
Entity *other;
Weapon *weapon;
qboolean hasweapon;
//qboolean giveammo[MAX_FIREMODES];
//int mode;
other = ev->GetEntity( 1 );
if ( !other )
return;
if ( !other->isSubclassOf( Sentient ) )
{
return;
}
sen = ( Sentient * )other;
if ( !Pickupable( other ) )
return;
// 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( item_name );
if ( hasweapon && !multiplayerManager.checkFlag( MP_FLAG_WEAPONS_STAY ) )
{
Event *event;
event = new Event( EV_Weapon_GiveAmmoBoost );
event->AddEntity( other );
ProcessEvent( event );
ItemPickup( other, false );
}
else
{
weapon = ( Weapon * )ItemPickup( other );
if ( !weapon )
{
// Item Pickup failed, so don't give ammo either.
return;
}
}
/* else
{
for ( mode = FIRE_MODE1; mode < MAX_FIREMODES; mode++ )
{
giveammo[mode] = ( sen->isClient() && ammo_type[mode].length() && startammo[mode] );
if ( !giveammo[mode] )
{
return;
}
sen->GiveAmmo( ammo_type[mode].c_str(), startammo[mode] );
}
} */
}
//======================
//Weapon::ForceIdle
//======================
void Weapon::ForceIdle( void )
{
// Force the weapon to the idle animation
weaponstate = WEAPON_READY;
// Clear our fire timer
//INITIALIZE_WEAPONMODE_VAR(next_fire_time, 0.0);
float r = G_Random(100.0f);
char anim[128];
int animNum = gi.Anim_NumForName( edict->s.modelindex, "idle_onground" );
if ( multiplayerManager.inMultiplayer() && animNum >= 0 && animate->CurrentAnim() == animNum )
{
return;
}
// If this is a switchmode weapon, we have a very different idle system
if ( switchmode )
{
if ( r < 5.0f )
{
sprintf(anim,"idle_rare_mode%d",(int)curmode+1);
if ( animate->HasAnim( anim ) )
{
animate->RandomAnimate( anim );
return;
}
}
if ( r < 15.0f )
{
sprintf(anim,"idle_uncommon_mode%d",(int)curmode+1);
if ( animate->HasAnim( anim ) )
{
animate->RandomAnimate( anim );
return;
}
}
sprintf(anim,"idle_common_mode%d",(int)curmode+1);
if ( animate->HasAnim( anim ) )
{
animate->RandomAnimate( anim );
return;
}
// We shouldn't get here if the anims are set up correctly
// for the switch mode weapon
animate->RandomAnimate("idle");
return;
}
if ( r < 5.0f && animate->HasAnim("idle_rare") )
{
animate->RandomAnimate( "idle_rare" );
return;
}
if ( r < 15.0 && animate->HasAnim("idle_uncommon") )
{
animate->RandomAnimate("idle_uncommon");
return;
}
if ( animate->HasAnim("idle_common") )
{
animate->RandomAnimate( "idle_common" );
return;
}
// We shouldn't get here if the anims are set up correctly
animate->RandomAnimate("idle");
}
//======================
//Weapon::DoneRaising
//======================
void Weapon::DoneRaising( Event *ev )
{
Event *event;
weaponstate = WEAPON_READY;
ForceIdle();
if ( !owner )
{
PostEvent( EV_Remove, 0.0f );
return;
}
event = new Event( EV_Weapon_DoneReloading );
event->AddInteger( FIRE_MODE1 );
ProcessEvent( event );
event = new Event( EV_Weapon_DoneReloading );
event->AddInteger( FIRE_MODE2 );
ProcessEvent( event );
if ( targetidle )
PostEvent(EV_Weapon_TargetIdleThink, TargetIdleTime);
}
//----------------------------------------------------------------
// Name: playAnim
// Class: Weapon
//
// Description: Plays the specified animation and marks its weapon state as animating
//
// Parameters: const str &animName - name of the animation to play
// bool animatingFlag - defaults to true
//
// Returns: none
//----------------------------------------------------------------
void Weapon::playAnim( const str &animName, bool animatingFlag )
{
if ( animate->HasAnim( animName.c_str() ) )
{
if ( animatingFlag )
weaponstate = WEAPON_ANIMATING;
SetAnim( animName, EV_Weapon_DoneAnimating );
}
}
//===============================================================
// Name: animName
// Class: Weapon
//
// Description: Sets the weapons animation.
//
// Parameters: const str& --
//
// Returns: None
//
//===============================================================
void Weapon::SetAnim( const str &animName, Event *endevent, bodypart_t bodypart )
{
assert( animate );
animate->RandomAnimate( animName.c_str(), endevent, bodypart );
AddEffectsAnims();
}
//===============================================================
// Name: animName
// Class: Weapon
//
// Description: Sets the weapons animation.
//
// Parameters: const str& --
//
// Returns: None
//
//===============================================================
void Weapon::SetAnim( const str &animName, const Event &endevent, bodypart_t bodypart )
{
assert( animate );
animate->RandomAnimate( animName.c_str(), endevent, bodypart );
AddEffectsAnims();
}
//===============================================================
// Name: PassToAnimate
// Class: Weapon
//
// Description: Passes the event to the animation object, and gives
// the weapon a chance to add additional special effects.
// If the animation object doesn't exist, creates it.
//
// Parameters: Event* -- an animation related event.
//
// Returns: None
//
//===============================================================
void Weapon::PassToAnimate( Event *ev )
{
if ( !animate )
{
animate = new Animate( this );
}
Event *new_event = new Event( ev );
animate->ProcessEvent( new_event );
AddEffectsAnims();
}
//===============================================================
// Name: AddEffectsAnims
// Class: Weapon
//
// Description: Adds the effect anims for a weapon.
//
// Parameters: None
//
// Returns: None
//
//===============================================================
void Weapon::AddEffectsAnims( void )
{
}
//======================
//Weapon::DoneAnimating
//======================
void Weapon::DoneAnimating( Event *ev )
{
weaponstate = WEAPON_READY;
if ( !owner )
PostEvent( EV_Remove, 0.0f );
return;
}
//======================
//Weapon::ClientFireDone
//======================
void Weapon::ClientFireDone( void )
{
// This is called when the client's firing animation is done
}
//======================
//Weapon::DoneFiring
//======================
void Weapon::DoneFiring( Event *ev )
{
/*
firemode_t mode = (firemode_t)ev->GetInteger( 1 );
if ( fullanimfire[mode] )
{
donefiring = true;
return;
}
*/
if ( shootingSkin )
ChangeSkin( shootingSkin, false );
// This is called when the weapon's firing animation is done
// If this weapon has a fire_stop animation, play it (tiki will force us back to idle)
if ( animate->HasAnim("fire_stop") )
animate->RandomAnimate("fire_stop");
else
ForceIdle();
// Check to see if the auto_putaway flag is set, and the weapon is out of ammo. If so, then putaway the
// weapon.
if (
( !HasAmmo( FIRE_MODE1 ) || ( !stricmp( ammo_type[ FIRE_MODE1 ], "None" ) ) ) &&
( !HasAmmo( FIRE_MODE2 ) || ( !stricmp( ammo_type[ FIRE_MODE2 ], "None" ) ) ) &&
auto_putaway
)
{
PutAway();
}
}
//======================
//Weapon::DoneReloading
//======================
void Weapon::DoneReloading( Event *ev )
{
int amount;
int amount_used;
firemode_t mode;
firemode_t clipToUse;
// Get the mode from the passed in event
mode = (firemode_t)ev->GetInteger( 1 );
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::DoneReloading", "Invalid mode %d\n", mode );
/* if ( regenAmount > 0 )
{
int tmpamount = 0;
Ammo *ammo;
ammo = owner->FindAmmoByName( ammo_type[mode] );
if ( ammo )
{
tmpamount = (ammo->getMaxAmount() / 2) - owner->AmmoCount( ammo_type[mode] );
owner->GiveAmmo( ammo_type[ mode ], tmpamount);
ForceIdle();
return;
}
} */
// If we need to do a REAL reload (not a burst reload) we skip the test
// altogether.
