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Colorize display digits red when ammo is too low
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1 /*\r
2 ===========================================================================\r
3 \r
4   CLIENT WEAPONSYSTEM CODE\r
5   Bring back W_Weaponframe\r
6 \r
7 ===========================================================================\r
8 */\r
9 \r
10 .float weapon_frametime;\r
11 \r
12 float W_WeaponRateFactor()\r
13 {\r
14         float t;\r
15         t = 1.0 / g_weaponratefactor;\r
16 \r
17         return t;\r
18 }\r
19 \r
20 void W_SwitchWeapon_Force(entity e, float w)\r
21 {\r
22         e.cnt = e.switchweapon;\r
23         e.switchweapon = w;\r
24 }\r
25 \r
26 .float antilag_debug;\r
27 \r
28 // VorteX: static frame globals\r
29 float WFRAME_DONTCHANGE = -1;\r
30 float WFRAME_FIRE1 = 0;\r
31 float WFRAME_FIRE2 = 1;\r
32 float WFRAME_IDLE = 2;\r
33 float WFRAME_RELOAD = 3;\r
34 .float wframe;\r
35 \r
36 void(float fr, float t, void() func) weapon_thinkf;\r
37 \r
38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)\r
39 {\r
40         vector ret;\r
41         ret_x = screenright * v;\r
42         ret_y = screenup * v;\r
43         ret_z = screenforward * v;\r
44         return ret;\r
45 }\r
46 \r
47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)\r
48 {\r
49         float i, j, k;\r
50         vector mi, ma, thisv, myv, ret;\r
51 \r
52         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);\r
53 \r
54         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance\r
55 \r
56         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)\r
57         {\r
58                 thisv = targ.origin;\r
59                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;\r
60                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;\r
61                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;\r
62                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);\r
63                 if(i || j || k)\r
64                 {\r
65                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;\r
66                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;\r
67                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;\r
68                 }\r
69                 else\r
70                 {\r
71                         // first run\r
72                         mi = ma = thisv;\r
73                 }\r
74         }\r
75 \r
76         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);\r
77         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);\r
78         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);\r
79         ret_z = thisv_z - myv_z;\r
80         return ret;\r
81 }\r
82 \r
83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)\r
84 {\r
85         vector hitplot;\r
86         vector org;\r
87         float lag;\r
88 \r
89         if(player.hitplotfh >= 0)\r
90         {\r
91                 lag = ANTILAG_LATENCY(player);\r
92                 if(lag < 0.001)\r
93                         lag = 0;\r
94                 if(clienttype(player) != CLIENTTYPE_REAL)\r
95                         lag = 0; // only antilag for clients\r
96 \r
97                 org = player.origin + player.view_ofs;\r
98                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);\r
99                 if(trace_ent.flags & FL_CLIENT)\r
100                 {\r
101                         antilag_takeback(trace_ent, time - lag);\r
102                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);\r
103                         antilag_restore(trace_ent);\r
104                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));\r
105                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));\r
106                 }\r
107         }\r
108 }\r
109 \r
110 vector w_shotorg;\r
111 vector w_shotdir;\r
112 \r
113 // this function calculates w_shotorg and w_shotdir based on the weapon model\r
114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.\r
115 // make sure you call makevectors first (FIXME?)\r
116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)\r
117 {\r
118         float nudge = 1; // added to traceline target and subtracted from result\r
119         local vector trueaimpoint;\r
120         local float oldsolid;\r
121         vector vecs, dv;\r
122         oldsolid = ent.dphitcontentsmask;\r
123         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
124         if(antilag)\r
125                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
126                 // passing world, because we do NOT want it to touch dphitcontentsmask\r
127         else\r
128                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);\r
129         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
130 \r
131         vector vf, vr, vu;\r
132         vf = v_forward;\r
133         vr = v_right;\r
134         vu = v_up;\r
135         trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support\r
136         v_forward = vf;\r
137         v_right = vr;\r
138         v_up = vu;\r
139 \r
140         // track max damage\r
141         if not(inWarmupStage) {\r
142                 entity w;\r
143                 w = get_weaponinfo(ent.weapon);\r
144                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage\r
145                         ent.stats_fired[ent.weapon - 1] += maxdamage;\r
146                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);\r
147                 }\r
148         }\r
149 \r
150         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);\r
151 \r
152         if(ent.weaponentity.movedir_x > 0)\r
153         {\r
154                 vecs = ent.weaponentity.movedir;\r
155                 vecs_y = -vecs_y;\r
156         }\r
157         else\r
158                 vecs = '0 0 0';\r
159 \r
160         if(debug_shotorg != '0 0 0')\r
161                 vecs = debug_shotorg;\r
162 \r
163         dv = v_right * vecs_y + v_up * vecs_z;\r
164         w_shotorg = ent.origin + ent.view_ofs + dv;\r
165 \r
166         // now move the shotorg forward as much as requested if possible\r
167         if(antilag)\r
168         {\r
169                 if(ent.antilag_debug)\r
170                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);\r
171                 else\r
172                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
173         }\r
174         else\r
175                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);\r
176         w_shotorg = trace_endpos - v_forward * nudge;\r
177         // calculate the shotdir from the chosen shotorg\r
178         w_shotdir = normalize(trueaimpoint - w_shotorg);\r
179 \r
180         if (antilag)\r
181         if (!ent.cvar_cl_noantilag)\r
182         {\r
183                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original\r
184                 {\r
185                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
186                         if (!trace_ent.takedamage)\r
187                         {\r
188                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
189                                 if (trace_ent.takedamage && trace_ent.classname == "player")\r
190                                 {\r
191                                         entity e;\r
192                                         e = trace_ent;\r
193                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);\r
194                                         if(trace_ent == e)\r
195                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);\r
196                                 }\r
197                         }\r
198                 }\r
199                 else if(cvar("g_antilag") == 3) // client side hitscan\r
200                 {\r
201                         // this part MUST use prydon cursor\r
202                         if (ent.cursor_trace_ent)                 // client was aiming at someone\r
203                         if (ent.cursor_trace_ent != ent)         // just to make sure\r
204                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable\r
205                         if (ent.cursor_trace_ent.classname == "player") // and actually a player\r
206                         {\r
207                                 // verify that the shot would miss without antilag\r
208                                 // (avoids an issue where guns would always shoot at their origin)\r
209                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
210                                 if (!trace_ent.takedamage)\r
211                                 {\r
212                                         // verify that the shot would hit if altered\r
213                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);\r
214                                         if (trace_ent == ent.cursor_trace_ent)\r
215                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);\r
216                                         else\r
217                                                 print("antilag fail\n");\r
218                                 }\r
219                         }\r
220                 }\r
221         }\r
222 \r
223         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
224 \r
225         if (!g_norecoil)\r
226         {\r
227                 ent.punchangle_x += crandom() * recoil;\r
228                 ent.punchangle_y += crandom() * recoil;\r
229         }\r
230 \r
231         if (snd != "")\r
232         {\r
233                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
234         }\r
235 \r
236         if (ent.items & IT_STRENGTH && maxdamage)\r
237                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
238 };\r
239 \r
240 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
241 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
242 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
243 \r
244 .string weaponname;\r
245 \r
246 float CL_Weaponentity_CustomizeEntityForClient()\r
247 {\r
248         self.viewmodelforclient = self.owner;\r
249         if(other.classname == "spectator")\r
250                 if(other.enemy == self.owner)\r
