2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
24 t = t * autocvar_g_balance_rune_speed_atkrate;
26 else if(self.runes & CURSE_SLOW)
28 t = t * autocvar_g_balance_curse_slow_atkrate;
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
73 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
76 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
77 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
78 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
79 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
82 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
83 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
84 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
93 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
94 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
95 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
96 ret_z = thisv_z - myv_z;
100 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
106 if(player.hitplotfh >= 0)
108 lag = ANTILAG_LATENCY(player);
111 if(clienttype(player) != CLIENTTYPE_REAL)
112 lag = 0; // only antilag for clients
114 org = player.origin + player.view_ofs;
115 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
116 if(trace_ent.flags & FL_CLIENT)
118 antilag_takeback(trace_ent, time - lag);
119 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
120 antilag_restore(trace_ent);
121 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
122 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
131 .float prevstrengthsound;
132 .float prevstrengthsoundattempt;
133 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
136 && (player.items & IT_STRENGTH)
137 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
138 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
140 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
141 player.prevstrengthsound = time;
143 player.prevstrengthsoundattempt = time;
146 // this function calculates w_shotorg and w_shotdir based on the weapon model
147 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
148 // make sure you call makevectors first (FIXME?)
149 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
151 float nudge = 1; // added to traceline target and subtracted from result
154 oldsolid = ent.dphitcontentsmask;
155 if(ent.weapon == WEP_RIFLE)
156 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
158 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
160 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
161 // passing world, because we do NOT want it to touch dphitcontentsmask
163 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
164 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
170 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
175 // un-adjust trueaim if shotend is too close
176 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
177 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
180 if(accuracy_canbegooddamage(ent))
181 accuracy_add(ent, ent.weapon, maxdamage, 0);
183 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
185 if(ent.weaponentity.movedir_x > 0)
186 vecs = ent.weaponentity.movedir;
190 dv = v_right * -vecs_y + v_up * vecs_z;
191 w_shotorg = ent.origin + ent.view_ofs + dv;
193 // now move the shotorg forward as much as requested if possible
196 if(ent.antilag_debug)
197 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
199 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
202 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
203 w_shotorg = trace_endpos - v_forward * nudge;
204 // calculate the shotdir from the chosen shotorg
205 w_shotdir = normalize(w_shotend - w_shotorg);
208 if (!ent.cvar_cl_noantilag)
210 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
212 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
213 if (!trace_ent.takedamage)
215 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
216 if (trace_ent.takedamage && trace_ent.classname == "player")
220 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
222 w_shotdir = normalize(trace_ent.origin - w_shotorg);
226 else if(autocvar_g_antilag == 3) // client side hitscan
228 // this part MUST use prydon cursor
229 if (ent.cursor_trace_ent) // client was aiming at someone
230 if (ent.cursor_trace_ent != ent) // just to make sure
231 if (ent.cursor_trace_ent.takedamage) // and that person is killable
232 if (ent.cursor_trace_ent.classname == "player") // and actually a player
234 // verify that the shot would miss without antilag
235 // (avoids an issue where guns would always shoot at their origin)