/* firemode_t realmode = mode;
if ( usesameclip )
mode = FIRE_MODE1;
if ( !(ammo_clip_size[mode] && !ammo_in_clip[mode] && AmmoAvailable(mode)) )
{
int tmp = 0;
if ( switchmode )
tmp = burstmode[curmode];
else
tmp = burstmode[realmode];
if ( tmp )
{
int tmpamount = 0;
Ammo *ammo;
ammo = owner->FindAmmoByName( ammo_type[mode] );
if ( ammo )
{
tmpamount = owner->AmmoCount( ammo_type[mode] );
// Try the clip ammo if we have none in our main inventory
if ( tmpamount == 0 )
tmpamount = ammo_in_clip[mode];
if ( tmpamount > burstcountmax )
burstcount = burstcountmax;
else
burstcount = tmpamount;
// We're out of ammo
if ( burstcount == 0 )
burstcount = -1;
ForceIdle();
return;
}
}
} */
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
// Calc the amount the clip should get
amount = ammo_clip_size[clipToUse] - ammo_in_clip[clipToUse];
assert( owner );
if ( owner && owner->isClient() && !UnlimitedAmmo( mode ) )
{
// use up the ammo from the player
amount_used = owner->UseAmmo( ammo_type[mode], amount );
// Stick it in the clip
if ( ammo_clip_size[clipToUse] )
ammo_in_clip[clipToUse] = amount_used + ammo_in_clip[clipToUse];
assert( ammo_in_clip[clipToUse] <= ammo_clip_size[clipToUse] );
if ( ammo_in_clip[clipToUse] > ammo_clip_size[clipToUse] )
ammo_in_clip[clipToUse] = ammo_clip_size[clipToUse];
if ( burstmode[curmode] && ( ammo_in_clip[clipToUse] >= burstcountmax ) )
burstcount = burstcountmax;
}
owner->AmmoAmountInClipChanged( ammo_type[mode], ammo_in_clip[clipToUse] );
ForceIdle();
}
void Weapon::DoneReloadingBurst( Event *ev )
{
//int amount;
//int amount_used;
firemode_t mode;
int inBurstMode;
firemode_t clipToUse;
// Get the mode from the passed in event
mode = (firemode_t)ev->GetInteger( 1 );
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::DoneReloading", "Invalid mode %d\n", mode );
// If we need to do a REAL reload (not a burst reload) we skip the test
// altogether.
firemode_t realmode = mode;
//if ( usesameclip )
// mode = FIRE_MODE1;
// Make sure we are actually in burst mode
inBurstMode = false;
if ( switchmode )
inBurstMode = burstmode[curmode];
else
inBurstMode = burstmode[realmode];
if ( !inBurstMode )
return;
// Add to the burst count
int tmpamount = 0;
Ammo *ammo;
ammo = owner->FindAmmoByName( ammo_type[mode] );
if ( ammo )
{
tmpamount = owner->AmmoCount( ammo_type[mode] );
// Try the clip ammo if we have none in our main inventory
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if ( tmpamount == 0 )
tmpamount = ammo_in_clip[clipToUse];
if ( tmpamount > burstcountmax )
burstcount = burstcountmax;
else
burstcount = tmpamount;
// We're out of ammo
if ( burstcount == 0 )
burstcount = -1;
ForceIdle();
return;
}
}
qboolean Weapon::CheckReload( void )
{
return CheckReload( curmode );
}
//======================
//Weapon::CheckReload - Checks to see if we NEED to reload the weapon
//======================
qboolean Weapon::CheckReload( firemode_t mode )
{
int inBurstMode;
firemode_t clipToUse;
// Check to see if the weapon needs to be reloaded
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
{
warning( "Weapon::CheckReload", "Invalid mode %d\n", mode );
return false;
}
if ( !_autoReload )
{
return false;
}
if ( UnlimitedAmmo( mode ) )
{
return false;
}
if ( putaway )
{
return false;
}
if ( weaponstate != WEAPON_READY )
return false;
// If we're a burst mode weapon, see if we need to "reload"
inBurstMode = false;
if ( switchmode )
inBurstMode = burstmode[curmode];
else
inBurstMode = burstmode[mode];
firemode_t oldmode = mode;
if ( inBurstMode && ( weaponstate != WEAPON_RELOADING ) && ( burstcount <= 0 ) )
{
Event *doneReloadingEvent;
doneReloadingEvent = new Event( EV_Weapon_DoneReloadingBurst );
doneReloadingEvent->AddInteger( oldmode );
if ( _burstModeDelay[ mode ] > 0.0f )
{
animate->RandomAnimate( "reload_burst" );
PostEvent( doneReloadingEvent, _burstModeDelay[ mode ] );
}
else
{
animate->RandomAnimate( "reload_burst", doneReloadingEvent );
}
weaponstate = WEAPON_RELOADING;
return true;
}
mode = oldmode;
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if ( ammo_clip_size[clipToUse] && ( ammo_in_clip[clipToUse] < ammorequired[mode] ) && ( AmmoAvailable( mode ) >= ammorequired[mode] ) )
{
Event *ev1;
ev1 = new Event( EV_Weapon_DoneReloading );
ev1->AddInteger( mode );
if ( animate->HasAnim( "reload_normal" ) && !multiplayerManager.skipWeaponReloads() )
{
weaponstate = WEAPON_RELOADING;
animate->RandomAnimate( "reload_normal", ev1 );
}
else
{
ProcessEvent( ev1 );
}
return true;
}
// We're a regenerating weapon out of ammo
/* if ( !AmmoAvailable(mode) && ( regenAmount > 0 ) )
{
Event *ev1;
ev1 = new Event( EV_Weapon_DoneReloading );
ev1->AddInteger( mode );
if ( animate->HasAnim( "idle_special" ) )
{
weaponstate = WEAPON_RELOADING;
animate->RandomAnimate( "idle_special", ev1 );
}
else
{
ProcessEvent( ev1 );
}
return true;
} */
return false;
}
//======================
//Weapon::ForceReload - Reload the clip if it's not full already
//======================
qboolean Weapon::ForceReload( void )
{
// Only primary mode can reload
firemode_t mode = FIRE_MODE1;
firemode_t clipToUse;
// Weapon has to be in the ready state
if ( !canReload() )
return false;
// Make sure it's not put away
if ( putaway )
return false;
// We can't reload regenerating weapons
if ( _regenAmount[ FIRE_MODE1 ] > 0 )
return false;
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
// If our clip is not full and we have ammo available...
// HACK: targetidle is currently only used on the TOW weapon,
// so instead of making an entirely new event JUST for this, we use it here.