251                         self.viewmodelforclient = other;\r
252         return TRUE;\r
253 }\r
254 \r
255 float CL_ExteriorWeaponentity_CustomizeEntityForClient()\r
256 {\r
257         // hide the exterior weapon entity of a predator from their prey\r
258         // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
259         if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
260                 return TRUE;\r
261 \r
262         float chase;\r
263         chase = other.cvar_chase_active;\r
264 \r
265         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
266                 other = other.enemy; // also do this for the player we are spectating\r
267 \r
268         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
269         if(other.predator == self.owner)\r
270         {\r
271                 setmodel(self, "");\r
272                 return TRUE;\r
273         }\r
274 \r
275         self.effects &~= EF_NODEPTHTEST;\r
276         if not(self.owner.stat_eaten)\r
277                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
278         else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
279         {\r
280                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
281                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
282         }\r
283         else\r
284                 setmodel(self, ""); // hide prey's weapon model\r
285         return TRUE;\r
286 }\r
287 \r
288 float qcweaponanimation;\r
289 vector weapon_offset = '0 -10 0';\r
290 vector weapon_adjust = '10 0 -15';\r
291 .vector weapon_morph0origin;\r
292 .vector weapon_morph0angles;\r
293 .float  weapon_morph0time;\r
294 .vector weapon_morph1origin;\r
295 .vector weapon_morph1angles;\r
296 .float  weapon_morph1time;\r
297 .vector weapon_morph2origin;\r
298 .vector weapon_morph2angles;\r
299 .float  weapon_morph2time;\r
300 .vector weapon_morph3origin;\r
301 .vector weapon_morph3angles;\r
302 .float  weapon_morph3time;\r
303 .vector weapon_morph4origin;\r
304 .vector weapon_morph4angles;\r
305 .float  weapon_morph4time;\r
306 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)\r
307 \r
308 /*\r
309  * supported formats:\r
310  *\r
311  * 1. simple animated model, muzzle flash handling on h_ model:\r
312  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
313  *      tags:\r
314  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
315  *        shell = casings ejection point (must be on the right hand side of the gun)\r
316  *        weapon = attachment for v_tuba.md3\r
317  *    v_tuba.md3 - first and third person model\r
318  *    g_tuba.md3 - pickup model\r
319  *\r
320  * 2. simple animated model, muzzle flash handling on v_ model:\r
321  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
322  *      tags:\r
323  *        weapon = attachment for v_tuba.md3\r
324  *    v_tuba.md3 - first and third person model\r
325  *      tags:\r
326  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
327  *        shell = casings ejection point (must be on the right hand side of the gun)\r
328  *    g_tuba.md3 - pickup model\r
329  *\r
330  * 3. fully animated model, muzzle flash handling on h_ model:\r
331  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
332  *      tags:\r
333  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
334  *        shell = casings ejection point (must be on the right hand side of the gun)\r
335  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)\r
336  *    v_tuba.md3 - third person model\r
337  *    g_tuba.md3 - pickup model\r
338  *\r
339  * 4. fully animated model, muzzle flash handling on v_ model:\r
340  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
341  *      tags:\r
342  *        shot = muzzle end (shot origin)\r
343  *        shell = casings ejection point (must be on the right hand side of the gun)\r
344  *    v_tuba.md3 - third person model\r
345  *      tags:\r
346  *        shot = muzzle end (for muzzle flashes)\r
347  *    g_tuba.md3 - pickup model\r
348  */\r
349 \r
350 void CL_Weaponentity_Think()\r
351 {\r
352         float tb, v_shot_idx;\r
353         self.nextthink = time;\r
354         if (intermission_running)\r
355                 self.frame = self.anim_idle_x;\r
356         if (self.owner.weaponentity != self)\r
357         {\r
358                 if (self.weaponentity)\r
359                         remove(self.weaponentity);\r
360                 remove(self);\r
361                 return;\r
362         }\r
363         if (self.owner.deadflag != DEAD_NO)\r
364         {\r
365                 self.model = "";\r
366                 if (self.weaponentity)\r
367                         self.weaponentity.model = "";\r
368                 return;\r
369         }\r
370         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
371         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
372         {\r
373                 self.cnt = self.owner.weapon;\r
374                 self.dmg = self.owner.modelindex;\r
375                 self.deadflag = self.owner.deadflag;\r
376 \r
377                 string animfilename;\r
378                 float animfile;\r
379                 if (self.owner.weaponname != "")\r
380                 {\r
381                         // if there is a child entity, hide it until we're sure we use it\r
382                         if (self.weaponentity)\r
383                                 self.weaponentity.model = "";\r
384                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
385                         v_shot_idx = gettagindex(self, "shot"); // used later\r
386                         if(!v_shot_idx)\r
387                                 v_shot_idx = gettagindex(self, "tag_shot");\r
388 \r
389                         if(qcweaponanimation)\r
390                         {\r
391                                 self.angles = '0 0 0';\r
392                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
393                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;\r
394                                 self.movedir_x += 32;\r
395                                 self.spawnorigin = self.movedir;\r
396                                 // oldorigin - not calculated here\r
397                         }\r
398                         else\r
399                         {\r
400                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
401                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
402                                 animfile = fopen(animfilename, FILE_READ);\r
403                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
404                                 self.anim_fire1  = '0 1 0.01';\r
405                                 self.anim_fire2  = '1 1 0.01';\r
406                                 self.anim_idle   = '2 1 0.01';\r
407                                 self.anim_reload = '3 1 0.01';\r
408                                 if (animfile >= 0)\r
409                                 {\r
410                                         animparseerror = FALSE;\r
411                                         self.anim_fire1  = animparseline(animfile);\r
412                                         self.anim_fire2  = animparseline(animfile);\r
413                                         self.anim_idle   = animparseline(animfile);\r
414                                         self.anim_reload = animparseline(animfile);\r
415                                         fclose(animfile);\r
416                                         if (animparseerror)\r
417                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");\r
418                                 }\r
419 \r
420                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
421                                 // if we don't, this is a "real" animated model\r
422                                 if(gettagindex(self, "weapon"))\r
423                                 {\r
424                                         if (!self.weaponentity)\r
425                                                 self.weaponentity = spawn();\r
426                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
427                                         setattachment(self.weaponentity, self, "weapon");\r
428                                 }\r
429                                 else if(gettagindex(self, "tag_weapon"))\r
430                                 {\r
431                                         if (!self.weaponentity)\r
432                                                 self.weaponentity = spawn();\r
433                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
434                                         setattachment(self.weaponentity, self, "tag_weapon");\r
435                                 }\r
436                                 else\r
437                                 {\r
438                                         if(self.weaponentity)\r
439                                                 remove(self.weaponentity);\r
440                                         self.weaponentity = world;\r
441                                 }\r
442 \r
443                                 setorigin(self,'0 0 0');\r
444                                 self.angles = '0 0 0';\r
445                                 self.frame = 0;\r
446                                 self.viewmodelforclient = world;\r
447 \r
448                                 float idx;\r
449 \r
450                                 if(v_shot_idx) // v_ model attached to invisible h_ model\r
451                                 {\r
452                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);\r
453                                 }\r
454                                 else\r
455                                 {\r
456                                         idx = gettagindex(self, "shot");\r
457                                         if(!idx)\r
458                                                 idx = gettagindex(self, "tag_shot");\r
459                                         if(idx)\r
460                                                 self.movedir = gettaginfo(self, idx);\r
461                                         else\r
462                                         {\r
