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 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
130 .float prevstrengthsound;
131 .float prevstrengthsoundattempt;
132 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
135 && (player.items & IT_STRENGTH)
136 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
137 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
139 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
140 player.prevstrengthsound = time;
142 player.prevstrengthsoundattempt = time;
145 // this function calculates w_shotorg and w_shotdir based on the weapon model
146 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
147 // make sure you call makevectors first (FIXME?)
148 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)
150 float nudge = 1; // added to traceline target and subtracted from result
153 oldsolid = ent.dphitcontentsmask;
154 if(ent.weapon == WEP_RIFLE)
155 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
157 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
159 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
160 // passing world, because we do NOT want it to touch dphitcontentsmask
162 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
163 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
169 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
174 // un-adjust trueaim if shotend is too close
175 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
176 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
179 if(accuracy_canbegooddamage(ent))
180 accuracy_add(ent, ent.weapon, maxdamage, 0);
182 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
184 if(ent.weaponentity.movedir_x > 0)
185 vecs = ent.weaponentity.movedir;
189 dv = v_right * -vecs_y + v_up * vecs_z;
190 w_shotorg = ent.origin + ent.view_ofs + dv;
192 // now move the shotorg forward as much as requested if possible
195 if(ent.antilag_debug)
196 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
198 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
201 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
202 w_shotorg = trace_endpos - v_forward * nudge;
203 // calculate the shotdir from the chosen shotorg
204 w_shotdir = normalize(w_shotend - w_shotorg);
207 if (!ent.cvar_cl_noantilag)
209 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
211 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
212 if (!trace_ent.takedamage)
214 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
215 if (trace_ent.takedamage && trace_ent.classname == "player")
219 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
221 w_shotdir = normalize(trace_ent.origin - w_shotorg);
225 else if(autocvar_g_antilag == 3) // client side hitscan
227 // this part MUST use prydon cursor
228 if (ent.cursor_trace_ent) // client was aiming at someone
229 if (ent.cursor_trace_ent != ent) // just to make sure
230 if (ent.cursor_trace_ent.takedamage) // and that person is killable
231 if (ent.cursor_trace_ent.classname == "player") // and actually a player
233 // verify that the shot would miss without antilag
234 // (avoids an issue where guns would always shoot at their origin)
235 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
236 if (!trace_ent.takedamage)
238 // verify that the shot would hit if altered
239 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
240 if (trace_ent == ent.cursor_trace_ent)
241 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
243 print("antilag fail\n");
249 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
252 ent.punchangle_x = recoil * -1;
256 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
257 W_PlayStrengthSound(ent);
260 // nudge w_shotend so a trace to w_shotend hits
261 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
264 #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)
265 #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)
266 #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)
267 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
268 #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)
270 float CL_Weaponentity_CustomizeEntityForClient()
272 self.viewmodelforclient = self.owner;
273 if(other.classname == "spectator")
274 if(other.enemy == self.owner)
275 self.viewmodelforclient = other;
282 * 1. simple animated model, muzzle flash handling on h_ model:
283 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
285 * shot = muzzle end (shot origin, also used for muzzle flashes)
286 * shell = casings ejection point (must be on the right hand side of the gun)
287 * weapon = attachment for v_tuba.md3
288 * v_tuba.md3 - first and third person model
289 * g_tuba.md3 - pickup model
291 * 2. simple animated model, muzzle flash handling on v_ model:
292 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
294 * weapon = attachment for v_tuba.md3
295 * v_tuba.md3 - first and third person model
297 * shot = muzzle end (shot origin, also used for muzzle flashes)
298 * shell = casings ejection point (must be on the right hand side of the gun)
299 * g_tuba.md3 - pickup model
301 * 3. fully animated model, muzzle flash handling on h_ model:
302 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
304 * shot = muzzle end (shot origin, also used for muzzle flashes)
305 * shell = casings ejection point (must be on the right hand side of the gun)
306 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
307 * v_tuba.md3 - third person model
308 * g_tuba.md3 - pickup model
310 * 4. fully animated model, muzzle flash handling on v_ model:
311 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
313 * shot = muzzle end (shot origin)
314 * shell = casings ejection point (must be on the right hand side of the gun)
315 * v_tuba.md3 - third person model
317 * shot = muzzle end (for muzzle flashes)
318 * g_tuba.md3 - pickup model
322 // self.origin, self.angles
324 // self.movedir, self.view_ofs
328 // call again with ""
330 void CL_WeaponEntity_SetModel(string name)
335 // if there is a child entity, hide it until we're sure we use it
336 if (self.weaponentity)
337 self.weaponentity.model = "";
338 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
339 v_shot_idx = gettagindex(self, "shot"); // used later
341 v_shot_idx = gettagindex(self, "tag_shot");
343 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
344 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
345 self.anim_fire1 = animfixfps(self, '0 1 0.01');
346 self.anim_fire2 = animfixfps(self, '1 1 0.01');
347 self.anim_idle = animfixfps(self, '2 1 0.01');
348 self.anim_reload = animfixfps(self, '3 1 0.01');
350 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
351 // if we don't, this is a "real" animated model
352 if(gettagindex(self, "weapon"))
354 if (!self.weaponentity)
355 self.weaponentity = spawn();
356 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
357 setattachment(self.weaponentity, self, "weapon");
359 else if(gettagindex(self, "tag_weapon"))
361 if (!self.weaponentity)
362 self.weaponentity = spawn();
363 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
364 setattachment(self.weaponentity, self, "tag_weapon");
368 if(self.weaponentity)
369 remove(self.weaponentity);
370 self.weaponentity = world;
373 setorigin(self,'0 0 0');
374 self.angles = '0 0 0';
376 self.viewmodelforclient = world;
380 if(v_shot_idx) // v_ model attached to invisible h_ model
382 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
386 idx = gettagindex(self, "shot");
388 idx = gettagindex(self, "tag_shot");
390 self.movedir = gettaginfo(self, idx);
393 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
394 self.movedir = '0 0 0';
398 if(self.weaponentity) // v_ model attached to invisible h_ model
400 idx = gettagindex(self.weaponentity, "shell");
402 idx = gettagindex(self.weaponentity, "tag_shell");
404 self.spawnorigin = gettaginfo(self.weaponentity, idx);
410 idx = gettagindex(self, "shell");
412 idx = gettagindex(self, "tag_shell");
414 self.spawnorigin = gettaginfo(self, idx);
417 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
418 self.spawnorigin = self.movedir;
424 self.oldorigin = '0 0 0'; // use regular attachment
428 if(self.weaponentity)
430 idx = gettagindex(self, "weapon");
432 idx = gettagindex(self, "tag_weapon");
436 idx = gettagindex(self, "handle");
438 idx = gettagindex(self, "tag_handle");
442 self.oldorigin = self.movedir - gettaginfo(self, idx);
446 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");
447 self.oldorigin = '0 0 0'; // there is no way to recover from this
451 self.viewmodelforclient = self.owner;
456 if(self.weaponentity)
457 remove(self.weaponentity);
458 self.weaponentity = world;