236 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
237 if (!trace_ent.takedamage)
239 // verify that the shot would hit if altered
240 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
241 if (trace_ent == ent.cursor_trace_ent)
242 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
244 print("antilag fail\n");
250 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
253 ent.punchangle_x = recoil * -1;
257 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
258 W_PlayStrengthSound(ent);
261 // nudge w_shotend so a trace to w_shotend hits
262 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
265 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
266 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
267 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
268 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
269 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
271 float CL_Weaponentity_CustomizeEntityForClient()
273 self.viewmodelforclient = self.owner;
274 if(other.classname == "spectator")
275 if(other.enemy == self.owner)
276 self.viewmodelforclient = other;
283 * 1. simple animated model, muzzle flash handling on h_ model:
284 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
286 * shot = muzzle end (shot origin, also used for muzzle flashes)
287 * shell = casings ejection point (must be on the right hand side of the gun)
288 * weapon = attachment for v_tuba.md3
289 * v_tuba.md3 - first and third person model
290 * g_tuba.md3 - pickup model
292 * 2. simple animated model, muzzle flash handling on v_ model:
293 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
295 * weapon = attachment for v_tuba.md3
296 * v_tuba.md3 - first and third person model
298 * shot = muzzle end (shot origin, also used for muzzle flashes)
299 * shell = casings ejection point (must be on the right hand side of the gun)
300 * g_tuba.md3 - pickup model
302 * 3. fully animated model, muzzle flash handling on h_ model:
303 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
305 * shot = muzzle end (shot origin, also used for muzzle flashes)
306 * shell = casings ejection point (must be on the right hand side of the gun)
307 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
308 * v_tuba.md3 - third person model
309 * g_tuba.md3 - pickup model
311 * 4. fully animated model, muzzle flash handling on v_ model:
312 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
314 * shot = muzzle end (shot origin)
315 * shell = casings ejection point (must be on the right hand side of the gun)
316 * v_tuba.md3 - third person model
318 * shot = muzzle end (for muzzle flashes)
319 * g_tuba.md3 - pickup model
323 // self.origin, self.angles
325 // self.movedir, self.view_ofs
329 // call again with ""
331 void CL_WeaponEntity_SetModel(string name)
336 // if there is a child entity, hide it until we're sure we use it
337 if (self.weaponentity)
338 self.weaponentity.model = "";
339 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
340 v_shot_idx = gettagindex(self, "shot"); // used later
342 v_shot_idx = gettagindex(self, "tag_shot");
344 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
345 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
346 self.anim_fire1 = animfixfps(self, '0 1 0.01');
347 self.anim_fire2 = animfixfps(self, '1 1 0.01');
348 self.anim_idle = animfixfps(self, '2 1 0.01');
349 self.anim_reload = animfixfps(self, '3 1 0.01');
351 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
352 // if we don't, this is a "real" animated model
353 if(gettagindex(self, "weapon"))
355 if (!self.weaponentity)
356 self.weaponentity = spawn();
357 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
358 setattachment(self.weaponentity, self, "weapon");
360 else if(gettagindex(self, "tag_weapon"))
362 if (!self.weaponentity)
363 self.weaponentity = spawn();
364 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
365 setattachment(self.weaponentity, self, "tag_weapon");
369 if(self.weaponentity)
370 remove(self.weaponentity);
371 self.weaponentity = world;
374 setorigin(self,'0 0 0');
375 self.angles = '0 0 0';
377 self.viewmodelforclient = world;
381 if(v_shot_idx) // v_ model attached to invisible h_ model
383 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
387 idx = gettagindex(self, "shot");
389 idx = gettagindex(self, "tag_shot");
391 self.movedir = gettaginfo(self, idx);
394 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
395 self.movedir = '0 0 0';