if ( ( ( ammo_clip_size[clipToUse] != ammo_in_clip[clipToUse] ) && AmmoAvailable( mode ) ) || targetidle)
{
Event *ev1;
ev1 = new Event( EV_Weapon_DoneReloading );
ev1->AddInteger( mode );
if ( animate->HasAnim( "reload_normal" ) )
{
weaponstate = WEAPON_RELOADING;
animate->RandomAnimate( "reload_normal", ev1 );
}
else
{
ProcessEvent( ev1 );
}
return true;
}
return false;
}
//======================
//Weapon::Idle
//======================
void Weapon::Idle( Event *ev )
{
ForceIdle();
}
//======================
//Weapon::GetMaxRange
//======================
float Weapon::GetMaxRange( void )
{
return maxrange;
}
//======================
//Weapon::GetMinRange
//======================
float Weapon::GetMinRange( void )
{
return minrange;
}
//======================
//Weapon::SetMaxRangeEvent
//======================
void Weapon::SetMaxRangeEvent( Event *ev )
{
maxrange = ev->GetFloat( 1 );
}
//======================
//Weapon::SetMinRangeEvent
//======================
void Weapon::SetMinRangeEvent( Event *ev )
{
minrange = ev->GetFloat( 1 );
}
//======================
//Weapon::NotDroppableEvent
//======================
void Weapon::NotDroppableEvent( Event *ev )
{
notdroppable = true;
}
//======================
//Weapon::SetMaxRange
//======================
void Weapon::SetMaxRange( float val )
{
maxrange = val;
}
//======================
//Weapon::SetMinRange
//======================
void Weapon::SetMinRange( float val )
{
minrange = val;
}
//======================
//Weapon::WeaponSound
//======================
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(SOUND_RADIUS, SOUNDTYPE_WEAPONFIRE);;
}
else
{
BroadcastSound(SOUND_RADIUS, SOUNDTYPE_WEAPONFIRE);;
}
return;
}
if ( owner )
{
e = new Event( ev );
owner->ProcessEvent( e );
}
else
{
Item::BroadcastSound();
}
// give us some breathing room
nextweaponsoundtime = level.time + 0.4f;
}
//======================
//Weapon::Removable
//======================
qboolean Weapon::Removable( void )
{
if ( multiplayerManager.checkFlag( MP_FLAG_WEAPONS_STAY ) && Respawnable() )
return false;
else
return true;
}
//======================
//Weapon::Pickupable
//======================
qboolean Weapon::Pickupable( Entity *other )
{
Sentient *sen;
if ( !other->isSubclassOf( Sentient ) )
{
return false;
}
else if ( !other->isClient() )
{
return false;
}
if ( getSolidType() == SOLID_NOT )
{
return NULL;
}
if ( multiplayerManager.inMultiplayer() && other->isSubclassOf( Player ) )
{
if ( !multiplayerManager.canPickup( (Player *)other, getMultiplayerItemType(), getName().c_str() ) )
return false;
}
sen = ( Sentient * )other;
//FIXME
// This should be in player
// If we have the weapon and weapons stay, then don't pick it up
if ( ( multiplayerManager.checkFlag( MP_FLAG_WEAPONS_STAY ) ) && Respawnable() )
{
Weapon *weapon;
weapon = ( Weapon * )sen->FindItem( getName() );
if ( weapon )
return false;
}
return true;
}
//======================
//Weapon::AutoChange
//======================
qboolean Weapon::AutoChange( void )
{
return true;
}
//======================
//Weapon::ClipAmmo
//======================
int Weapon::ClipAmmo( firemode_t mode )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( !( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) ) )
warning( "Weapon::ClipAmmo", "Invalid mode %d\n", mode );
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if (ammo_clip_size[clipToUse])
return ammo_in_clip[clipToUse];
else
return -1;
}
//======================
//Weapon::ProcessWeaponCommandsEvent
//======================
void Weapon::ProcessWeaponCommandsEvent( Event *ev )
{
int index;
index = ev->GetInteger( 1 );
ProcessInitCommands( index );
}
//======================
//Weapon::SetActionLevelIncrement
//======================
void Weapon::SetActionLevelIncrement( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
action_level_increment[firemodeindex] = ev->GetInteger( 1 );
}
//======================
//Weapon::ActionLevelIncrement
//======================
int Weapon::ActionLevelIncrement( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) )
return action_level_increment[mode];
else
{
warning( "Weapon::ActionLevelIncrement", "Invalid mode %d\n", mode );
return 0;
}
}
//======================
//Weapon::IsDroppable
//======================
qboolean Weapon::IsDroppable( void )
{
if ( notdroppable )
{
return false;
}
else
{
return true;
}
}
//======================
//Weapon::SetFireType
//======================
void Weapon::SetFireType( Event *ev )
{
str ftype;
ftype = ev->GetString( 1 );
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
if ( !ftype.icmp( "projectile" ) )
firetype[firemodeindex] = FT_PROJECTILE;
else if ( !ftype.icmp( "bullet" ) )
firetype[firemodeindex] = FT_BULLET;
else if ( !ftype.icmp( "melee" ) )
firetype[firemodeindex] = FT_MELEE;
else if ( !ftype.icmp( "special_projectile" ) )
firetype[firemodeindex] = FT_SPECIAL_PROJECTILE;
else if ( !ftype.icmp( "none" ) )
firetype[firemodeindex] = FT_NONE;
else if ( !ftype.icmp( "explosion" ) )
firetype[firemodeindex] = FT_EXPLOSION;
else if ( !ftype.icmp( "triggerProjectile" ) )
firetype[firemodeindex] = FT_TRIGGER_PROJECTILE;
else if ( !ftype.icmp( "controlProjectile" ) )
firetype[firemodeindex] = FT_CONTROL_PROJECTILE;
else if ( !ftype.icmp( "controlZoom" ) )
firetype[firemodeindex] = FT_CONTROL_ZOOM;
else
warning( "Weapon::SetFireType", "unknown firetype: %s\n", ftype.c_str() );
}
//======================
//Weapon::GetFireType
//======================
firetype_t Weapon::GetFireType( firemode_t mode )
{
return firetype[mode];
}
//======================
//Weapon::SetProjectile
//======================
void Weapon::SetProjectile( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
projectileModel[firemodeindex] = ev->GetString( 1 );
CacheResource( projectileModel[firemodeindex].c_str(), this );
}
//======================
//Weapon::SetBulletDamage
//======================
void Weapon::SetBulletDamage( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletdamage[firemodeindex] = ev->GetFloat( 1 );
}
//======================
//Weapon::SetBulletKnockback
//======================
void Weapon::SetBulletKnockback( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletknockback[firemodeindex] = ev->GetFloat( 1 );
}
//======================
//Weapon::SetBulletRange
//======================
void Weapon::SetBulletRange( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletrange[firemodeindex] = ev->GetFloat( 1 );
}
//======================
//Weapon::SetRange
//======================
void Weapon::SetRange( Event *ev )
{
SetBulletRange( ev );
}
//======================
//Weapon::SetBulletCount
//======================
void Weapon::SetBulletCount( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletcount[firemodeindex] = ev->GetFloat( 1 );
}
void Weapon::SetBulletSpread( float spreadX , float spreadY )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletspread[firemodeindex].x = spreadX;
bulletspread[firemodeindex].y = spreadY;
}
//======================
//Weapon::SetBulletSpread
//======================
void Weapon::SetBulletSpread( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
bulletspread[firemodeindex].x = ev->GetFloat( 1 );
if (ev->NumArgs() < 2) // this shouldn't happen, but there are assets that do it
bulletspread[firemodeindex].y = bulletspread[firemodeindex].x;
else
bulletspread[firemodeindex].y = ev->GetFloat( 2 );
if (ev->NumArgs() == 5) // expanding/shrinking spread
{
endbulletspread[firemodeindex].x = ev->GetFloat(3);
endbulletspread[firemodeindex].y = ev->GetFloat(4);
endbulletspread[firemodeindex].z = ev->GetFloat(5); // time interval
}
else
{
endbulletspread[firemodeindex].z = 0; // make sure spread is constant if it's not variable (duh)
}
}
//======================
//Weapon::SetHand
//======================
void Weapon::SetHand( Event *ev )
{
str side;
side = ev->GetString( 1 );
if ( !stricmp( side.c_str(), "righthand" ) || !stricmp( side.c_str(), "right" ) )
hand = WEAPON_RIGHT;
else if ( !stricmp( side.c_str(), "lefthand" ) || !stricmp( side.c_str(), "left" ) )
hand = WEAPON_LEFT;
else if ( !stricmp( side.c_str(), "dualhand" ) || !stricmp( side.c_str(), "dual" ) )
hand = WEAPON_DUAL;
else if ( !stricmp( side.c_str(), "any" ) )
hand = WEAPON_ANY;
else
{
warning( "Weapon::SetHand", "Unknown side %s\n", side.c_str() );
assert( 0 );
}
}
//======================
//Weapon::ModeSet
//======================
void Weapon::ModeSet( Event *ev )
{
int i;
str modestr;
Event *modeev = new Event( ev->GetToken( 2 ) );
modestr = ev->GetToken( 1 );
firemodeindex = WeaponModeNameToNum(modestr);
for( i=3; i<=ev->NumArgs(); i++ )
{
modeev->AddToken( ev->GetToken( i ) );
}
ProcessEvent( modeev );
firemodeindex = FIRE_MODE1;
}
//====================
//Weapon::AutoAim
//====================
void Weapon::AutoAim( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
autoAimTargetSelectionAngle = ev->GetInteger( 1 );
autoAimLockonAngle = ev->GetInteger( 2 );
}
else
{
autoAimTargetSelectionAngle = 60;
autoAimLockonAngle = 15;
}
}
//====================
//Weapon::Crosshair
//====================