463                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");\r
464                                                 self.movedir = '0 0 0';\r
465                                         }\r
466                                 }\r
467 \r
468                                 if(self.weaponentity) // v_ model attached to invisible h_ model\r
469                                 {\r
470                                         idx = gettagindex(self.weaponentity, "shell");\r
471                                         if(!idx)\r
472                                                 idx = gettagindex(self.weaponentity, "tag_shell");\r
473                                         if(idx)\r
474                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);\r
475                                 }\r
476                                 else\r
477                                         idx = 0;\r
478                                 if(!idx)\r
479                                 {\r
480                                         idx = gettagindex(self, "shell");\r
481                                         if(!idx)\r
482                                                 idx = gettagindex(self, "tag_shell");\r
483                                         if(idx)\r
484                                                 self.spawnorigin = gettaginfo(self, idx);\r
485                                         else\r
486                                         {\r
487                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");\r
488                                                 self.spawnorigin = self.movedir;\r
489                                         }\r
490                                 }\r
491 \r
492                                 if(v_shot_idx)\r
493                                 {\r
494                                         self.oldorigin = '0 0 0'; // use regular attachment\r
495                                 }\r
496                                 else\r
497                                 {\r
498                                         if(self.weaponentity)\r
499                                         {\r
500                                                 idx = gettagindex(self, "weapon");\r
501                                                 if(!idx)\r
502                                                         idx = gettagindex(self, "tag_weapon");\r
503                                         }\r
504                                         else\r
505                                         {\r
506                                                 idx = gettagindex(self, "handle");\r
507                                                 if(!idx)\r
508                                                         idx = gettagindex(self, "tag_handle");\r
509                                         }\r
510                                         if(idx)\r
511                                         {\r
512                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);\r
513                                         }\r
514                                         else\r
515                                         {\r
516                                                 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");\r
517                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this\r
518                                         }\r
519                                 }\r
520 \r
521                                 self.viewmodelforclient = self.owner;\r
522                         }\r
523                 }\r
524                 else\r
525                 {\r
526                         self.model = "";\r
527                         if(self.weaponentity)\r
528                                 remove(self.weaponentity);\r
529                         self.weaponentity = world;\r
530                         self.movedir = '0 0 0';\r
531                         self.spawnorigin = '0 0 0';\r
532                         self.oldorigin = '0 0 0';\r
533                         self.anim_fire1  = '0 1 0.01';\r
534                         self.anim_fire2  = '0 1 0.01';\r
535                         self.anim_idle   = '0 1 0.01';\r
536                         self.anim_reload = '0 1 0.01';\r
537                 }\r
538 \r
539                 self.view_ofs = '0 0 0';\r
540 \r
541                 if(self.movedir_x >= 0)\r
542                 {\r
543                         vector v0;\r
544                         v0 = self.movedir;\r
545                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);\r
546                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;\r
547                 }\r
548                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);\r
549                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly\r
550 \r
551                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount\r
552 \r
553                 // check if an instant weapon switch occurred\r
554                 if (qcweaponanimation)\r
555                 {\r
556                         if (self.state == WS_READY)\r
557                         {\r
558                                 self.angles = '0 0 0';\r
559                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
560                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
561                         }\r
562                 }\r
563                 else\r
564                         setorigin(self, self.view_ofs);\r
565                 // reset animstate now\r
566                 self.wframe = WFRAME_IDLE;\r
567                 self.weapon_morph0time = 0;\r
568                 self.weapon_morph1time = 0;\r
569                 self.weapon_morph2time = 0;\r
570                 self.weapon_morph3time = 0;\r
571                 self.weapon_morph4time = 0;\r
572                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
573         }\r
574 \r
575         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));\r
576         self.effects = self.owner.effects & EFMASK_CHEAP;\r
577         self.effects &~= EF_LOWPRECISION;\r
578         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it\r
579         self.effects &~= EF_TELEPORT_BIT;\r
580         self.effects &~= EF_RESTARTANIM_BIT;\r
581         self.effects |= tb;\r
582 \r
583         if(self.owner.alpha == default_player_alpha)\r
584                 self.alpha = default_weapon_alpha;\r
585         else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
586                 self.alpha = self.owner.alpha;\r
587         else\r
588                 self.alpha = 1;\r
589 \r
590         self.colormap = self.owner.colormap;\r
591         self.colormod = self.owner.colormod;\r
592         self.glowmod = self.owner.weaponentity_glowmod;\r
593         if (self.weaponentity)\r
594         {\r
595                 self.weaponentity.effects = self.effects;\r
596                 self.weaponentity.alpha = self.alpha;\r
597                 self.weaponentity.colormap = self.colormap;\r
598                 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
599                 self.weaponentity.glowmod = self.glowmod;\r
600         }\r
601 \r
602         self.angles = '0 0 0';\r
603         local float f;\r
604         f = 0;\r
605         if (self.state == WS_RAISE && !intermission_running)\r
606         {\r
607                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
608                 self.angles_x = -90 * f * f;\r
609                 if (qcweaponanimation)\r
610                 {\r
611                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
612                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
613                 }\r
614         }\r
615         else if (self.state == WS_DROP && !intermission_running)\r
616         {\r
617                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
618                 self.angles_x = -90 * f * f;\r
619                 if (qcweaponanimation)\r
620                 {\r
621                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
622                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
623                 }\r
624         }\r
625         else if (self.state == WS_CLEAR)\r
626         {\r
627                 f = 1;\r
628                 self.angles_x = -90 * f * f;\r
629                 if (qcweaponanimation)\r
630                 {\r
631                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
632                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
633                 }\r
634         }\r
635         else if (qcweaponanimation && time < self.owner.weapon_morph1time)\r
636         {\r
637                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);\r
638                 f = 1 - pow(1 - f, 3);\r
639                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;\r
640                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);\r
641         }\r
642         else if (qcweaponanimation && time < self.owner.weapon_morph2time)\r
643         {\r
644                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);\r
645                 f = 1 - pow(1 - f, 3);\r
646                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;\r
647                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);\r
648         }\r
649         else if (qcweaponanimation && time < self.owner.weapon_morph3time)\r
650         {\r
651                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);\r
652                 f = 1 - pow(1 - f, 3);\r
653                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;\r
654                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);\r
655         }\r
656         else if (qcweaponanimation && time < self.owner.weapon_morph4time)\r
657         {\r
658                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);\r
659                 f = 1 - pow(1 - f, 3);\r
660                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;\r
661                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);\r
662         }\r
663         else if (qcweaponanimation)\r
664         {\r
665                 // begin a new idle morph\r