399 if(self.weaponentity) // v_ model attached to invisible h_ model
401 idx = gettagindex(self.weaponentity, "shell");
403 idx = gettagindex(self.weaponentity, "tag_shell");
405 self.spawnorigin = gettaginfo(self.weaponentity, idx);
411 idx = gettagindex(self, "shell");
413 idx = gettagindex(self, "tag_shell");
415 self.spawnorigin = gettaginfo(self, idx);
418 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
419 self.spawnorigin = self.movedir;
425 self.oldorigin = '0 0 0'; // use regular attachment
429 if(self.weaponentity)
431 idx = gettagindex(self, "weapon");
433 idx = gettagindex(self, "tag_weapon");
437 idx = gettagindex(self, "handle");
439 idx = gettagindex(self, "tag_handle");
443 self.oldorigin = self.movedir - gettaginfo(self, idx);
447 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");
448 self.oldorigin = '0 0 0'; // there is no way to recover from this
452 self.viewmodelforclient = self.owner;
457 if(self.weaponentity)
458 remove(self.weaponentity);
459 self.weaponentity = world;
460 self.movedir = '0 0 0';
461 self.spawnorigin = '0 0 0';
462 self.oldorigin = '0 0 0';
463 self.anim_fire1 = '0 1 0.01';
464 self.anim_fire2 = '0 1 0.01';
465 self.anim_idle = '0 1 0.01';
466 self.anim_reload = '0 1 0.01';
469 self.view_ofs = '0 0 0';
471 if(self.movedir_x >= 0)
475 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
476 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
478 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
479 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
481 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
483 // check if an instant weapon switch occurred
484 setorigin(self, self.view_ofs);
485 // reset animstate now
486 self.wframe = WFRAME_IDLE;
487 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
490 vector CL_Weapon_GetShotOrg(float wpn)
494 wi = get_weaponinfo(wpn);
497 CL_WeaponEntity_SetModel(wi.mdl);
499 CL_WeaponEntity_SetModel("");
505 void CL_Weaponentity_Think()
508 self.nextthink = time;
509 if (intermission_running)
510 self.frame = self.anim_idle_x;
511 if (self.owner.weaponentity != self)
513 if (self.weaponentity)
514 remove(self.weaponentity);
518 if (self.owner.deadflag != DEAD_NO)
521 if (self.weaponentity)
522 self.weaponentity.model = "";
525 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
527 self.weaponname = self.owner.weaponname;
528 self.dmg = self.owner.modelindex;
529 self.deadflag = self.owner.deadflag;
531 CL_WeaponEntity_SetModel(self.owner.weaponname);
534 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
535 self.effects = self.owner.effects & EFMASK_CHEAP;
536 self.effects &~= EF_LOWPRECISION;
537 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
538 self.effects &~= EF_TELEPORT_BIT;
539 self.effects &~= EF_RESTARTANIM_BIT;
542 if(self.owner.alpha == default_player_alpha)
543 self.alpha = default_weapon_alpha;
544 else if(self.owner.alpha != 0)
545 self.alpha = self.owner.alpha;
549 self.glowmod = self.owner.weaponentity_glowmod;
550 self.colormap = self.owner.colormap;
551 if (self.weaponentity)
553 self.weaponentity.effects = self.effects;
554 self.weaponentity.alpha = self.alpha;
555 self.weaponentity.colormap = self.colormap;
556 self.weaponentity.glowmod = self.glowmod;
559 self.angles = '0 0 0';
561 if (self.state == WS_RAISE && !intermission_running)
563 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
564 self.angles_x = -90 * f * f;
566 else if (self.state == WS_DROP && !intermission_running)
568 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
569 self.angles_x = -90 * f * f;
571 else if (self.state == WS_CLEAR)
574 self.angles_x = -90 * f * f;
578 void CL_ExteriorWeaponentity_Think()
582 self.nextthink = time;
583 if (self.owner.exteriorweaponentity != self)
588 if (self.owner.deadflag != DEAD_NO)
593 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
595 self.weaponname = self.owner.weaponname;
596 self.dmg = self.owner.modelindex;
597 self.deadflag = self.owner.deadflag;
598 if (self.owner.weaponname != "")
599 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
603 if((tag_found = gettagindex(self.owner, "tag_weapon")))
605 self.tag_index = tag_found;
606 self.tag_entity = self.owner;
609 setattachment(self, self.owner, "bip01 r hand");
611 self.effects = self.owner.effects;
612 if(sv_pitch_min == sv_pitch_max)
613 self.effects |= EF_LOWPRECISION;
615 self.effects &~= EF_LOWPRECISION;
616 self.effects = self.effects & EFMASK_CHEAP; // eat performance
617 if(self.owner.alpha == default_player_alpha)