void Weapon::Crosshair( Event *ev )
{
crosshair = ev->GetBoolean( 1 );
}
//====================
//Weapon::TorsoAim
//====================
void Weapon::TorsoAim( Event *ev )
{
torsoaim = ev->GetBoolean( 1 );
}
//====================
//Weapon::LeftAttachToTag
//====================
void Weapon::LeftAttachToTag( Event *ev )
{
left_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::RightAttachToTag
//====================
void Weapon::RightAttachToTag( Event *ev )
{
right_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::DualAttachToTag
//====================
void Weapon::DualAttachToTag( Event *ev )
{
dual_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::LeftHolsterAttachToTag
//====================
void Weapon::LeftHolsterAttachToTag( Event *ev )
{
leftholster_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::RightHolsterAttachToTag
//====================
void Weapon::RightHolsterAttachToTag( Event *ev )
{
rightholster_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::DualHolsterAttachToTag
//====================
void Weapon::DualHolsterAttachToTag( Event *ev )
{
dualholster_attachToTag = ev->GetString( 1 );
}
//====================
//Weapon::SetLeftHolsterAngles
//====================
void Weapon::SetLeftHolsterAngles( Event *ev )
{
leftHolsterAngles = ev->GetVector( 1 );
}
//====================
//Weapon::SetRightHolsterAngles
//====================
void Weapon::SetRightHolsterAngles( Event *ev )
{
rightHolsterAngles = ev->GetVector( 1 );
}
//====================
//Weapon::SetDualHolsterAngles
//====================
void Weapon::SetDualHolsterAngles( Event *ev )
{
dualHolsterAngles = ev->GetVector( 1 );
}
//====================
//Weapon::SetHolsterScale
//====================
void Weapon::SetHolsterScale( Event *ev )
{
holsterScale = ev->GetFloat( 1 );
}
void Weapon::setWeildedScale( Event *ev )
{
_weildedScale = ev->GetFloat( 1 );
}
//====================
//Weapon::SetQuiet
//====================
void Weapon::SetQuiet( Event *ev )
{
quiet = true;
}
//====================
//Weapon::SetLoopFire
//====================
void Weapon::SetLoopFire( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
loopfire[firemodeindex] = true;
}
/*
void Weapon::SetFullAnimFire( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
fullanimfire[firemodeindex] = true;
}
*/
//======================
//Weapon::SetMeansOfDeath
//======================
void Weapon::SetMeansOfDeath( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
meansofdeath[firemodeindex] = (meansOfDeath_t )MOD_NameToNum( ev->GetString( 1 ) );
}
//======================
//Weapon::GetMeansOfDeath
//======================
meansOfDeath_t Weapon::GetMeansOfDeath( firemode_t mode )
{
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) )
return meansofdeath[mode];
else
{
warning( "Weapon::GetMeansOfDeath", "Invalid mode %d\n", mode );
return MOD_NONE;
}
}
//======================
//Weapon::SetAimTarget
//======================
void Weapon::SetAimTarget( Entity *ent )
{
aim_target = ent;
}
//======================
//Weapon::WorldHitSpawn
//======================
void Weapon::WorldHitSpawn( firemode_t mode, const Vector &origin, const Vector &angles, float life )
{
if ( !worldhitspawn[mode].length() )
return;
Entity::SpawnEffect(worldhitspawn[mode], origin, angles, life);
}
//======================
//Weapon::SetWorldHitSpawn
//======================
void Weapon::SetWorldHitSpawn( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
worldhitspawn[firemodeindex] = ev->GetString( 1 );
}
void Weapon::MakeNoise( Event *ev )
{
float radius = 500.0f;
qboolean force = false;
if ( ev->NumArgs() > 0 )
radius = ev->GetFloat( 1 );
if ( ev->NumArgs() > 1 )
force = ev->GetBoolean( 2 );
if ( attached && ( next_noise_time <= level.time || force ) )
{
BroadcastSound( radius , SOUNDTYPE_WEAPONFIRE );
next_noise_time = level.time + 1.0f;
}
}
void Weapon::SetViewModel( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
viewmodel = ev->GetString( 1 );
gi.setviewmodel( edict, viewmodel );
//setViewModel( viewmodel );
}
}
void Weapon::DonePutaway( Event *ev )
{
//int i;
// Tell the state machine we're lowering the weapon
// so it will continue to do it's normal deactivate code
weaponstate = WEAPON_LOWERING;
if ( zoomed )
{
CancelEventsOfType( EV_Weapon_Zoom );
ProcessEvent( EV_Weapon_Zoom );
}
if ( _controllingProjectile )
{
toggleProjectileControl();
}
// No longer targeting anyone
//SetTargetedEntity( NULL );
if ( targetidle )
CancelEventsOfType( EV_Weapon_TargetIdleThink );
// Move ammo from weapon back to owner if possible
/* if ( owner )
{
for ( i = 0 ; i < MAX_FIREMODES ; i++ )
{
if ( ammo_in_clip[ i ] )
{
int maxAmount;
int amount;
maxAmount = owner->MaxAmmoCount( ammo_type[ i ] ) - owner->AmmoCount( ammo_type[ i ] );
if ( maxAmount > ammo_in_clip[ i ] )
amount = ammo_in_clip[ i ];
else
amount = maxAmount;
owner->GiveAmmo( ammo_type[ i ], amount, false );
ammo_in_clip[ i ] -= amount;
owner->AmmoAmountInClipChanged( ammo_type[ i ], ammo_in_clip[ i ] );
}
}
} */
}
void Weapon::SetRegenAmmo( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
_regenAmount[ firemodeindex ] = ev->GetInteger( 1 );
_regenTime[ firemodeindex ] = 1.0; // default time
}
if ( ev->NumArgs() > 1 )
{
_regenTime[ firemodeindex ] = ev->GetFloat( 2 );
}
turnThinkOn();
}
//----------------------------------------------------------------
// Name: SetRegenOnlyWhenIdle
// Class: Weapon
//
// Description: Specifies that this weapon only regenerates ammo when it is idle (not shooting)
//
// Parameters: Event *ev
//
// Returns: none
//----------------------------------------------------------------
void Weapon::SetRegenOnlyWhenIdle( Event *ev )
{
_regenOnlyWhenIdle[ firemodeindex ] = true;
}
void Weapon::ChangeIdle( Event *ev )
{
ForceIdle();
if ( !owner )
{
return;
}
}
void Weapon::DrawBowStrain( Event *ev )
{
if ( animate->HasAnim( "draw_strain" ) )
animate->RandomAnimate( "draw_strain" );
}
void Weapon::AltDrawBowStrain( Event *ev )
{
if ( animate->HasAnim( "alternate_draw_strain" ) )
animate->RandomAnimate( "alternate_draw_strain" );
}
void Weapon::SetAccuracy( Event *ev )
{
if ( ev->NumArgs() < 6 )
{
gi.DPrintf("SetAccuracy: Too few parameters\n");
return;
}
firemode_t mode = WeaponModeNameToNum( ev->GetToken( 1 ) );
accuracy[mode][ACCURACY_STOPPED] = ev->GetFloat( 2 );
accuracy[mode][ACCURACY_CHANGE] = ev->GetFloat( 3 );
accuracy[mode][ACCURACY_WALK] = ev->GetFloat( 4 );
accuracy[mode][ACCURACY_RUN] = ev->GetFloat( 5 );
accuracy[mode][ACCURACY_CROUCH] = ev->GetFloat( 6 );
}
void Weapon::SetZoomFOV( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
zoomfov = ev->GetFloat( 1 );
}
}
void Weapon::SetReticuleTime( Event *ev )
{
if ( ev->NumArgs() > 0 )
reticuletime = ev->GetFloat( 1 );
}
void Weapon::SetStartZoom( Event* ev )
{
if(ev == 0)
return;
startzoom = ev->GetFloat(1);
}
void Weapon::SetEndZoom( Event* ev )
{
if(ev == 0)
return;
endzoom = ev->GetFloat(1);
}
void Weapon::SetZoomTime( Event* ev )
{
if(ev == 0)
return;
zoomtime = ev->GetFloat(1);
}
void Weapon::SetAimType( Event *ev )
{
str aimstr;
Sentient *owner;
Player *player = NULL;
owner = this->owner;
assert( owner );
if ( owner->isSubclassOf( Player ) )
player = ( Player * )owner;
if ( ev->NumArgs() > 0 )
aimstr = ev->GetString( 1 );
// Crouching is a special case... you'll always have the "crouch" accuracy
// rating in your crouched, regardless of whether you're walking or not.
if ( player && player->GetCrouch() || ( aimstr == "crouch" ) )
aimtype = ACCURACY_CROUCH;
else
{
if ( aimstr == "stopped" )
aimtype = ACCURACY_STOPPED;
if ( aimstr == "walk" )
aimtype = ACCURACY_WALK;
if ( aimstr == "run" )
aimtype = ACCURACY_RUN;
if ( aimstr == "change" )
aimtype = ACCURACY_CHANGE;
}
if ( ( aimstr != "stopped" ) && ( aimstr != "walk" ) && ( aimstr != "run" ) && ( aimstr != "crouch" ) && ( aimstr != "change" ) )
{
warning("SetAimType: Invalid aimtype, %s, defaulting to stopped",aimstr);
aimtype = ACCURACY_STOPPED;
}
if ( g_showaccuracymod->integer )
gi.DPrintf("Accuracy Mod: %s = %f\n", aimstr.c_str(), accuracy[curmode][aimtype] );
}
void Weapon::SetFireTimer( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
fire_timer[firemodeindex] = ev->GetFloat( 1 );
}
void Weapon::UseSameClip( Event *ev )
{
usesameclip = true;
}
qboolean Weapon::HasFullClip( void )
{
firemode_t mode = FIRE_MODE1;
firemode_t clipToUse;
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if ( ammo_in_clip[clipToUse] == ammo_clip_size[clipToUse] )
return true;
return false;
}
void Weapon::SetMaxModes( Event *ev )
{
if ( ev->NumArgs() < 1 )
{
maxmode = FIRE_MODE2;
return;
}
maxmode = WeaponModeNameToNum( ev->GetToken( 1 ) );
}
void Weapon::SetSwitchMode( Event *ev )
{
switchmode = true;
}
// Target Idle Weapon functions
void Weapon::TargetIdle( Event *ev )
{
targetidle = true;
}
void Weapon::TargetIdleThink( Event *ev )
{
CancelEventsOfType( EV_Weapon_TargetIdleThink );
// HACK sortof: If the weapon is playing it's put away animation,
// we don't do this event. For some reason a CancelEventsOfType
// call in the Putaway function failed to cancel this event.