666                 self.owner.weapon_morph0time   = time;\r
667                 self.owner.weapon_morph0angles = self.angles;\r
668                 self.owner.weapon_morph0origin = self.origin;\r
669 \r
670                 float r;\r
671                 float t;\r
672 \r
673                 r = random();\r
674                 if (r < 0.1)\r
675                 {\r
676                         // turn gun to the left to look at it\r
677                         t = 2;\r
678                         self.owner.weapon_morph1time   = time + t * 0.2;\r
679                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';\r
680                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
681                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
682 \r
683                         self.owner.weapon_morph2time   = time + t * 0.6;\r
684                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';\r
685                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
686                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
687 \r
688                         self.owner.weapon_morph3time   = time + t;\r
689                         self.owner.weapon_morph3angles = '0 0 0';\r
690                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
691                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
692                 }\r
693                 else if (r < 0.2)\r
694                 {\r
695                         // raise the gun a bit\r
696                         t = 2;\r
697                         self.owner.weapon_morph1time   = time + t * 0.2;\r
698                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';\r
699                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
700                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
701 \r
702                         self.owner.weapon_morph2time   = time + t * 0.5;\r
703                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';\r
704                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
705                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
706 \r
707                         self.owner.weapon_morph3time   = time + t;\r
708                         self.owner.weapon_morph3angles = '0 0 0';\r
709                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
710                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
711                 }\r
712                 else if (r < 0.3)\r
713                 {\r
714                         // tweak it a bit\r
715                         t = 5;\r
716                         self.owner.weapon_morph1time   = time + t * 0.3;\r
717                         self.owner.weapon_morph1angles = randomvec() * 6;\r
718                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
719                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
720 \r
721                         self.owner.weapon_morph2time   = time + t * 0.7;\r
722                         self.owner.weapon_morph2angles = randomvec() * 6;\r
723                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
724                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
725 \r
726                         self.owner.weapon_morph3time   = time + t;\r
727                         self.owner.weapon_morph3angles = '0 0 0';\r
728                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
729                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
730                 }\r
731                 else\r
732                 {\r
733                         // hold it mostly steady\r
734                         t = random() * 6 + 4;\r
735                         self.owner.weapon_morph1time   = time + t * 0.2;\r
736                         self.owner.weapon_morph1angles = randomvec() * 1;\r
737                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
738                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
739 \r
740                         self.owner.weapon_morph2time   = time + t * 0.5;\r
741                         self.owner.weapon_morph2angles = randomvec() * 1;\r
742                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
743                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
744 \r
745                         self.owner.weapon_morph3time   = time + t * 0.7;\r
746                         self.owner.weapon_morph3angles = randomvec() * 1;\r
747                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
748                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
749                 }\r
750 \r
751                 self.owner.weapon_morph4time   = time + t;\r
752                 self.owner.weapon_morph4angles = '0 0 0';\r
753                 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');\r
754                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);\r
755 \r
756         }\r
757 \r
758         // if we are a micro or macro, size the weapon model accordingly\r
759         if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
760         if(self.owner.scale) // prevents some exceptions\r
761         {\r
762                 self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
763                 if(self.scale < 0.1)\r
764                         self.scale = 0.1; // stuff breaks if scale is smaller than this\r
765                 self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
766 \r
767                 // copy properties to the static weapon entity as well\r
768                 if(self.weaponentity != world) // prevents assignment to world\r
769                 {\r
770                         self.weaponentity.scale = self.scale;\r
771                         self.weaponentity.origin = self.origin;\r
772                 }\r
773         }\r
774 };\r
775 \r
776 void CL_ExteriorWeaponentity_Think()\r
777 {\r
778         float tag_found;\r
779         vector ang;\r
780         self.nextthink = time;\r
781         if (self.owner.exteriorweaponentity != self)\r
782         {\r
783                 remove(self);\r
784                 return;\r
785         }\r
786         if (self.owner.deadflag != DEAD_NO)\r
787         {\r
788                 self.model = "";\r
789                 return;\r
790         }\r
791         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
792         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
793         {\r
794                 self.cnt = self.owner.weapon;\r
795                 self.dmg = self.owner.modelindex;\r
796                 self.deadflag = self.owner.deadflag;\r
797                 if (self.owner.weaponname != "")\r
798                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
799                 else\r
800                         self.model = "";\r
801 \r
802                 if((tag_found = gettagindex(self.owner, "tag_weapon")))\r
803                 {\r
804                         self.tag_index = tag_found;\r
805                         self.tag_entity = self.owner;\r
806                 }\r
807                 else\r
808                         setattachment(self, self.owner, "bip01 r hand");\r
809 \r
810                 // if that didn't find a tag, hide the exterior weapon model\r
811                 if (!self.tag_index)\r
812                         self.model = "";\r
813         }\r
814         self.effects = self.owner.effects;\r
815         if(sv_pitch_min == sv_pitch_max)\r
816                 self.effects |= EF_LOWPRECISION;\r
817         else\r
818                 self.effects &~= EF_LOWPRECISION;\r
819         self.effects = self.effects & EFMASK_CHEAP; // eat performance\r
820         if(self.owner.alpha == default_player_alpha)\r
821                 self.alpha = default_weapon_alpha;\r
822         else if(self.owner.alpha != 0)\r
823                 self.alpha = self.owner.alpha;\r
824         else\r
825                 self.alpha = 1;\r
826         self.colormod = self.owner.colormod; // used by the regurgitating colors\r
827 \r
828         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
829         ang_y = 0;\r
830         ang_z = 0;\r
831 \r
832         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward\r
833         {\r
834                 ang_y = self.owner.v_angle_y;\r
835                 makevectors(ang);\r
836                 var vector v = v_forward;\r
837                 var float t = self.tag_entity.frame1time;\r
838                 var float f = self.tag_entity.frame;\r
839                 self.tag_entity.frame1time = time;\r
840                 self.tag_entity.frame = self.tag_entity.anim_idle_x;\r
841                 gettaginfo(self.tag_entity, self.tag_index);\r
842                 self.tag_entity.frame1time = t;\r
843                 self.tag_entity.frame = f;\r
844                 // untransform v according to this coordinate space\r
845                 vector w;\r
846                 w_x = v_forward * v;\r
847                 w_y = -v_right * v;\r
848                 w_z = v_up * v;\r
849                 self.angles = vectoangles(w);\r
850         }\r
851         else\r
852         {\r
853                 ang_x = -/* don't ask */ang_x;\r
854                 self.angles = ang;\r
855         }\r
856 \r
857         // if we are a micro or macro, size the weapon model accordingly\r
858         if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
859         if(self.model != "")\r
860         {\r
861                 self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
862                 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
863         }\r
864 \r
865         self.colormap = self.owner.colormap;\r
866         self.glowmod = self.owner.weaponentity_glowmod;\r
867         self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
868 };\r
869 \r
870 // spawning weaponentity for client\r
871 void CL_SpawnWeaponentity()\r
872 {\r
873         self.weaponentity = spawn();\r
874         self.weaponentity.classname = "weaponentity";\r
875         self.weaponentity.solid = SOLID_NOT;\r
876         self.weaponentity.owner = self;\r
877         setmodel(self.weaponentity, ""); // precision set when changed\r