459 self.movedir = '0 0 0';
460 self.spawnorigin = '0 0 0';
461 self.oldorigin = '0 0 0';
462 self.anim_fire1 = '0 1 0.01';
463 self.anim_fire2 = '0 1 0.01';
464 self.anim_idle = '0 1 0.01';
465 self.anim_reload = '0 1 0.01';
468 self.view_ofs = '0 0 0';
470 if(self.movedir_x >= 0)
474 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
475 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
477 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
478 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
480 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
482 // check if an instant weapon switch occurred
483 setorigin(self, self.view_ofs);
484 // reset animstate now
485 self.wframe = WFRAME_IDLE;
486 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
489 vector CL_Weapon_GetShotOrg(float wpn)
493 wi = get_weaponinfo(wpn);
496 CL_WeaponEntity_SetModel(wi.mdl);
498 CL_WeaponEntity_SetModel("");
504 void CL_Weaponentity_Think()
507 self.nextthink = time;
508 if (intermission_running)
509 self.frame = self.anim_idle_x;
510 if (self.owner.weaponentity != self)
512 if (self.weaponentity)
513 remove(self.weaponentity);
517 if (self.owner.deadflag != DEAD_NO)
520 if (self.weaponentity)
521 self.weaponentity.model = "";
524 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
526 self.weaponname = self.owner.weaponname;
527 self.dmg = self.owner.modelindex;
528 self.deadflag = self.owner.deadflag;
530 CL_WeaponEntity_SetModel(self.owner.weaponname);
533 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
534 self.effects = self.owner.effects & EFMASK_CHEAP;
535 self.effects &~= EF_LOWPRECISION;
536 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
537 self.effects &~= EF_TELEPORT_BIT;
538 self.effects &~= EF_RESTARTANIM_BIT;
541 if(self.owner.alpha == default_player_alpha)
542 self.alpha = default_weapon_alpha;
543 else if(self.owner.alpha != 0)
544 self.alpha = self.owner.alpha;
548 self.glowmod = self.owner.weaponentity_glowmod;
549 self.colormap = self.owner.colormap;
550 if (self.weaponentity)
552 self.weaponentity.effects = self.effects;
553 self.weaponentity.alpha = self.alpha;
554 self.weaponentity.colormap = self.colormap;
555 self.weaponentity.glowmod = self.glowmod;
558 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 // if that didn't find a tag, hide the exterior weapon model
615 self.effects = self.owner.effects;
616 if(sv_pitch_min == sv_pitch_max)
617 self.effects |= EF_LOWPRECISION;
619 self.effects &~= EF_LOWPRECISION;
620 self.effects = self.effects & EFMASK_CHEAP; // eat performance
621 if(self.owner.alpha == default_player_alpha)
622 self.alpha = default_weapon_alpha;
623 else if(self.owner.alpha != 0)
624 self.alpha = self.owner.alpha;
628 if (!intermission_running)
630 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
634 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
636 ang_y = self.owner.v_angle_y;
638 var vector v = v_forward;
639 var float t = self.tag_entity.frame1time;
640 var float f = self.tag_entity.frame;
641 self.tag_entity.frame1time = time;
642 self.tag_entity.frame = self.tag_entity.anim_idle_x;
643 gettaginfo(self.tag_entity, self.tag_index);
644 self.tag_entity.frame1time = t;
645 self.tag_entity.frame = f;
646 // untransform v according to this coordinate space
651 self.angles = vectoangles(w);
655 ang_x = -/* don't ask */ang_x;
659 if(autocvar_g_loituma)
664 t = time * autocvar_g_loituma;
666 modangles_x = t * 360;
671 AnglesTransform_ToAngles(
672 AnglesTransform_Multiply(
673 AnglesTransform_FromAngles(self.angles),
674 AnglesTransform_FromAngles(modangles)
680 self.glowmod = self.owner.weaponentity_glowmod;
681 self.colormap = self.owner.colormap;
683 CSQCMODEL_AUTOUPDATE();
686 // spawning weaponentity for client
687 void CL_SpawnWeaponentity()
689 self.weaponentity = spawn();
690 self.weaponentity.classname = "weaponentity";
691 self.weaponentity.solid = SOLID_NOT;
692 self.weaponentity.owner = self;
693 setmodel(self.weaponentity, ""); // precision set when changed
694 setorigin(self.weaponentity, '0 0 0');
695 self.weaponentity.angles = '0 0 0';
696 self.weaponentity.viewmodelforclient = self;
697 self.weaponentity.flags = 0;
698 self.weaponentity.think = CL_Weaponentity_Think;
699 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
700 self.weaponentity.nextthink = time;