if ( animate->GetName() == "putaway" )
return;
PostEvent( EV_Weapon_TargetIdleThink, TargetIdleTime );
Sentient *owner;
Player *player;
owner = this->owner;
assert( owner );
if ( owner->isSubclassOf( Player ) )
{
player = ( Player * )owner;
Vector pos, forward, right, up, endpoint, vorg;
GetMuzzlePosition( &pos, &forward, &right, &up );
vorg = player->origin;
vorg.z += player->viewheight;
endpoint = vorg + (forward * 4000.0f);
trace_t trace = G_Trace( pos, vec_zero, vec_zero, endpoint, player, MASK_SHOT, true, "Weapon::TargetIdleThink" );
if ( trace.ent && ( trace.entityNum != ENTITYNUM_WORLD ) && trace.ent->entity->isSubclassOf( Sentient ))
{
if ( !trace.ent->entity->deadflag )
{
if ( !strstr(animate->GetName(), "idle_target") )
animate->RandomAnimate( "idle_target" );
targetidleflag = true;
}
return;
}
else
{
if ( targetidleflag )
{
targetidleflag = false;
ForceIdle();
}
}
}
}
// ****************************
// Weapon Mode switching functions
void Weapon::SwitchMode( void )
{
char anim[128];
Event *ev1;
ev1 = new Event( EV_Weapon_DoneSwitchToMiddle );
strcpy(anim,"");
sprintf(anim,"switch_mode%d_neutral",(int)curmode+1);
if ( animate->HasAnim( anim ) )
{
weaponstate = WEAPON_SWITCHINGMODE;
animate->RandomAnimate( anim, ev1 );
}
else
{
ProcessEvent( ev1 );
}
}
void Weapon::DoneSwitchToMiddle( Event *ev )
{
int mode;
char anim[128];
Event *ev1;
ev1 = new Event( EV_Weapon_DoneSwitching );
if ( curmode == maxmode )
mode = FIRE_MODE1;
else
mode = (int)curmode + 1;
strcpy(anim,"");
sprintf(anim,"switch_mode%d",mode);
if ( animate->HasAnim( anim ) )
{
weaponstate = WEAPON_SWITCHINGMODE;
animate->RandomAnimate( anim, ev1 );
}
else
{
ProcessEvent( ev1 );
}
}
void Weapon::DoneSwitching( Event *ev )
{
if ( curmode == maxmode )
curmode = FIRE_MODE1;
else
curmode = (firemode_t)((int)curmode + 1);
weaponstate = WEAPON_READY;
// Clear our fire timer
INITIALIZE_WEAPONMODE_VAR(next_fire_time, 0.0);
ForceIdle();
}
// *************
void Weapon::SetBurstMode( Event *ev )
{
burstmode[firemodeindex] = true;
if ( ev->NumArgs() > 0 )
burstcountmax = ev->GetInteger( 1 );
else
burstcountmax = 10; // Default to 10
burstcount = burstcountmax;
}
void Weapon::setBurstModeDelay( Event *ev )
{
_burstModeDelay[ firemodeindex ] = ev->GetFloat( 1 );
}
void Weapon::SetCHOffset(int chx, int chy)
{
this->chx = chx;
this->chy = chy;
}
// GetTargetedEntity
//
// Returns the entity that is targeted by the weapon.
// If there is not an entity, 0 is returned.
void Weapon::CheckForTargetedEntity( void )
{
}
void Weapon::SetRealViewOrigin( const Vector &rv )
{
realvieworg = rv;
}
void Weapon::SetThirdPerson( qboolean tp )
{
thirdperson = tp;
}
qboolean Weapon::IsDoneFiring()
{
return donefiring;
}
//----------------------------------------------------------------
// Name: StartFiring
// Class: Weapon
//
// Description: Sets the start time used for bullet spread (for repeating weapons, this should be set in a prefire state)
//
// Parameters: Event *ev
//
// Returns: none
//----------------------------------------------------------------
void Weapon::StartFiring( Event *ev )
{
startfiretime = level.time;
}
void Weapon::FinishedFiring( Event *ev )
{
int oldDoneFiring;
oldDoneFiring = donefiring;
donefiring = ev->GetInteger( 1 );
if ( shootingSkin )
ChangeSkin( shootingSkin, false );
if ( donefiring && !oldDoneFiring )
{
CheckReload();
}
}
void Weapon::Zoom( Event *ev )
{
Player *player = NULL;
if ( owner && owner->isSubclassOf( Player ) )
player = (Player *)(Sentient *)owner;
if ( !player )
return;
if ( zoomed )
{
endZoom();
}
else
{
zoomfov = startzoom;
startzoomtime = level.time;
zoomed = true;
player->SetFov( zoomfov, true );
player->client->ps.pm_flags |= PMF_ZOOM;
}
}
void Weapon::endZoom( Event *ev )
{
if ( zoomed )
_lastZoomFov = zoomfov;
else
_lastZoomFov = sv_defaultFov->value;
endZoom();
}
void Weapon::rezoom( Event *ev )
{
Player *player = NULL;
if ( owner && owner->isSubclassOf( Player ) )
player = (Player *)(Sentient *)owner;
if ( !player )
return;
if ( _lastZoomFov < sv_defaultFov->value )
{
zoomed = true;
zoomfov = _lastZoomFov;
player->SetFov( zoomfov, true );
player->client->ps.pm_flags |= PMF_ZOOM;
}
}
void Weapon::endZoom( void )
{
Player *player = NULL;
float defaultFov;
if ( owner && owner->isSubclassOf( Player ) )
player = (Player *)(Sentient *)owner;
if ( !player )
return;
defaultFov = player->getDefaultFov();
player->SetFov( defaultFov, true );
//remove the player client zoom flag
player->client->ps.pm_flags &= ~PMF_ZOOM;
//gi.SendServerCommand(player->entnum, "stufftext \"ui_removehud zoomhud\"\n");
player->removeHud( "zoomhud" );
_zoomStage = ZOOM_NORMAL_FOV;
zoomed = false;
}
void Weapon::IncrementZoom( Event* ev )
{
if(!zoomed)
return;
Player *player = NULL;
if ( owner && owner->isSubclassOf( Player ) )
player = (Player *)(Sentient *)owner;
float zoomPercentage = ((float)level.time - startzoomtime) / zoomtime;
zoomfov = ((endzoom - startzoom) * zoomPercentage) + startzoom;
if(zoomfov < endzoom)
zoomfov = endzoom;
player->SetFov( zoomfov, true );
}
//-----------------------------------------------------
//
// Name: zoomFov
// Class: Weapon
//
// Description: Changes the zoom fov from Normal FOV to FOV 1 to FOV 2 then back to normal fov
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void Weapon::setZoomStage( Event* ev )
{
changeZoomStage( ev->GetFloat( 1 ), ev->GetFloat( 2 ) );
}
void Weapon::changeZoomStage( float firstZoom, float secondZoom )
{
Player* player = NULL;
if ( owner && owner->isSubclassOf( Player ) )
player = (Player *)(Sentient *)owner;
if(player == NULL)
return;
// Move to next zoom stage
switch( _zoomStage )
{
case ZOOM_NORMAL_FOV:
_zoomStage = ZOOM_STAGE_1;
player->SetFov( firstZoom, true );
player->addHud( "zoomhud" );
break;
case ZOOM_STAGE_1:
_zoomStage = ZOOM_STAGE_2;
player->SetFov( secondZoom, true );
player->addHud( "zoomhud" );
break;
case ZOOM_STAGE_2:
_zoomStage = ZOOM_NORMAL_FOV;
endZoom();
return;
}
player->client->ps.pm_flags |= PMF_ZOOM;
}
void Weapon::SetTargetingSkin( Event *ev )
{
targetingSkin = ev->GetInteger( 1 );
}
void Weapon::SetShootingSkin( Event *ev )
{
shootingSkin = ev->GetInteger( 1 );
}
void Weapon::setFullAmmoSkin( Event *ev )
{
_fullAmmoSkin = ev->GetInteger( 1 );
_fullAmmoMode = WeaponModeNameToNum( ev->GetString( 2 ) );
turnThinkOn();
}
void Weapon::ProcessTargetedEntity( EntityPtr entity )
{
Player* player;
assert(owner);
if ( !owner )
return;
player = (Player*) (Sentient*)owner;
if(player == 0)
return;
if ( targetingSkin )
{
ChangeSkin( targetingSkin, false );
if ( entity && entity->isSubclassOf( Actor ) )
{
Actor *actor = (Actor *)entity.Pointer();
if ( !actor->deadflag && ( actor->actortype == IS_ENEMY ) )
ChangeSkin( targetingSkin, true );
}
}
if(entity != 0)
{
entity->edict->s.eFlags |= EF_DISPLAY_DESC1;
}
}
//----------------------------------------------------------------
// Name: setMoveSpeedModifier
// Class: Weapon
//
// Description: Sets the move speed modifier (when not firing)
//
// Parameters: Event *ev - float, specifies modifier
//
// Returns: none
//----------------------------------------------------------------
void Weapon::Uninitialize(void)
{
if( _zoomStage == ZOOM_STAGE_1 || _zoomStage == ZOOM_STAGE_2 )
{
endZoom();
}
}
//----------------------------------------------------------------
// Name: setMoveSpeedModifier
// Class: Weapon
//
// Description: Sets the move speed modifier (when not firing)
//