878         setorigin(self.weaponentity, '0 0 0');\r
879         self.weaponentity.angles = '0 0 0';\r
880         self.weaponentity.viewmodelforclient = self;\r
881         self.weaponentity.flags = 0;\r
882         self.weaponentity.think = CL_Weaponentity_Think;\r
883         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;\r
884         self.weaponentity.nextthink = time;\r
885 \r
886         self.exteriorweaponentity = spawn();\r
887         self.exteriorweaponentity.classname = "exteriorweaponentity";\r
888         self.exteriorweaponentity.solid = SOLID_NOT;\r
889         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;\r
890         self.exteriorweaponentity.owner = self;\r
891         setorigin(self.exteriorweaponentity, '0 0 0');\r
892         self.exteriorweaponentity.angles = '0 0 0';\r
893         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;\r
894         self.exteriorweaponentity.nextthink = time;\r
895 };\r
896 \r
897 .float hasweapon_complain_spam;\r
898 \r
899 float client_hasweapon(entity cl, float wpn, float andammo, float complain)\r
900 {\r
901         local float weaponbit;\r
902         //local float weaponbit, f;\r
903         //local entity oldself;\r
904 \r
905         if(time < self.hasweapon_complain_spam)\r
906                 complain = 0;\r
907         if(complain)\r
908                 self.hasweapon_complain_spam = time + 0.2;\r
909 \r
910         if (wpn < WEP_FIRST || wpn > WEP_LAST)\r
911         {\r
912                 if (complain)\r
913                         sprint(self, "Invalid weapon\n");\r
914                 return FALSE;\r
915         }\r
916         weaponbit = W_WeaponBit(wpn);\r
917         if (cl.weapons & weaponbit)\r
918         {\r
919                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
920                 /*if (andammo)\r
921                 {\r
922                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)\r
923                         {\r
924                                 f = 1;\r
925                         }\r
926                         else\r
927                         {\r
928                                 oldself = self;\r
929                                 self = cl;\r
930                                 f = weapon_action(wpn, WR_CHECKAMMO1);\r
931                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);\r
932                                 self = oldself;\r
933                         }\r
934                         if (!f)\r
935                         {\r
936                                 if (complain)\r
937                                 if(clienttype(cl) == CLIENTTYPE_REAL)\r
938                                 {\r
939                                         play2(cl, "misc/unavailable.wav");\r
940                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));\r
941                                 }\r
942                                 return FALSE;\r
943                         }\r
944                 }*/\r
945                 return TRUE;\r
946         }\r
947         if (complain)\r
948         {\r
949                 // DRESK - 3/16/07\r
950                 // Report Proper Weapon Status / Modified Weapon Ownership Message\r
951                 if(weaponsInMap & weaponbit)\r
952                 {\r
953                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );\r
954 \r
955                         if(cvar("g_showweaponspawns"))\r
956                         {\r
957                                 entity e;\r
958                                 string s;\r
959 \r
960                                 e = get_weaponinfo(wpn);\r
961                                 s = e.model2;\r
962 \r
963                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )\r
964                                 {\r
965                                         if(e.classname == "droppedweapon")\r
966                                                 continue;\r
967                                         if not(e.flags & FL_ITEM)\r
968                                                 continue;\r
969                                         WaypointSprite_Spawn(\r
970                                                 s,\r
971                                                 1, 0,\r
972                                                 world, e.origin,\r
973                                                 self, 0,\r
974                                                 world, enemy,\r
975                                                 0\r
976                                         );\r
977                                 }\r
978                         }\r
979                 }\r
980                 else\r
981                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );\r
982 \r
983                 play2(cl, "misc/unavailable.wav");\r
984         }\r
985         return FALSE;\r
986 };\r
987 \r
988 // Weapon subs\r
989 void w_clear()\r
990 {\r
991         if (self.weapon != -1)\r
992                 self.weapon = 0;\r
993         if (self.weaponentity)\r
994         {\r
995                 self.weaponentity.state = WS_CLEAR;\r
996                 self.weaponentity.effects = 0;\r
997         }\r
998 };\r
999 \r
1000 void w_ready()\r
1001 {\r
1002         if (self.weaponentity)\r
1003                 self.weaponentity.state = WS_READY;\r
1004         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);\r
1005 };\r
1006 \r
1007 // Setup weapon for client (after this raise frame will be launched)\r
1008 void weapon_setup(float windex)\r
1009 {\r
1010         entity e;\r
1011         qcweaponanimation = cvar("sv_qcweaponanimation");\r
1012         e = get_weaponinfo(windex);\r
1013         self.items &~= IT_AMMO;\r
1014         self.items = self.items | e.items;\r
1015 \r
1016         // the two weapon entities will notice this has changed and update their models\r
1017         self.weapon = windex;\r
1018         self.weaponname = e.mdl;\r
1019 };\r
1020 \r
1021 // perform weapon to attack (weaponstate and attack_finished check is here)\r
1022 void W_SwitchToOtherWeapon(entity pl)\r
1023 {\r
1024         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
1025         float w, ww;\r
1026         w = W_WeaponBit(pl.weapon);\r
1027         pl.weapons &~= w;\r
1028         ww = w_getbestweapon(pl);\r
1029         pl.weapons |= w;\r
1030         if(ww)\r
1031                 W_SwitchWeapon_Force(pl, ww);\r
1032 }\r
1033 \r
1034 .float prevdryfire;\r
1035 float weapon_prepareattack_checkammo(float secondary)\r
1036 {\r
1037         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1038         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
1039         {\r
1040                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
1041                 {\r
1042                         sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);\r
1043                         self.prevdryfire = time;\r
1044                 }\r
1045 \r
1046                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
1047                 //W_SwitchToOtherWeapon(self);\r
1048                 return FALSE;\r
1049         }\r
1050         return TRUE;\r
1051 }\r
1052 .float race_penalty;\r
1053 float weapon_prepareattack_check(float secondary, float attacktime)\r
1054 {\r
1055         if(!weapon_prepareattack_checkammo(secondary))\r
1056                 return FALSE;\r
1057 \r
1058         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
1059         //if all players readied up and the countdown is running\r
1060         if(time < game_starttime || time < self.race_penalty) {\r
1061                 return FALSE;\r
1062         }\r
1063 \r
1064         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused\r
1065                 return FALSE;\r
1066 \r
1067         // do not even think about shooting if switching\r
1068         if(self.switchweapon != self.weapon)\r
1069                 return FALSE;\r
1070 \r
1071         if(attacktime >= 0)\r
1072         {\r
1073                 // don't fire if previous attack is not finished\r
1074                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)\r
1075                         return FALSE;\r
1076                 // don't fire while changing weapon\r
1077                 if (self.weaponentity.state != WS_READY)\r
1078                         return FALSE;\r
1079         }\r
1080 \r
1081         return TRUE;\r
1082 }\r
1083 float weapon_prepareattack_do(float secondary, float attacktime)\r
1084 {\r
1085         self.weaponentity.state = WS_INUSE;\r
1086 \r
1087         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
1088 \r
1089         // if the weapon hasn't been firing continuously, reset the timer\r
1090         if(attacktime >= 0)\r
1091         {\r
1092                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)\r
1093                 {\r
1094                         ATTACK_FINISHED(self) = time;\r
1095                         //dprint("resetting attack finished to ", ftos(time), "\n");\r
1096                 }\r
1097                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
1098         }\r
1099         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
1100         return TRUE;\r
1101 }\r
1102 float weapon_prepareattack(float secondary, float attacktime)\r
1103 {\r
1104         if(weapon_prepareattack_check(secondary, attacktime))\r
1105         {\r
1106                 weapon_prepareattack_do(secondary, attacktime);\r
1107                 return TRUE;\r
1108         }\r
1109         else\r
1110                 return FALSE;\r
1111 }\r
1112 \r
1113 void weapon_thinkf(float fr, float t, void() func)\r
1114 {\r
1115         vector a;\r
1116         vector of, or, ou;\r
1117         float restartanim;\r
1118 \r
1119         if(fr == WFRAME_DONTCHANGE)\r
1120         {\r
1121                 fr = self.weaponentity.wframe;\r
1122                 restartanim = FALSE;\r
1123         }\r
1124         else if (fr == WFRAME_IDLE)\r
1125                 restartanim = FALSE;\r
1126         else\r
1127                 restartanim = TRUE;\r
1128 \r
1129         of = v_forward;\r
1130         or = v_right;\r
1131         ou = v_up;\r
1132 \r
1133         if (self.weaponentity)\r