702 self.exteriorweaponentity = spawn();
703 self.exteriorweaponentity.classname = "exteriorweaponentity";
704 self.exteriorweaponentity.solid = SOLID_NOT;
705 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
706 self.exteriorweaponentity.owner = self;
707 setorigin(self.exteriorweaponentity, '0 0 0');
708 self.exteriorweaponentity.angles = '0 0 0';
709 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
710 self.exteriorweaponentity.nextthink = time;
713 entity oldself = self;
714 self = self.exteriorweaponentity;
715 CSQCMODEL_AUTOINIT();
720 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
723 WriteByte(MSG_ONE, SVC_TEMPENTITY);
724 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
725 WriteByte(MSG_ONE, wpn);
726 WriteString(MSG_ONE, wpnname);
727 WriteByte(MSG_ONE, type);
730 .float hasweapon_complain_spam;
732 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
737 if(time < self.hasweapon_complain_spam)
740 self.hasweapon_complain_spam = time + 0.2;
742 if (wpn < WEP_FIRST || wpn > WEP_LAST)
745 sprint(self, "Invalid weapon\n");
748 weaponbit = W_WeaponBit(wpn);
749 if (cl.weapons & weaponbit)
753 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
761 f = weapon_action(wpn, WR_CHECKAMMO1);
762 f = f + weapon_action(wpn, WR_CHECKAMMO2);
764 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
766 if(wpn == WEP_MINE_LAYER)
767 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
775 if(clienttype(cl) == CLIENTTYPE_REAL)
777 play2(cl, "weapons/unavailable.wav");
778 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
779 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
789 // Report Proper Weapon Status / Modified Weapon Ownership Message
790 if(weaponsInMap & weaponbit)
792 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
793 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
795 if(autocvar_g_showweaponspawns)
800 e = get_weaponinfo(wpn);
803 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
805 if(e.classname == "droppedweapon")
807 if not(e.flags & FL_ITEM)
809 WaypointSprite_Spawn(
816 RADARICON_NONE, '0 0 0'
823 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
824 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
827 play2(cl, "weapons/unavailable.wav");
835 if (self.weapon != -1)
838 self.switchingweapon = 0;
840 if (self.weaponentity)
842 self.weaponentity.state = WS_CLEAR;
843 self.weaponentity.effects = 0;
849 if (self.weaponentity)
850 self.weaponentity.state = WS_READY;
851 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
854 // Setup weapon for client (after this raise frame will be launched)
855 void weapon_setup(float windex)
858 e = get_weaponinfo(windex);
859 self.items &~= IT_AMMO;
860 self.items = self.items | e.items;
862 // the two weapon entities will notice this has changed and update their models
863 self.weapon = windex;
864 self.switchingweapon = windex; // to make sure
865 self.weaponname = e.mdl;
866 self.bulletcounter = 0;
869 // perform weapon to attack (weaponstate and attack_finished check is here)
870 void W_SwitchToOtherWeapon(entity pl)
872 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
874 w = W_WeaponBit(pl.weapon);
876 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)
1084 mvelocity = mvelocity * g_weaponspeedfactor;
1086 mdirection = normalize(mvelocity);
1087 mspeed = vlen(mvelocity);
1089 nstyle = autocvar_g_projectiles_newton_style;
1090 if(nstyle == 0 || forceAbsolute)
1092 // absolute velocity
1093 outvelocity = mvelocity;
1095 else if(nstyle == 1)
1097 // true Newtonian projectiles
1098 outvelocity = pvelocity + mvelocity;
1100 else if(nstyle == 2)
1102 // true Newtonian projectiles with automatic aim adjustment
1104 // solve: |outspeed * mdirection - pvelocity| = mspeed
1105 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1106 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1110 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1111 // velocity without mdirection component > mspeed
1112 // fire at smallest possible mspeed that works?
1113 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1116 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1118 outspeed = solution_y; // the larger one
1121 //outspeed = 0; // slowest possible shot
1122 outspeed = solution_x; // the real part (that is, the average!)