// Parameters: Event *ev - float, specifies modifier
//
// Returns: none
//----------------------------------------------------------------
void Weapon::setMoveSpeedModifier( Event *ev )
{
defaultMoveSpeedModifier = ev->GetFloat( 1 );
}
//----------------------------------------------------------------
// Name: setShootingMoveSpeedModifier
// Class: Weapon
//
// Description: Sets the move speed modified for a particular mode
//
// Parameters: Event *ev - float, specifies modifier
//
// Returns: none
//----------------------------------------------------------------
void Weapon::setShootingMoveSpeedModifier( Event *ev )
{
shootingMoveSpeedModifier[ firemodeindex ] = ev->GetFloat( 1 );
}
//----------------------------------------------------------------
// Name: getMoveSpeedModifier
// Class: Weapon
//
// Description: Gets the current move speed modifier
//
// Parameters: none
//
// Returns: float - the move speed modifier
//----------------------------------------------------------------
float Weapon::getMoveSpeedModifier( void )
{
if ( weaponstate == WEAPON_FIRING )
return shootingMoveSpeedModifier[ curmode ];
else
return defaultMoveSpeedModifier;
}
//----------------------------------------------------------------
// Name: UseActorAiming
// Class: Weapon
//
// Description: Tells the weapon to use the tag_barrel for aiming, no matter who is holding it.
//
// Parameters: Event *ev
//
// Returns: None
//----------------------------------------------------------------
void Weapon::UseActorAiming( Event *ev )
{
if ( ev->NumArgs() > 0 )
useActorAiming = ev->GetBoolean( 1 );
else
useActorAiming = true;
}
//----------------------------------------------------------------
// Name: updateViewShake
// Class: Weapon
//
// Description: Updates the view shake angles
//
// Parameters: none
//
// Returns: none
//----------------------------------------------------------------
void Weapon::updateViewShake( void )
{
if ( _viewShakeMagnitude[ curmode ] > 0.0f )
{
// Apply simple view shake
viewShake[ PITCH ] = G_CRandom() * _viewShakeMagnitude[ curmode ];
viewShake[ YAW ] = G_CRandom() * _viewShakeMagnitude[ curmode ];
viewShake[ ROLL ] = G_CRandom() * _viewShakeMagnitude[ curmode ] * 1.5;
}
else if ( ( _viewMinShake[ curmode ] != vec_zero ) || ( _viewMaxShake[ curmode ] != vec_zero ) )
{
Vector minShake;
Vector maxShake;
// Apply advanced view shake
minShake = _viewMinShake[ curmode ];
maxShake = _viewMaxShake[ curmode ];
if ( _viewShakeOverride[ curmode ] )
{
viewShake[ PITCH ] = G_Random() * ( maxShake[ PITCH ] - minShake[ PITCH ] ) + minShake[ PITCH ];
viewShake[ YAW ] = G_Random() * ( maxShake[ YAW ] - minShake[ YAW ] ) + minShake[ YAW ];
viewShake[ ROLL ] = G_Random() * ( maxShake[ ROLL ] - minShake[ ROLL ] ) + minShake[ ROLL ];
}
else
{
viewShake[ PITCH ] += G_Random() * ( maxShake[ PITCH ] - minShake[ PITCH ] ) + minShake[ PITCH ];
viewShake[ YAW ] += G_Random() * ( maxShake[ YAW ] - minShake[ YAW ] ) + minShake[ YAW ];
viewShake[ ROLL ] += G_Random() * ( maxShake[ ROLL ] - minShake[ ROLL ] ) + minShake[ ROLL ];
}
for ( int i = 0 ; i < 3 ; i++ )
{
if ( viewShake[ i ] > _maxViewShakeChange )
viewShake[ i ] = _maxViewShakeChange;
else if ( viewShake[ i ] < -_maxViewShakeChange )
viewShake[ i ] = -_maxViewShakeChange;
}
}
}
void Weapon::startViewShake( Event *ev )
{
startViewShake();
}
void Weapon::startViewShake( void )
{
if ( ( _viewShakeMagnitude[ curmode ] > 0.0f ) || ( _viewMinShake[ curmode ] != vec_zero ) || ( _viewMaxShake[ curmode ] != vec_zero ) )
{
//CancelEventsOfType( EV_Weapon_ClearViewShake );
updateViewShake();
//if ( _viewShakeDuration[ curmode ] > FRAMETIME )
{
CancelEventsOfType( EV_Weapon_ReduceViewShake );
PostEvent( EV_Weapon_ReduceViewShake, FRAMETIME );
//PostEvent( EV_Weapon_ReduceViewShake, 0.25 );
}
//PostEvent( EV_Weapon_ClearViewShake, _viewShakeDuration[ curmode ] );
}
}
void Weapon::reduceViewShake( Event *ev )
{
int i;
bool repost;
// Reduce the viewShake
viewShake *= 0.75;
// Determine if we should do reduce the viewShake next frame
repost = false;
for ( i = 0 ; i < 3 ; i++ )
{
if ( ( viewShake[ i ] > 0.1f ) || ( viewShake[ i ] < -0.1f ) )
{
repost = true;
}
}
if ( repost )
{
PostEvent( EV_Weapon_ReduceViewShake, FRAMETIME );
}
else
{
viewShake = vec_zero;
}
}
//----------------------------------------------------------------
// Name: clearViewShake
// Class: Weapon
//
// Description: Clears the view shake angles
//
// Parameters: none
//
// Returns: none
//----------------------------------------------------------------
void Weapon::clearViewShake( Event *ev )
{
viewShake = vec_zero;
CancelEventsOfType( EV_Weapon_ReduceViewShake );
}
//----------------------------------------------------------------
// Name: getViewShake
// Class: Weapon
//
// Description: Gets the angles to shake the view
//
// Parameters: none
//
// Returns: Vector - angles to shake the view by
//----------------------------------------------------------------
Vector Weapon::getViewShake( void )
{
return viewShake;
}
//----------------------------------------------------------------
// Name: setViewShakeInfo
// Class: Weapon
//
// Description: Sets the magnitude and duration that the view should shake when firing the weapon
//
// Parameters: Event *ev - float, specifies the magnitude
// float, specifies the duration (optional)
//
// Returns: none
//----------------------------------------------------------------
void Weapon::setViewShakeInfo( Event *ev )
{
_viewShakeMagnitude[ firemodeindex ] = ev->GetFloat( 1 );
if ( ev->NumArgs() > 1 )
{
_viewShakeDuration[ firemodeindex ] = ev->GetFloat( 2 );
}
else
{
_viewShakeDuration[ firemodeindex ] = FRAMETIME;
}
}
void Weapon::setAdvancedViewShakeInfo( Event *ev )
{
_viewMinShake[ firemodeindex ] = ev->GetVector( 1 );
_viewMaxShake[ firemodeindex ] = ev->GetVector( 2 );
if ( ev->NumArgs() > 2 )
{
_viewShakeDuration[ firemodeindex ] = ev->GetFloat( 3 );
}
else
{
_viewShakeDuration[ firemodeindex ] = FRAMETIME;
}
if ( ev->NumArgs() > 3 )
{
_viewShakeOverride[ firemodeindex ] = ev->GetBoolean( 4 );
}
else
{
_viewShakeOverride[ firemodeindex ] = false;
}
}
//--------------------------------------------------------------
// Name: SetPowerRating()
// Class: Weapon
//
// Description: Calls SetPowerRating()
//
// Parameters: Event *ev -- Event with the rating
//
// Returns: None
//--------------------------------------------------------------
void Weapon::SetPowerRating( Event *ev )
{
SetPowerRating( ev->GetFloat( 1 ) );
}
//--------------------------------------------------------------
// Name: SetProjectileDamage()
// Class: Weapon
//
// Description: Calls SetProjectileDamage
//
// Parameters: Event *ev -- Event with the damage
//
// Returns: None
//--------------------------------------------------------------
void Weapon::SetProjectileDamage( Event *ev )
{
SetProjectileDamage(ev->GetFloat( 1 ) );
}
//--------------------------------------------------------------
// Name: SetProjectileSpeed()
// Class: Weapon
//
// Description: Calls SetProjectileSpeed
//
// Parameters: Event *ev -- Event with the speed of the projectile
//
// Returns: None
//--------------------------------------------------------------
void Weapon::SetProjectileSpeed( Event *ev )
{
SetProjectileSpeed(ev->GetFloat( 1 ) );
}
//--------------------------------------------------------------
// Name: AdvancedMeleeAttack
// Class: Weapon
//
// Description: Does some literal melee damage based on the weapon itself.