1134         {\r
1135                 self.weaponentity.wframe = fr;\r
1136                 if (qcweaponanimation)\r
1137                 {\r
1138                         if (fr != WFRAME_IDLE)\r
1139                         {\r
1140                                 self.weapon_morph0time = time;\r
1141                                 self.weapon_morph0angles = self.weaponentity.angles;\r
1142                                 self.weapon_morph0origin = self.weaponentity.origin;\r
1143 \r
1144                                 self.weapon_morph1angles = '0 0 0';\r
1145                                 self.weapon_morph1time = time + t;\r
1146                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1147                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1148 \r
1149                                 self.weapon_morph2angles = '0 0 0';\r
1150                                 self.weapon_morph2time = time + t;\r
1151                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1152                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1153 \r
1154                                 self.weapon_morph3angles = '0 0 0';\r
1155                                 self.weapon_morph3time = time + t;\r
1156                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1157                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1158 \r
1159                                 self.weapon_morph4angles = '0 0 0';\r
1160                                 self.weapon_morph4time = time + t;\r
1161                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');\r
1162                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1163 \r
1164                                 if (fr == WFRAME_FIRE1)\r
1165                                 {\r
1166                                         self.weapon_morph1angles = '5 0 0';\r
1167                                         self.weapon_morph1time = time + t * 0.1;\r
1168                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1169                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1170                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1171                                 }\r
1172                                 else if (fr == WFRAME_FIRE2)\r
1173                                 {\r
1174                                         self.weapon_morph1angles = '10 0 0';\r
1175                                         self.weapon_morph1time = time + t * 0.1;\r
1176                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1177                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1178                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1179                                 }\r
1180                                 else if (fr == WFRAME_RELOAD)\r
1181                                 {\r
1182                                         self.weapon_morph1time = time + t * 0.05;\r
1183                                         self.weapon_morph1angles = '-10 40 0';\r
1184                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1185                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1186 \r
1187                                         self.weapon_morph2time = time + t * 0.15;\r
1188                                         self.weapon_morph2angles = '-10 40 5';\r
1189                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1190                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1191 \r
1192                                         self.weapon_morph3time = time + t * 0.25;\r
1193                                         self.weapon_morph3angles = '-10 40 0';\r
1194                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1195                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1196                                 }\r
1197                         }\r
1198                 }\r
1199                 else\r
1200                 {\r
1201                         if (fr == WFRAME_IDLE)\r
1202                                 a = self.weaponentity.anim_idle;\r
1203                         else if (fr == WFRAME_FIRE1)\r
1204                                 a = self.weaponentity.anim_fire1;\r
1205                         else if (fr == WFRAME_FIRE2)\r
1206                                 a = self.weaponentity.anim_fire2;\r
1207                         else if (fr == WFRAME_RELOAD)\r
1208                                 a = self.weaponentity.anim_reload;\r
1209                         a_z *= g_weaponratefactor;\r
1210                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);\r
1211                 }\r
1212         }\r
1213 \r
1214         v_forward = of;\r
1215         v_right = or;\r
1216         v_up = ou;\r
1217 \r
1218         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)\r
1219         {\r
1220                 backtrace("Tried to override initial weapon think function - should this really happen?");\r
1221         }\r
1222 \r
1223         t *= W_WeaponRateFactor();\r
1224 \r
1225         // VorteX: haste can be added here\r
1226         if (self.weapon_think == w_ready)\r
1227         {\r
1228                 self.weapon_nextthink = time;\r
1229                 //dprint("started firing at ", ftos(time), "\n");\r
1230         }\r
1231         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)\r
1232         {\r
1233                 self.weapon_nextthink = time;\r
1234                 //dprint("reset weapon animation timer at ", ftos(time), "\n");\r
1235         }\r
1236         self.weapon_nextthink = self.weapon_nextthink + t;\r
1237         self.weapon_think = func;\r
1238         //dprint("next ", ftos(self.weapon_nextthink), "\n");\r
1239 \r
1240         if (restartanim)\r
1241         if (t)\r
1242         if (!self.crouch) // shoot anim stands up, this looks bad\r
1243         {\r
1244                 local vector anim;\r
1245                 anim = self.anim_shoot;\r
1246                 anim_z = anim_y / (t + sys_frametime);\r
1247                 setanim(self, anim, FALSE, TRUE, TRUE);\r
1248         }\r
1249 };\r
1250 \r
1251 void weapon_boblayer1(float spd, vector org)\r
1252 {\r
1253         // VorteX: haste can be added here\r
1254 };\r
1255 \r
1256 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)\r
1257 {\r
1258         vector mdirection;\r
1259         float mspeed;\r
1260         float outspeed;\r
1261         float nstyle;\r
1262         vector outvelocity;\r
1263 \r
1264         mvelocity = mvelocity * g_weaponspeedfactor;\r
1265 \r
1266         mdirection = normalize(mvelocity);\r
1267         mspeed = vlen(mvelocity);\r
1268 \r
1269         nstyle = cvar("g_projectiles_newton_style");\r
1270         if(nstyle == 0)\r
1271         {\r
1272                 // absolute velocity\r
1273                 outvelocity = mvelocity;\r
1274         }\r
1275         else if(nstyle == 1)\r
1276         {\r
1277                 // true Newtonian projectiles\r
1278                 outvelocity = pvelocity + mvelocity;\r
1279         }\r
1280         else if(nstyle == 2)\r
1281         {\r
1282                 // true Newtonian projectiles with automatic aim adjustment\r
1283                 //\r
1284                 // solve: |outspeed * mdirection - pvelocity| = mspeed\r
1285                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0\r
1286                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)\r
1287                 // PLUS SIGN!\r
1288                 // not defined?\r
1289                 // then...\r
1290                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2\r
1291                 // velocity without mdirection component > mspeed\r
1292                 // fire at smallest possible mspeed that works?\r
1293                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed\r
1294 \r
1295                 vector solution;\r
1296                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);\r
1297                 if(solution_z)\r
1298                         outspeed = solution_y; // the larger one\r
1299                 else\r
1300                 {\r
1301                         //outspeed = 0; // slowest possible shot\r
1302                         outspeed = solution_x; // the real part (that is, the average!)\r
1303                         //dprint("impossible shot, adjusting\n");\r
1304                 }\r
1305 \r
1306                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));\r
1307                 outvelocity = mdirection * outspeed;\r
1308         }\r
1309         else if(nstyle == 3)\r
1310         {\r
1311                 // pseudo-Newtonian:\r
1312                 outspeed = mspeed + mdirection * pvelocity;\r
1313                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);\r
1314                 outvelocity = mdirection * outspeed;\r
1315         }\r
1316         else if(nstyle == 4)\r
1317         {\r
1318                 // tZorkian:\r
1319                 outspeed = mspeed + vlen(pvelocity);\r
1320                 outvelocity = mdirection * outspeed;\r
1321         }\r
1322         else\r
1323                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");\r
1324 \r
1325         return outvelocity;\r
1326 }\r
1327 \r
1328 void W_AttachToShotorg(entity flash, vector offset)\r
1329 {\r
1330         entity xflash;\r
1331         flash.owner = self;\r
1332         flash.angles_z = random() * 360;\r
1333         if(qcweaponanimation)\r
1334         {\r
1335                 setorigin(flash, w_shotorg + w_shotdir * 50);\r
1336                 flash.angles = vectoangles(w_shotdir);\r
1337                 flash.angles_z = random() * 360;\r
1338         }\r
1339         else\r
1340         {\r
1341                 setattachment(flash, self.weaponentity, "shot");\r
1342                 setorigin(flash, offset);\r
1343 \r
1344                 xflash = spawn();\r
1345                 copyentity(flash, xflash);\r
1346 \r
1347                 flash.viewmodelforclient = self;\r
1348 \r
1349                 if(self.weaponentity.oldorigin_x > 0)\r
1350                 {\r
1351                         setattachment(xflash, self.exteriorweaponentity, "");\r