618 self.alpha = default_weapon_alpha;
619 else if(self.owner.alpha != 0)
620 self.alpha = self.owner.alpha;
624 if (!intermission_running)
626 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
630 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
632 ang_y = self.owner.v_angle_y;
634 var vector v = v_forward;
635 var float t = self.tag_entity.frame1time;
636 var float f = self.tag_entity.frame;
637 self.tag_entity.frame1time = time;
638 self.tag_entity.frame = self.tag_entity.anim_idle_x;
639 gettaginfo(self.tag_entity, self.tag_index);
640 self.tag_entity.frame1time = t;
641 self.tag_entity.frame = f;
642 // untransform v according to this coordinate space
647 self.angles = vectoangles(w);
651 ang_x = -/* don't ask */ang_x;
655 if(autocvar_g_loituma)
660 t = time * autocvar_g_loituma;
662 modangles_x = t * 360;
667 AnglesTransform_ToAngles(
668 AnglesTransform_Multiply(
669 AnglesTransform_FromAngles(self.angles),
670 AnglesTransform_FromAngles(modangles)
676 self.glowmod = self.owner.weaponentity_glowmod;
677 self.colormap = self.owner.colormap;
679 CSQCMODEL_AUTOUPDATE();
682 // spawning weaponentity for client
683 void CL_SpawnWeaponentity()
685 self.weaponentity = spawn();
686 self.weaponentity.classname = "weaponentity";
687 self.weaponentity.solid = SOLID_NOT;
688 self.weaponentity.owner = self;
689 setmodel(self.weaponentity, ""); // precision set when changed
690 setorigin(self.weaponentity, '0 0 0');
691 self.weaponentity.angles = '0 0 0';
692 self.weaponentity.viewmodelforclient = self;
693 self.weaponentity.flags = 0;
694 self.weaponentity.think = CL_Weaponentity_Think;
695 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
696 self.weaponentity.nextthink = time;
698 self.exteriorweaponentity = spawn();
699 self.exteriorweaponentity.classname = "exteriorweaponentity";
700 self.exteriorweaponentity.solid = SOLID_NOT;
701 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
702 self.exteriorweaponentity.owner = self;
703 setorigin(self.exteriorweaponentity, '0 0 0');
704 self.exteriorweaponentity.angles = '0 0 0';
705 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
706 self.exteriorweaponentity.nextthink = time;
709 entity oldself = self;
710 self = self.exteriorweaponentity;
711 CSQCMODEL_AUTOINIT();
716 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
719 WriteByte(MSG_ONE, SVC_TEMPENTITY);
720 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
721 WriteByte(MSG_ONE, wpn);
722 WriteString(MSG_ONE, wpnname);
723 WriteByte(MSG_ONE, type);
726 .float hasweapon_complain_spam;
728 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
733 if(time < self.hasweapon_complain_spam)
736 self.hasweapon_complain_spam = time + 0.2;
738 if (wpn < WEP_FIRST || wpn > WEP_LAST)
741 sprint(self, "Invalid weapon\n");
744 if (WEPSET_CONTAINS_EW(cl, wpn))
748 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
756 f = weapon_action(wpn, WR_CHECKAMMO1);
757 f = f + weapon_action(wpn, WR_CHECKAMMO2);
759 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
761 if(wpn == WEP_MINE_LAYER)
762 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
770 if(clienttype(cl) == CLIENTTYPE_REAL)
772 play2(cl, "weapons/unavailable.wav");
773 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
774 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
784 // Report Proper Weapon Status / Modified Weapon Ownership Message
785 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
787 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
788 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
790 if(autocvar_g_showweaponspawns)
795 e = get_weaponinfo(wpn);
798 for(e = world; (e = findfloat(e, weapon, wpn)); )
800 if(e.classname == "droppedweapon")
802 if not(e.flags & FL_ITEM)
804 WaypointSprite_Spawn(
811 RADARICON_NONE, '0 0 0'
818 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
819 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
822 play2(cl, "weapons/unavailable.wav");
830 if (self.weapon != -1)
833 self.switchingweapon = 0;
835 if (self.weaponentity)
837 self.weaponentity.state = WS_CLEAR;
838 self.weaponentity.effects = 0;
844 if (self.weaponentity)
845 self.weaponentity.state = WS_READY;
846 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
849 // Setup weapon for client (after this raise frame will be launched)
850 void weapon_setup(float windex)
853 e = get_weaponinfo(windex);
854 self.items &~= IT_AMMO;
855 self.items = self.items | (e.items & IT_AMMO);
857 // the two weapon entities will notice this has changed and update their models