// Weapon angles (except Z) are taken into account, and we
// utilize the meleestart and meleeend events to apply damage
// properly to enemies in a single swipe. The melee trace goes
// between the two WEAPON tags passed in.
//
// Parameters: const char* tag1 -- The first tag to do the melee trace from
// const char* tag2 -- The second tag to do the melee trace from
//
// Returns: None
//--------------------------------------------------------------
void Weapon::AdvancedMeleeAttack(const char* tag1, const char* tag2, bool criticalHit)
{
Vector startpoint, endpoint;
Vector tagpos, tagpos2, vect;
float damage, knockback;
meansOfDeath_t meansofdeath;
// New Melee Combat code
GetActorMuzzlePosition(&tagpos, NULL, NULL, NULL, tag1); // Get the position of the first tag
GetActorMuzzlePosition(&tagpos2, NULL, NULL, NULL, tag2); // Get the position of the second tag
startpoint = tagpos2;
vect = tagpos - tagpos2;
vect.z = 0;
vect.normalize();
endpoint = startpoint + (vect*48);
// Debug line
//G_DebugLine(startpoint, endpoint, 0.5, 1.0, 0.5, 1.0);
damage = bulletdamage[FIRE_MODE1];
knockback = bulletknockback[FIRE_MODE1];
meansofdeath = GetMeansOfDeath( FIRE_MODE1 );
if ( owner->isSubclassOf( Player ) )
{
Player *player = (Player *)(Sentient *)owner;
meansofdeath = player->changetMeansOfDeath( meansofdeath );
damage = player->getDamageDone( damage, meansofdeath, true );
knockback = (knockback + player->GetPlayerKnockback()) * player->GetKnockbackMultiplier();
}
Sentient *owner;
Player *player;
owner = this->owner;
assert( owner );
if ( owner->isSubclassOf( Player ) )
{
player = ( Player * )owner;
if ( !player->in_melee_attack )
meleeVictims.ClearObjectList();
}
if ( !MeleeAttack( startpoint, endpoint, damage, owner, meansofdeath, 15.0f, -45.0f, 45.0f, knockback, true, &meleeVictims, this, criticalHit ) )
{
// Try to hit the world since we didn't do any damage to anything
trace_t trace = G_Trace( startpoint, Vector( -8.0f, -8.0f, -8.0f ), Vector( 8.0f, 8.0f, 8.0f ), endpoint, owner, MASK_MELEE, false, "Weapon::Shoot" );
Entity *victim = G_GetEntity( trace.entityNum );
if ( victim && ( ( victim == world ) || ( victim->takedamage == DAMAGE_NO ) ) )
{
vec3_t newangles;
vectoangles( trace.plane.normal, newangles );
WorldHitSpawn( FIRE_MODE1, trace.endpos, newangles, 0.1f );
str realname = this->GetRandomAlias( "impact_world" );
if ( realname.length() > 1 )
this->Sound( realname, CHAN_VOICE );
}
}
if ( !quiet )
{
if ( next_noise_time <= level.time )
{
BroadcastSound();
next_noise_time = level.time + 1.0f;
}
}
}
//----------------------------------------------------------------
// Name: applySpread
// Class: Weapon
//
// Description: Applies the weapons spread to the angles
//
// Parameters: const Vector &pos - position of the muzzle
// Vector *forward - forward vector of the muzzle
// Vector *right - right vector of the muzzle
// Vector *up - up vector of the muzzle
//
// Returns: none
//----------------------------------------------------------------
void Weapon::applySpread( Vector *forward, Vector *right, Vector *up )
{
Vector spread;
if (( !forward ) || (!up) || (!right))
return;
spread = getSpread();
// figure the new projected impact point based upon computed spread
*forward = ( *forward * bulletrange[curmode]) +
( *right * G_CRandom( spread.x ) ) +
( *up * G_CRandom( spread.y ) );
// after figuring spread location, re-normalize vectors
forward->normalize();
*right = Vector::Cross(*forward,*up);
*up = Vector::Cross(*right,*forward);
}
Vector Weapon::getSpread( void )
{
Vector spread;
// compute the spread if it's time-variant
if ( endbulletspread[ curmode ].z )
{
float timemult = (level.time - startfiretime) / endbulletspread[curmode].z;
if (timemult > 1) // cap it so we don't get silly spread
timemult = 1;
spread.x = timemult * (endbulletspread[curmode].x - bulletspread[curmode].x) + bulletspread[curmode].x;
spread.y = timemult * (endbulletspread[curmode].y - bulletspread[curmode].y) + bulletspread[curmode].y;
}
else
{
spread.x = bulletspread[curmode].x;
spread.y = bulletspread[curmode].y;
}
return spread;
}
//--------------------------------------------------------------
//
// Name: processGameplayData
// Class: Weapon
//
// Description: Called usually from the tiki file after all other
// server side events are called.
//
// Parameters: Event *ev -- not used
//
// Returns: None
//
//--------------------------------------------------------------
void Weapon::processGameplayData( Event *ev )
{
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(getArchetype()) )
return;
str objname = getArchetype();
str useanim, usetype, usethread;
if ( gpm->hasProperty(objname, "useanim") )
useanim = gpm->getStringValue(objname, "useanim");
if ( gpm->hasProperty(objname, "usethread") )
usethread = gpm->getStringValue(objname, "usethread");
if ( gpm->hasProperty(objname + ".Pickup", "icon") )
usetype = gpm->getStringValue(objname + ".Pickup", "icon");
// If any of these strings were set, add to our UseData object.