1352                         setorigin(xflash, self.weaponentity.oldorigin + offset);\r
1353                 }\r
1354                 else\r
1355                 {\r
1356                         setattachment(xflash, self.exteriorweaponentity, "shot");\r
1357                 }\r
1358         }\r
1359 }\r
1360 \r
1361 vector cliptoplane(vector v, vector p)\r
1362 {\r
1363         return v - (v * p) * p;\r
1364 }\r
1365 \r
1366 vector solve_cubic_pq(float p, float q)\r
1367 {\r
1368         float D, u, v, a;\r
1369         D = q*q/4.0 + p*p*p/27.0;\r
1370         if(D < 0)\r
1371         {\r
1372                 // irreducibilis\r
1373                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));\r
1374                 u = sqrt(-4.0/3.0 * p);\r
1375                 // a in range 0..pi/3\r
1376                 // cos(a)\r
1377                 // cos(a + 2pi/3)\r
1378                 // cos(a + 4pi/3)\r
1379                 return\r
1380                         u *\r
1381                         (\r
1382                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)\r
1383                                 +\r
1384                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)\r
1385                                 +\r
1386                                 '0 0 1' * cos(a)\r
1387                         );\r
1388         }\r
1389         else if(D == 0)\r
1390         {\r
1391                 // simple\r
1392                 if(p == 0)\r
1393                         return '0 0 0';\r
1394                 u = 3*q/p;\r
1395                 v = -u/2;\r
1396                 if(u >= v)\r
1397                         return '1 1 0' * v + '0 0 1' * u;\r
1398                 else\r
1399                         return '0 1 1' * v + '1 0 0' * u;\r
1400         }\r
1401         else\r
1402         {\r
1403                 // cardano\r
1404                 u = cbrt(-q/2.0 + sqrt(D));\r
1405                 v = cbrt(-q/2.0 - sqrt(D));\r
1406                 return '1 1 1' * (u + v);\r
1407         }\r
1408 }\r
1409 vector solve_cubic_abcd(float a, float b, float c, float d)\r
1410 {\r
1411         // y = 3*a*x + b\r
1412         // x = (y - b) / 3a\r
1413         float p, q;\r
1414         vector v;\r
1415         p = (9*a*c - 3*b*b);\r
1416         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);\r
1417         v = solve_cubic_pq(p, q);\r
1418         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));\r
1419         if(a < 0)\r
1420                 v += '1 0 -1' * (v_z - v_x); // swap x, z\r
1421         return v;\r
1422 }\r
1423 \r
1424 vector findperpendicular(vector v)\r
1425 {\r
1426         vector p;\r
1427         p_x = v_z;\r
1428         p_y = -v_x;\r
1429         p_z = v_y;\r
1430         return normalize(cliptoplane(p, v));\r
1431 }\r
1432 \r
1433 vector W_CalculateProjectileSpread(vector forward, float spread)\r
1434 {\r
1435         float sigma;\r
1436         vector v1, v2;\r
1437         float dx, dy, r;\r
1438         float sstyle;\r
1439         spread *= g_weaponspreadfactor;\r
1440         if(spread <= 0)\r
1441                 return forward;\r
1442         sstyle = cvar("g_projectiles_spread_style");\r
1443         \r
1444         if(sstyle == 0)\r
1445         {\r
1446                 // this is the baseline for the spread value!\r
1447                 // standard deviation: sqrt(2/5)\r
1448                 // density function: sqrt(1-r^2)\r
1449                 return forward + randomvec() * spread;\r
1450         }\r
1451         else if(sstyle == 1)\r
1452         {\r
1453                 // same thing, basically\r
1454                 return normalize(forward + cliptoplane(randomvec() * spread, forward));\r
1455         }\r
1456         else if(sstyle == 2)\r
1457         {\r
1458                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)\r
1459                 sigma = spread * 0.89442719099991587855; // match baseline stddev\r
1460                 v1 = findperpendicular(forward);\r
1461                 v2 = cross(forward, v1);\r
1462                 // random point on unit circle\r
1463                 dx = random() * 2 * M_PI;\r
1464                 dy = sin(dx);\r
1465                 dx = cos(dx);\r
1466                 // radius in our dist function\r
1467                 r = random();\r
1468                 r = sqrt(r);\r
1469                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1470         }\r
1471         else if(sstyle == 3) // gauss 3d\r
1472         {\r
1473                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1474                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1475                 v1 = forward;\r
1476                 v1_x += gsl_ran_gaussian(sigma);\r
1477                 v1_y += gsl_ran_gaussian(sigma);\r
1478                 v1_z += gsl_ran_gaussian(sigma);\r
1479                 return v1;\r
1480         }\r
1481         else if(sstyle == 4) // gauss 2d\r
1482         {\r
1483                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1484                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1485                 v1_x = gsl_ran_gaussian(sigma);\r
1486                 v1_y = gsl_ran_gaussian(sigma);\r
1487                 v1_z = gsl_ran_gaussian(sigma);\r
1488                 return normalize(forward + cliptoplane(v1, forward));\r
1489         }\r
1490         else if(sstyle == 5) // 1-r\r
1491         {\r
1492                 sigma = spread * 1.154700538379252; // match baseline stddev\r
1493                 v1 = findperpendicular(forward);\r
1494                 v2 = cross(forward, v1);\r
1495                 // random point on unit circle\r
1496                 dx = random() * 2 * M_PI;\r
1497                 dy = sin(dx);\r
1498                 dx = cos(dx);\r
1499                 // radius in our dist function\r
1500                 r = random();\r
1501                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';\r
1502                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1503         }\r
1504         else if(sstyle == 6) // 1-r^2\r
1505         {\r
1506                 sigma = spread * 1.095445115010332; // match baseline stddev\r
1507                 v1 = findperpendicular(forward);\r
1508                 v2 = cross(forward, v1);\r
1509                 // random point on unit circle\r
1510                 dx = random() * 2 * M_PI;\r
1511                 dy = sin(dx);\r
1512                 dx = cos(dx);\r
1513                 // radius in our dist function\r
1514                 r = random();\r
1515                 r = sqrt(1 - r);\r
1516                 r = sqrt(1 - r);\r
1517                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1518         }\r
1519         else if(sstyle == 7) // (1-r) (2-r)\r
1520         {\r
1521                 sigma = spread * 1.224744871391589; // match baseline stddev\r
1522                 v1 = findperpendicular(forward);\r
1523                 v2 = cross(forward, v1);\r
1524                 // random point on unit circle\r
1525                 dx = random() * 2 * M_PI;\r
1526                 dy = sin(dx);\r
1527                 dx = cos(dx);\r
1528                 // radius in our dist function\r
1529                 r = random();\r
1530                 r = 1 - sqrt(r);\r
1531                 r = 1 - sqrt(r);\r
1532                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1533         }\r
1534         else\r
1535                 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");\r
1536         return '0 0 0';\r
1537         /*\r
1538          * how to derive falloff functions:\r
1539          * rho(r) := (2-r) * (1-r);\r
1540          * a : 0;\r
1541          * b : 1;\r
1542          * rhor(r) := r * rho(r);\r
1543          * cr(t) := integrate(rhor(r), r, a, t);\r
1544          * scr(t) := integrate(rhor(r) * r^2, r, a, t);\r
1545          * variance : scr(b) / cr(b);\r
1546          * solve(cr(r) = rand * cr(b), r), programmmode:false;\r
1547          * sqrt(0.4 / variance), numer;\r
1548          */\r
1549 }\r
1550 \r
1551 #if 0\r
1552 float mspercallsum;\r
1553 float mspercallsstyle;\r
1554 float mspercallcount;\r
1555 #endif\r
1556 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)\r
1557 {\r
1558         if(missile.owner == world)\r
1559                 error("Unowned missile");\r
1560 \r
1561         dir = dir + upDir * (pUpSpeed / pSpeed);\r
1562         dir_z += pZSpeed / pSpeed;\r
1563         pSpeed *= vlen(dir);\r
1564         dir = normalize(dir);\r
1565 \r
1566 #if 0\r
1567         if(cvar("g_projectiles_spread_style") != mspercallsstyle)\r
1568         {\r
1569                 mspercallsum = mspercallcount = 0;\r
1570                 mspercallsstyle = cvar("g_projectiles_spread_style");\r
1571         }\r
1572         mspercallsum -= gettime(GETTIME_HIRES);\r
1573 #endif\r
1574         dir = W_CalculateProjectileSpread(dir, spread);\r
1575 #if 0\r
1576         mspercallsum += gettime(GETTIME_HIRES);\r
1577         mspercallcount += 1;\r
1578         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");\r
1579 #endif\r
1580 \r
1581         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);\r
1582 }\r
1583 \r
1584 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)\r
1585 {\r
1586         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);\r
1587 }\r
1588 \r
1589 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
1590 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
1591 \r
1592 void W_DisplayDigitThink()\r
1593 {\r
1594         self.nextthink = time;\r
1595         float w_load, w_ammo;\r
1596         w_load = self.owner.weapon_load[self.owner.weapon];\r
1597         w_ammo = self.owner.(self.owner.current_ammo);\r
1598 \r
1599         // the owner has switched to another weapon, remove the digits\r
1600         if(self.weapon != self.owner.weapon || self.owner.classname != "player" || self.deadflag != DEAD_NO)\r
1601         {\r
1602                 self.nextthink = 0;\r
1603                 remove(self);\r
1604                 self = world;\r
1605                 return;\r
1606         }\r
1607 \r
1608         entity gun;\r
1609         if(self.dmg) // exterior weapon\r
1610         {\r