858 self.weapon = windex;
859 self.switchingweapon = windex; // to make sure
860 self.weaponname = e.mdl;
861 self.bulletcounter = 0;
864 // perform weapon to attack (weaponstate and attack_finished check is here)
865 void W_SwitchToOtherWeapon(entity pl)
867 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
870 if(WEPSET_CONTAINS_EW(pl, w))
872 WEPSET_ANDNOT_EW(pl, w);
873 ww = w_getbestweapon(pl);
877 ww = w_getbestweapon(pl);
879 W_SwitchWeapon_Force(pl, ww);
882 string PrimaryOrSecondary(float secondary)
892 float weapon_prepareattack_checkammo(float secondary)
894 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
895 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
897 // always keep the Mine Layer if we placed mines, so that we can detonate them
899 if(self.weapon == WEP_MINE_LAYER)
900 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
903 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
905 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
906 self.prevdryfire = time;
909 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
911 if(time - self.prevwarntime > 1)
913 sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n"));
915 self.prevwarntime = time;
917 else // this weapon is totally unable to fire, switch to another one
919 W_SwitchToOtherWeapon(self);
927 float weapon_prepareattack_check(float secondary, float attacktime)
929 if(!weapon_prepareattack_checkammo(secondary))
932 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
933 //if all players readied up and the countdown is running
934 if(time < game_starttime || time < self.race_penalty) {
938 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
941 // do not even think about shooting if switching
942 if(self.switchweapon != self.weapon)
947 // don't fire if previous attack is not finished
948 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
950 // don't fire while changing weapon
951 if (self.weaponentity.state != WS_READY)
957 float weapon_prepareattack_do(float secondary, float attacktime)
959 self.weaponentity.state = WS_INUSE;
961 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
963 // if the weapon hasn't been firing continuously, reset the timer
966 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
968 ATTACK_FINISHED(self) = time;
969 //dprint("resetting attack finished to ", ftos(time), "\n");
971 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
973 self.bulletcounter += 1;
974 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
977 float weapon_prepareattack(float secondary, float attacktime)
979 if(weapon_prepareattack_check(secondary, attacktime))
981 weapon_prepareattack_do(secondary, attacktime);
988 void weapon_thinkf(float fr, float t, void() func)
994 if(fr == WFRAME_DONTCHANGE)
996 fr = self.weaponentity.wframe;
999 else if (fr == WFRAME_IDLE)
1000 restartanim = FALSE;
1008 if (self.weaponentity)
1010 self.weaponentity.wframe = fr;
1011 if (fr == WFRAME_IDLE)
1012 a = self.weaponentity.anim_idle;
1013 else if (fr == WFRAME_FIRE1)
1014 a = self.weaponentity.anim_fire1;
1015 else if (fr == WFRAME_FIRE2)
1016 a = self.weaponentity.anim_fire2;
1017 else if (fr == WFRAME_RELOAD)
1018 a = self.weaponentity.anim_reload;
1019 a_z *= g_weaponratefactor;
1020 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1027 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1029 backtrace("Tried to override initial weapon think function - should this really happen?");
1032 t *= W_WeaponRateFactor();
1034 // VorteX: haste can be added here
1035 if (self.weapon_think == w_ready)
1037 self.weapon_nextthink = time;
1038 //dprint("started firing at ", ftos(time), "\n");
1040 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1042 self.weapon_nextthink = time;
1043 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1045 self.weapon_nextthink = self.weapon_nextthink + t;
1046 self.weapon_think = func;
1047 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1049 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1050 //anim = self.anim_shoot;
1053 if (!self.crouch) // shoot anim stands up, this looks bad
1056 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1058 anim = self.anim_melee;
1059 anim_z = anim_y / (t + sys_frametime);
1060 setanim(self, anim, FALSE, TRUE, TRUE);
1062 else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
1064 anim = self.anim_shoot;
1065 anim_z = anim_y / (t + sys_frametime);
1066 setanim(self, anim, FALSE, TRUE, TRUE);
1071 void weapon_boblayer1(float spd, vector org)