1123 //dprint("impossible shot, adjusting\n");
1126 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1127 outvelocity = mdirection * outspeed;
1129 else if(nstyle == 3)
1131 // pseudo-Newtonian:
1132 outspeed = mspeed + mdirection * pvelocity;
1133 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1134 outvelocity = mdirection * outspeed;
1136 else if(nstyle == 4)
1139 outspeed = mspeed + vlen(pvelocity);
1140 outvelocity = mdirection * outspeed;
1143 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1148 void W_AttachToShotorg(entity flash, vector offset)
1152 flash.angles_z = random() * 360;
1154 if(gettagindex(self.weaponentity, "shot"))
1155 setattachment(flash, self.weaponentity, "shot");
1157 setattachment(flash, self.weaponentity, "tag_shot");
1158 setorigin(flash, offset);
1161 copyentity(flash, xflash);
1163 flash.viewmodelforclient = self;
1165 if(self.weaponentity.oldorigin_x > 0)
1167 setattachment(xflash, self.exteriorweaponentity, "");
1168 setorigin(xflash, self.weaponentity.oldorigin + offset);
1172 if(gettagindex(self.exteriorweaponentity, "shot"))
1173 setattachment(xflash, self.exteriorweaponentity, "shot");
1175 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1176 setorigin(xflash, offset);
1180 vector cliptoplane(vector v, vector p)
1182 return v - (v * p) * p;
1185 vector solve_cubic_pq(float p, float q)
1188 D = q*q/4.0 + p*p*p/27.0;
1192 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1193 u = sqrt(-4.0/3.0 * p);
1194 // a in range 0..pi/3
1201 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1203 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1216 return '1 1 0' * v + '0 0 1' * u;
1218 return '0 1 1' * v + '1 0 0' * u;
1223 u = cbrt(-q/2.0 + sqrt(D));
1224 v = cbrt(-q/2.0 - sqrt(D));
1225 return '1 1 1' * (u + v);
1228 vector solve_cubic_abcd(float a, float b, float c, float d)
1234 p = (9*a*c - 3*b*b);
1235 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1236 v = solve_cubic_pq(p, q);
1237 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1239 v += '1 0 -1' * (v_z - v_x); // swap x, z
1243 vector findperpendicular(vector v)
1249 return normalize(cliptoplane(p, v));
1252 vector W_CalculateProjectileSpread(vector forward, float spread)
1258 spread *= g_weaponspreadfactor;
1261 sstyle = autocvar_g_projectiles_spread_style;
1265 // this is the baseline for the spread value!
1266 // standard deviation: sqrt(2/5)
1267 // density function: sqrt(1-r^2)
1268 return forward + randomvec() * spread;
1270 else if(sstyle == 1)
1272 // same thing, basically
1273 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1275 else if(sstyle == 2)
1277 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1278 sigma = spread * 0.89442719099991587855; // match baseline stddev
1279 v1 = findperpendicular(forward);
1280 v2 = cross(forward, v1);
1281 // random point on unit circle
1282 dx = random() * 2 * M_PI;
1285 // radius in our dist function
1288 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1290 else if(sstyle == 3) // gauss 3d
1292 sigma = spread * 0.44721359549996; // match baseline stddev
1293 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1295 v1_x += gsl_ran_gaussian(sigma);
1296 v1_y += gsl_ran_gaussian(sigma);
1297 v1_z += gsl_ran_gaussian(sigma);
1300 else if(sstyle == 4) // gauss 2d
1302 sigma = spread * 0.44721359549996; // match baseline stddev
1303 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1304 v1_x = gsl_ran_gaussian(sigma);
1305 v1_y = gsl_ran_gaussian(sigma);
1306 v1_z = gsl_ran_gaussian(sigma);
1307 return normalize(forward + cliptoplane(v1, forward));
1309 else if(sstyle == 5) // 1-r
1311 sigma = spread * 1.154700538379252; // match baseline stddev
1312 v1 = findperpendicular(forward);
1313 v2 = cross(forward, v1);
1314 // random point on unit circle
1315 dx = random() * 2 * M_PI;
1318 // radius in our dist function
1320 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1321 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1323 else if(sstyle == 6) // 1-r^2
1325 sigma = spread * 1.095445115010332; // match baseline stddev
1326 v1 = findperpendicular(forward);
1327 v2 = cross(forward, v1);
1328 // random point on unit circle
1329 dx = random() * 2 * M_PI;
1332 // radius in our dist function
1336 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1338 else if(sstyle == 7) // (1-r) (2-r)
1340 sigma = spread * 1.224744871391589; // match baseline stddev
1341 v1 = findperpendicular(forward);
1342 v2 = cross(forward, v1);
1343 // random point on unit circle
1344 dx = random() * 2 * M_PI;
1347 // radius in our dist function