1611                 // keep the digit attached to the same bone as the gun\r
1612                 setattachment(self, self.owner, "bip01 r hand");\r
1613                 gun = self.owner.exteriorweaponentity;\r
1614         }\r
1615         else // view weapon\r
1616         {\r
1617                 // keep the digit attached to the same bone as the gun\r
1618                 // TODO: Does this work with self-animated weapons too?\r
1619                 if(gettagindex(self.owner.weaponentity, "weapon"))\r
1620                         setattachment(self, self.owner.weaponentity, "weapon");\r
1621                 else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
1622                         setattachment(self, self.owner.weaponentity, "tag_weapon");\r
1623                 gun = self.owner.weaponentity;\r
1624         }\r
1625 \r
1626         // copy all properties of the weapon to the digit\r
1627         self.origin = gun.origin;\r
1628         self.angles = gun.angles;\r
1629         self.scale = gun.scale;\r
1630         self.effects = gun.effects;\r
1631         self.alpha = gun.alpha;\r
1632         self.colormap = gun.colormap;\r
1633         self.colormod = gun.colormod; // used by the regurgitating colors\r
1634         self.glowmod = gun.glowmod;\r
1635 \r
1636         string txt;\r
1637         if(self.team) // weapon load display\r
1638         {\r
1639                 if(w_load <= 0)\r
1640                 {\r
1641                         self.skin = 11; // unavailable digit\r
1642                         return;\r
1643                 }\r
1644                 else\r
1645                 {\r
1646                         txt = ftos(floor(w_load));\r
1647                         txt = substring(txt, self.cnt - 1, 1);\r
1648                 }\r
1649 \r
1650                 if(self.owner.weapon_load[self.owner.weapon] <= ceil(cvar("g_gundisplay_warn_load")))\r
1651                 {\r
1652                         // in warning mode, only keep red color\r
1653                         if(!self.colormod)\r
1654                                 self.colormod = '1 1 1';\r
1655                         self.colormod_y = 0;\r
1656                         self.colormod_z = 0;\r
1657                 }\r
1658         }\r
1659         else // ammo display\r
1660         {\r
1661                 txt = ftos(floor(w_ammo));\r
1662                 txt = substring(txt, self.cnt - 1, 1);\r
1663 \r
1664                 if(w_ammo <= ceil(cvar("g_gundisplay_warn_ammo")))\r
1665                 {\r
1666                         // in warning mode, only keep red color\r
1667                         if(!self.colormod)\r
1668                                 self.colormod = '1 1 1';\r
1669                         self.colormod_y = 0;\r
1670                         self.colormod_z = 0;\r
1671                 }\r
1672         }\r
1673 \r
1674         if((!txt || txt == ""))\r
1675                 self.skin = 10; // empty digit\r
1676         else\r
1677                 self.skin = stof(txt);\r
1678 }\r
1679 \r
1680 void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
1681 {\r
1682         entity digit, e;\r
1683         digit = spawn();\r
1684         digit.owner = own;\r
1685         digit.weapon = own.weapon;\r
1686         digit.dmg = exterior;\r
1687         digit.team = load;\r
1688         digit.cnt = num;\r
1689         e = get_weaponinfo(digit.weapon);\r
1690 \r
1691         if(load)\r
1692         {\r
1693                 // weapon load digit\r
1694                 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
1695         }\r
1696         else\r
1697         {\r
1698                 // ammo count digit\r
1699                 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
1700         }\r
1701         digit.think = W_DisplayDigitThink;\r
1702         digit.nextthink = time;\r
1703 }\r
1704 \r
1705 void W_Display(entity own, float load_num, float ammo_num)\r
1706 {\r
1707         float i;\r
1708         for(i = 1; i <= load_num; i++)\r
1709         {\r
1710                 W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
1711                 W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
1712         }\r
1713         for(i = 1; i <= ammo_num; i++)\r
1714         {\r
1715                 W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
1716                 W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
1717         }\r
1718 }\r
1719 \r
1720 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
1721 {\r
1722         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
1723                 return;\r
1724 \r
1725         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
1726         if(ammo_reload)\r
1727         {\r
1728                 self.clip_load -= ammo_use;\r
1729                 self.(weapon_load[self.weapon]) = self.clip_load;\r
1730         }\r
1731         else\r
1732                 self.(self.current_ammo) -= ammo_use;\r
1733 }\r
1734 \r
1735 // weapon reloading code\r
1736 \r
1737 .float reload_ammo_amount, reload_ammo_min, reload_time;\r
1738 .float reload_complain;\r
1739 .string reload_sound;\r
1740 \r
1741 void W_ReloadedAndReady()\r
1742 {\r
1743         // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
1744         if(self.stat_eaten)\r
1745         {\r
1746                 self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1747                 w_ready(); // don't keep executing each frame\r
1748                 return;\r
1749         }\r
1750 \r
1751         // finish the reloading process, and do the ammo transfer\r
1752 \r
1753         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
1754 \r
1755         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
1756         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1757                 self.clip_load = self.reload_ammo_amount;\r
1758         else\r
1759         {\r
1760                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
1761                 {\r
1762                         self.clip_load += 1;\r
1763                         self.(self.current_ammo) -= 1;\r
1764                 }\r
1765         }\r
1766         self.(weapon_load[self.weapon]) = self.clip_load;\r
1767 \r
1768         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1769         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1770         // so your weapon is disabled for a few seconds without reason\r
1771 \r
1772         //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
1773 \r
1774         w_ready();\r
1775 }\r
1776 \r
1777 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
1778 {\r
1779         // if we are inside the stomach, don't allow reloading\r
1780         if(self.stat_eaten)\r
1781                 return;\r
1782 \r
1783         // set global values to work with\r
1784         self.reload_ammo_min = sent_ammo_min;\r
1785         self.reload_ammo_amount = sent_ammo_amount;\r
1786         self.reload_time = sent_time;\r
1787         self.reload_sound = sent_sound;\r
1788 \r
1789         // check if we meet the necessary conditions to reload\r
1790 \r
1791         entity e;\r
1792         e = get_weaponinfo(self.weapon);\r
1793 \r
1794         // don't reload weapons that don't have the RELOADABLE flag\r
1795         if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
1796         {\r
1797                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
1798                 return;\r
1799         }\r
1800         // return if reloading is disabled for this weapon\r
1801         if(!self.reload_ammo_amount)\r
1802                 return;\r
1803         // our weapon is fully loaded, no need to reload\r
1804         if (self.clip_load >= self.reload_ammo_amount)\r
1805                 return;\r
1806         // no ammo, so nothing to load\r
1807         if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
1808         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1809         {\r
1810                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
1811                 {\r
1812                         play2(self, "misc/unavailable.wav");\r
1813                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
1814                         self.reload_complain = time + 1;\r
1815                 }\r
1816                 // switch away if the amount of ammo is not enough to keep using this weapon\r
1817                 // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
1818                 /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
1819                 {\r
1820                         self.clip_load = -1; // reload later\r
1821                         W_SwitchToOtherWeapon(self);\r
1822                 }*/\r
1823                 return;\r
1824         }\r
1825 \r
1826         if (self.weaponentity)\r
1827         {\r
1828                 if (self.weaponentity.wframe == WFRAME_RELOAD)\r
1829                         return;\r
1830 \r
1831                 // allow switching away while reloading, but this will cause a new reload!\r
1832                 self.weaponentity.state = WS_READY;\r
1833         }\r
1834 \r
1835         // now begin the reloading process\r
1836 \r
1837         // weapon reload effects\r
1838         if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
1839         {\r
1840                 vector org;\r
1841                 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
1842                 SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
1843                 pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
1844         }\r
1845         sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
1846 \r
1847         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1848         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1849         // so your weapon is disabled for a few seconds without reason\r
1850 \r
1851         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
1852 \r
1853         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
1854 \r
1855         if(self.clip_load < 0)\r
1856                 self.clip_load = 0;\r
1857         self.old_clip_load = self.clip_load;\r
1858         self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1859 }