1073 // VorteX: haste can be added here
1076 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1082 mvelocity = mvelocity * g_weaponspeedfactor;
1084 mdirection = normalize(mvelocity);
1085 mspeed = vlen(mvelocity);
1087 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1092 void W_AttachToShotorg(entity flash, vector offset)
1096 flash.angles_z = random() * 360;
1098 if(gettagindex(self.weaponentity, "shot"))
1099 setattachment(flash, self.weaponentity, "shot");
1101 setattachment(flash, self.weaponentity, "tag_shot");
1102 setorigin(flash, offset);
1105 copyentity(flash, xflash);
1107 flash.viewmodelforclient = self;
1109 if(self.weaponentity.oldorigin_x > 0)
1111 setattachment(xflash, self.exteriorweaponentity, "");
1112 setorigin(xflash, self.weaponentity.oldorigin + offset);
1116 if(gettagindex(self.exteriorweaponentity, "shot"))
1117 setattachment(xflash, self.exteriorweaponentity, "shot");
1119 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1120 setorigin(xflash, offset);
1124 vector cliptoplane(vector v, vector p)
1126 return v - (v * p) * p;
1129 vector solve_cubic_pq(float p, float q)
1132 D = q*q/4.0 + p*p*p/27.0;
1136 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1137 u = sqrt(-4.0/3.0 * p);
1138 // a in range 0..pi/3
1145 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1147 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1160 return '1 1 0' * v + '0 0 1' * u;
1162 return '0 1 1' * v + '1 0 0' * u;
1167 u = cbrt(-q/2.0 + sqrt(D));
1168 v = cbrt(-q/2.0 - sqrt(D));
1169 return '1 1 1' * (u + v);
1172 vector solve_cubic_abcd(float a, float b, float c, float d)
1178 p = (9*a*c - 3*b*b);
1179 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1180 v = solve_cubic_pq(p, q);
1181 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1183 v += '1 0 -1' * (v_z - v_x); // swap x, z
1187 vector findperpendicular(vector v)
1193 return normalize(cliptoplane(p, v));
1196 vector W_CalculateProjectileSpread(vector forward, float spread)
1202 spread *= g_weaponspreadfactor;
1205 sstyle = autocvar_g_projectiles_spread_style;
1209 // this is the baseline for the spread value!
1210 // standard deviation: sqrt(2/5)
1211 // density function: sqrt(1-r^2)
1212 return forward + randomvec() * spread;
1214 else if(sstyle == 1)
1216 // same thing, basically
1217 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1219 else if(sstyle == 2)
1221 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1222 sigma = spread * 0.89442719099991587855; // match baseline stddev
1223 v1 = findperpendicular(forward);
1224 v2 = cross(forward, v1);
1225 // random point on unit circle
1226 dx = random() * 2 * M_PI;
1229 // radius in our dist function
1232 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1234 else if(sstyle == 3) // gauss 3d
1236 sigma = spread * 0.44721359549996; // match baseline stddev
1237 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1239 v1_x += gsl_ran_gaussian(sigma);
1240 v1_y += gsl_ran_gaussian(sigma);
1241 v1_z += gsl_ran_gaussian(sigma);
1244 else if(sstyle == 4) // gauss 2d
1246 sigma = spread * 0.44721359549996; // match baseline stddev
1247 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1248 v1_x = gsl_ran_gaussian(sigma);
1249 v1_y = gsl_ran_gaussian(sigma);
1250 v1_z = gsl_ran_gaussian(sigma);
1251 return normalize(forward + cliptoplane(v1, forward));
1253 else if(sstyle == 5) // 1-r
1255 sigma = spread * 1.154700538379252; // match baseline stddev
1256 v1 = findperpendicular(forward);
1257 v2 = cross(forward, v1);
1258 // random point on unit circle
1259 dx = random() * 2 * M_PI;
1262 // radius in our dist function
1264 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1265 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1267 else if(sstyle == 6) // 1-r^2
1269 sigma = spread * 1.095445115010332; // match baseline stddev
1270 v1 = findperpendicular(forward);
1271 v2 = cross(forward, v1);
1272 // random point on unit circle
1273 dx = random() * 2 * M_PI;
1276 // radius in our dist function
1280 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1282 else if(sstyle == 7) // (1-r) (2-r)
1284 sigma = spread * 1.224744871391589; // match baseline stddev
1285 v1 = findperpendicular(forward);
1286 v2 = cross(forward, v1);
1287 // random point on unit circle
1288 dx = random() * 2 * M_PI;
1291 // radius in our dist function
1295 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1298 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)!");
1301 * how to derive falloff functions:
1302 * rho(r) := (2-r) * (1-r);
1305 * rhor(r) := r * rho(r);
1306 * cr(t) := integrate(rhor(r), r, a, t);
1307 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1308 * variance : scr(b) / cr(b);
1309 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1310 * sqrt(0.4 / variance), numer;
1316 float mspercallsstyle;
1317 float mspercallcount;
1319 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1321 if(missile.owner == world)
1322 error("Unowned missile");
1324 dir = dir + upDir * (pUpSpeed / pSpeed);
1325 dir_z += pZSpeed / pSpeed;
1326 pSpeed *= vlen(dir);
1327 dir = normalize(dir);
1330 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1332 mspercallsum = mspercallcount = 0;
1333 mspercallsstyle = autocvar_g_projectiles_spread_style;
1335 mspercallsum -= gettime(GETTIME_HIRES);
1337 dir = W_CalculateProjectileSpread(dir, spread);
1339 mspercallsum += gettime(GETTIME_HIRES);
1340 mspercallcount += 1;
1341 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1344 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1347 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1349 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1352 #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"), FALSE)
1353 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1355 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1357 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1360 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1363 self.clip_load -= ammo_use;
1364 self.(weapon_load[self.weapon]) = self.clip_load;
1367 self.(self.current_ammo) -= ammo_use;
1370 // weapon reloading code
1372 .float reload_ammo_amount, reload_ammo_min, reload_time;
1373 .float reload_complain;
1374 .string reload_sound;
1376 void W_ReloadedAndReady()
1378 // finish the reloading process, and do the ammo transfer
1380 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1382 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1383 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1384 self.clip_load = self.reload_ammo_amount;
1387 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1389 self.clip_load += 1;
1390 self.(self.current_ammo) -= 1;
1393 self.(weapon_load[self.weapon]) = self.clip_load;
1395 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1396 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1397 // so your weapon is disabled for a few seconds without reason
1399 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1404 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1406 // set global values to work with
1408 self.reload_ammo_min = sent_ammo_min;
1409 self.reload_ammo_amount = sent_ammo_amount;
1410 self.reload_time = sent_time;
1411 self.reload_sound = sent_sound;
1413 // check if we meet the necessary conditions to reload
1416 e = get_weaponinfo(self.weapon);
1418 // don't reload weapons that don't have the RELOADABLE flag
1419 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1421 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1425 // return if reloading is disabled for this weapon
1426 if(!self.reload_ammo_amount)
1429 // our weapon is fully loaded, no need to reload
1430 if (self.clip_load >= self.reload_ammo_amount)
1433 // no ammo, so nothing to load
1434 if(!self.(self.current_ammo) && self.reload_ammo_min)
1435 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1437 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1439 play2(self, "weapons/unavailable.wav");
1440 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1441 self.reload_complain = time + 1;
1443 // switch away if the amount of ammo is not enough to keep using this weapon
1444 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1446 self.clip_load = -1; // reload later
1447 W_SwitchToOtherWeapon(self);
1452 if (self.weaponentity)
1454 if (self.weaponentity.wframe == WFRAME_RELOAD)
1457 // allow switching away while reloading, but this will cause a new reload!
1458 self.weaponentity.state = WS_READY;
1461 // now begin the reloading process
1463 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1465 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1466 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1467 // so your weapon is disabled for a few seconds without reason
1469 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1471 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1473 if(self.clip_load < 0)
1475 self.old_clip_load = self.clip_load;
1476 self.clip_load = self.(weapon_load[self.weapon]) = -1;