if ( useanim.length() || usethread.length() || usetype.length() )
{
if ( !useData )
useData = new UseData();
useData->setUseAnim(useanim);
useData->setUseThread(usethread);
useData->setUseType(usetype);
}
}
float Weapon::RespawnTime( void )
{
if ( multiplayerManager.inMultiplayer() )
return respawntime * multiplayerManager.getWeaponRespawnMultiplayer();
else
return respawntime;
}
void Weapon::SetArcProjectile( Event *ev )
{
_arcProjectile = ev->GetBoolean( 1 );
}
void Weapon::SetLowArcRange( Event *ev )
{
_lowArcRange = ev->GetFloat( 1 );
}
void Weapon::SetPlayMissSound( Event *ev )
{
_playMissSound = ev->GetBoolean( 1 );
}
void Weapon::noAmmoMode( Event * )
{
_noAmmoMode[ firemodeindex ] = true;
}
bool Weapon::hasNoAmmoMode( firemode_t mode )
{
return _noAmmoMode[ mode ];
}
void Weapon::setNoDelay( Event *ev )
{
_noDelay[ firemodeindex ] = true;
}
bool Weapon::isModeNoDelay( firemode_t mode )
{
return _noDelay[ mode ];
}
void Weapon::pauseRegen( Event *ev )
{
int i;
for( i = 0 ; i < MAX_FIREMODES ; i++ )
{
if ( ( _regenAmount[ i ] > 0 ) )
{
_nextRegenTime[ i ] = level.time + _regenTime[ i ] + 0.5f;
}
}
}
void Weapon::setChargedModels( Event *ev )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
_chargedModels[ firemodeindex ] = ev->GetInteger( 1 );
}
void Weapon::setControllingProjectile( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
_controllingProjectile = ev->GetBoolean( 1 );
}
else
{
_controllingProjectile = true;
}
}
bool Weapon::getControllingProjectile( void )
{
return _controllingProjectile;
}
void Weapon::setCanInterruptFiringState( Event *ev )
{
if ( ev->NumArgs() > 0 )
_canInterruptFiringState = ev->GetBoolean( 1 );
else
_canInterruptFiringState = true;
}
void Weapon::setSpreadAnimData( Event *ev )
{
_spreadAnims[ firemodeindex ] = ev->GetInteger( 1 );
_spreadTime[ firemodeindex ] = ev->GetFloat( 2 );
}
bool Weapon::canReload( void )
{
if ( weaponstate != WEAPON_READY )
return false;
return true;
}
int Weapon::getAmmoInClip( firemode_t mode )
{
firemode_t clipToUse;
assert( ( mode >= 0 ) && ( mode < MAX_FIREMODES ) );
if ( usesameclip )
clipToUse = FIRE_MODE1;
else
clipToUse = mode;
if ( ( clipToUse >= 0 ) && ( clipToUse < MAX_FIREMODES ) )
{
if ( ammo_clip_size[ clipToUse ] )
{
return ammo_in_clip[ clipToUse ];
}
}
return 0;
}
void Weapon::setMaxViewShakeChange( Event *ev )
{
_maxViewShakeChange = ev->GetFloat( 1 );
}
void Weapon::setControlParms( Event *ev )
{
_controlEmitterName = ev->GetString( 1 );
_controlSoundName = ev->GetString( 2 );
}
void Weapon::toggleProjectileControl( void )
{
if ( _controllingProjectile )
{
// No longer control projectile
_controllingProjectile = false;
// Turn off sound
StopLoopSound();
// Turn off emitter
clearCustomEmitter( _controlEmitterName );
}
else
{
// Control projectile now
_controllingProjectile = true;
// Turn on sound
LoopSound( _controlSoundName );
if ( !_controllingProjectileHidden )
{
// Turn on emitter
setCustomEmitter( _controlEmitterName );
}
}
}
void Weapon::setProjectileControlHidden( Event *ev )
{
_controllingProjectileHidden = ev->GetBoolean( 1 );
if ( _controllingProjectileHidden && _controllingProjectile )
{
// Turn off emitter
clearCustomEmitter( _controlEmitterName );
}
else if ( !_controllingProjectileHidden && _controllingProjectile )
{
// Turn on emitter
setCustomEmitter( _controlEmitterName );
}
}
void Weapon::setMeleeParms( Event *ev )
{
_meleeWidth[ firemodeindex ] = ev->GetFloat( 1 );
_meleeHeight[ firemodeindex ] = ev->GetFloat( 2 );
_meleeLength[ firemodeindex ] = ev->GetFloat( 3 );
}
void Weapon::setFireOffset( Event *ev )
{
_fireOffset[ firemodeindex ] = ev->GetVector( 1 );
}
void Weapon::cacheStrings( void )
{
G_FindConfigstringIndex( va( "$$PickedUpThe$$ $$Weapon-%s$$\n", getName().c_str() ), CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true );
}
void Weapon::setAutoReload( Event *ev )
{
_autoReload = ev->GetBoolean( 1 );
}
void Weapon::setAllowAutoSwitch( Event *ev )
{
_allowAutoSwitch = ev->GetBoolean( 1 );
}
void Weapon::forceReload( Event *ev )
{
ForceReload();
}
void Weapon::Think( void )
{
int i;
for( i = 0 ; i < MAX_FIREMODES ; i++ )
{
if ( owner && ( _regenAmount[ i ] > 0 ) && ( _nextRegenTime[ i ] < level.time ) )
//if ( ( attached ) && ( _regenAmount[ i ] > 0 ) && ( _nextRegenTime[ i ] < level.time ) )
{
owner->GiveAmmo( ammo_type[ i ], _regenAmount[ i ], false );
_nextRegenTime[ i ] = level.time + _regenTime[ i ];
}
}
if ( attached && _fullAmmoSkin )
{
bool full = false;
firemode_t modeToCheck;
if ( usesameclip )
modeToCheck = FIRE_MODE1;
else
modeToCheck = _fullAmmoMode;
if ( ammo_clip_size[ modeToCheck ] > 0 )
{
if ( ammo_in_clip[ modeToCheck ] == ammo_clip_size[ modeToCheck ] )
full = true;
}
else
{
if ( ( owner ) && ( owner->AmmoCount( ammo_type[ modeToCheck ] ) == owner->MaxAmmoCount( ammo_type[ modeToCheck ] ) ) )
full = true;
}
if ( full )
{
ChangeSkin( _fullAmmoSkin, true );
}
else
{
ChangeSkin( _fullAmmoSkin, false );
}
}
}
bool Weapon::shouldAutoSwitch( firemode_t mode )
{
Player *player;
int i;
firemode_t modeToCheck;
if ( !owner || !owner->isSubclassOf( Player ) )
return false;
player = (Player *)(Sentient *)owner;
if ( HasAmmo( mode ) )
return false;
if ( !_allowAutoSwitch )
return false;
if ( player->edict->svflags & SVF_BOT )
return true;
if ( !player->getAutoSwitchWeapons() )
return false;
for ( i = 0 ; i < MAX_FIREMODES ; i++ )
{
if ( usesameclip )
modeToCheck = FIRE_MODE1;
else
modeToCheck = (firemode_t)i;
if ( HasAmmo( modeToCheck ) )
return false;
if ( firetype[ i ] == FT_TRIGGER_PROJECTILE )
{
if ( _nextSwitchTime > level.time )
{
return false;
}
}
}
return true;
}
int Weapon::getWeaponPriority( void )
{
int priority;
str currentWeaponName;
for ( priority = 0 ; priority < 14 ; priority++ )
{
currentWeaponName = getWeaponByPriority( priority );
if ( currentWeaponName == getName() )
return priority;
}
return 100;
}
str Weapon::getWeaponByPriority( int priority )
{
str weaponName;
switch ( priority )
{
case 0 :
weaponName = "PhotonBurst";
break;
case 1 :
weaponName = "TetryonGatlingGun";
break;
case 2 :
weaponName = "FederationSniperRifle";
break;
case 3 :
weaponName = "RomulanRadGun";
break;
case 4 :
weaponName = "AttrexianRifle";
break;
case 5 :
weaponName = "BurstRifle";
break;
case 6 :
weaponName = "GrenadeLauncher";
break;
case 7 :
weaponName = "FieldAssaultRifle";
break;
case 8 :
weaponName = "I-Mod";
break;
case 9 :
weaponName = "CompressionRifle";
break;
case 10 :
weaponName = "RomulanDisruptor";
break;
case 11 :
weaponName = "DrullStaff";
break;
case 12 :
weaponName = "Phaser-stx";
break;
case 13 :
weaponName = "Phaser";
break;
}
return weaponName;
}
void Weapon::autoSwitch()
{
str weaponName;
Weapon *weapon;
Item *item;
int i;
Player *player;
int ammoAvailable;
if ( !owner || !owner->isSubclassOf( Player ) )
return;
player = (Player *)(Sentient *)owner;
for ( i = 0 ; i < 14 ; i++ )
{
weaponName = getWeaponByPriority( i );
if ( player->HasItem( weaponName ) )
{
item = player->FindItem( weaponName );
if ( item && item->isSubclassOf( Weapon ) )
{
weapon = (Weapon *)item;
ammoAvailable = weapon->getAmmoInClip( FIRE_MODE1 ) + weapon->AmmoAvailable( FIRE_MODE1 );
if ( ammoAvailable > weapon->ammorequired[ FIRE_MODE1 ] )
{
Event *newEvent = new Event( EV_Player_UseItem );
newEvent->AddString( weaponName );
player->ProcessEvent( newEvent );
return;
}
}
}
}
}
void Weapon::setNextSwitchTime( float time )
{
_nextSwitchTime = level.time + time;
}
void Weapon::setNextSwitchTime( Event *ev )
{
setNextSwitchTime( ev->GetFloat( 1 ) );
}