1351 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1354 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)!");
1357 * how to derive falloff functions:
1358 * rho(r) := (2-r) * (1-r);
1361 * rhor(r) := r * rho(r);
1362 * cr(t) := integrate(rhor(r), r, a, t);
1363 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1364 * variance : scr(b) / cr(b);
1365 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1366 * sqrt(0.4 / variance), numer;
1372 float mspercallsstyle;
1373 float mspercallcount;
1375 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1377 if(missile.owner == world)
1378 error("Unowned missile");
1380 dir = dir + upDir * (pUpSpeed / pSpeed);
1381 dir_z += pZSpeed / pSpeed;
1382 pSpeed *= vlen(dir);
1383 dir = normalize(dir);
1386 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1388 mspercallsum = mspercallcount = 0;
1389 mspercallsstyle = autocvar_g_projectiles_spread_style;
1391 mspercallsum -= gettime(GETTIME_HIRES);
1393 dir = W_CalculateProjectileSpread(dir, spread);
1395 mspercallsum += gettime(GETTIME_HIRES);
1396 mspercallcount += 1;
1397 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1400 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1403 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1405 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1408 #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)
1409 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1411 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1413 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1416 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1419 self.clip_load -= ammo_use;
1420 self.(weapon_load[self.weapon]) = self.clip_load;
1423 self.(self.current_ammo) -= ammo_use;
1426 // weapon reloading code
1428 .float reload_ammo_amount, reload_ammo_min, reload_time;
1429 .float reload_complain;
1430 .string reload_sound;
1432 void W_ReloadedAndReady()
1434 // finish the reloading process, and do the ammo transfer
1436 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1438 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1439 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1440 self.clip_load = self.reload_ammo_amount;
1443 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1445 self.clip_load += 1;
1446 self.(self.current_ammo) -= 1;
1449 self.(weapon_load[self.weapon]) = self.clip_load;
1451 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1452 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1453 // so your weapon is disabled for a few seconds without reason
1455 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1460 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1462 // set global values to work with
1464 self.reload_ammo_min = sent_ammo_min;
1465 self.reload_ammo_amount = sent_ammo_amount;
1466 self.reload_time = sent_time;
1467 self.reload_sound = sent_sound;
1469 // check if we meet the necessary conditions to reload
1472 e = get_weaponinfo(self.weapon);
1474 // don't reload weapons that don't have the RELOADABLE flag
1475 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1477 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1481 // return if reloading is disabled for this weapon
1482 if(!self.reload_ammo_amount)
1485 // our weapon is fully loaded, no need to reload
1486 if (self.clip_load >= self.reload_ammo_amount)
1489 // no ammo, so nothing to load
1490 if(!self.(self.current_ammo) && self.reload_ammo_min)
1491 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1493 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1495 play2(self, "weapons/unavailable.wav");
1496 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1497 self.reload_complain = time + 1;
1499 // switch away if the amount of ammo is not enough to keep using this weapon
1500 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1502 self.clip_load = -1; // reload later
1503 W_SwitchToOtherWeapon(self);
1508 if (self.weaponentity)
1510 if (self.weaponentity.wframe == WFRAME_RELOAD)
1513 // allow switching away while reloading, but this will cause a new reload!
1514 self.weaponentity.state = WS_READY;
1517 // now begin the reloading process
1519 sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1521 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1522 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1523 // so your weapon is disabled for a few seconds without reason
1525 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1527 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1529 if(self.clip_load < 0)
1531 self.old_clip_load = self.clip_load;
1532 self.clip_load = self.(weapon_load[self.weapon]) = -1;