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 * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("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"));
129 // this function calculates w_shotorg and w_shotdir based on the weapon model
130 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
131 // make sure you call makevectors first (FIXME?)
132 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
134 float nudge = 1; // added to traceline target and subtracted from result
135 local vector trueaimpoint;
136 local float oldsolid;
138 oldsolid = ent.dphitcontentsmask;
139 if(ent.weapon == WEP_CAMPINGRIFLE)
140 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 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));
145 // passing world, because we do NOT want it to touch dphitcontentsmask
147 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
154 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
160 if not(inWarmupStage) {
162 w = get_weaponinfo(ent.weapon);
163 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
164 ent.stats_fired[ent.weapon - 1] += maxdamage;
165 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
173 vecs = ent.weaponentity.movedir;
179 if(debug_shotorg != '0 0 0')
180 vecs = debug_shotorg;
182 dv = v_right * vecs_y + v_up * vecs_z;
183 w_shotorg = ent.origin + ent.view_ofs + dv;
185 // now move the shotorg forward as much as requested if possible
188 if(ent.antilag_debug)
189 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
191 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
194 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
195 w_shotorg = trace_endpos - v_forward * nudge;
196 // calculate the shotdir from the chosen shotorg
197 w_shotdir = normalize(trueaimpoint - w_shotorg);
200 if (!ent.cvar_cl_noantilag)
202 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
204 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
205 if (!trace_ent.takedamage)
207 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
208 if (trace_ent.takedamage && trace_ent.classname == "player")
212 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
214 w_shotdir = normalize(trace_ent.origin - w_shotorg);
218 else if(cvar("g_antilag") == 3) // client side hitscan
220 // this part MUST use prydon cursor
221 if (ent.cursor_trace_ent) // client was aiming at someone
222 if (ent.cursor_trace_ent != ent) // just to make sure
223 if (ent.cursor_trace_ent.takedamage) // and that person is killable
224 if (ent.cursor_trace_ent.classname == "player") // and actually a player
226 // verify that the shot would miss without antilag
227 // (avoids an issue where guns would always shoot at their origin)
228 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
229 if (!trace_ent.takedamage)
231 // verify that the shot would hit if altered
232 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
233 if (trace_ent == ent.cursor_trace_ent)
234 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
236 print("antilag fail\n");
242 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
245 ent.punchangle_x = recoil * -1;
249 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
252 if (ent.items & IT_STRENGTH)
254 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
257 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
258 #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)
259 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
261 void LaserTarget_Think()
268 // list of weapons that will use the laser, and the options that enable it
269 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
272 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
277 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
280 // rocket launcher isn't selected, so no laser target.
281 if(self.lasertarget != world)
283 remove(self.lasertarget);
284 self.lasertarget = world;
289 if(!self.lasertarget)
291 // we don't have a lasertarget entity, so spawn one
292 //bprint("create laser target\n");
293 e = self.lasertarget = spawn();
294 e.owner = self.owner; // Its owner is my owner
295 e.classname = "laser_target";
296 e.movetype = MOVETYPE_NOCLIP; // don't touch things
297 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
298 e.scale = 1.25; // make it larger
299 e.alpha = 0.25; // transparency
300 e.colormod = '255 0 0' * (1/255) * 8; // change colors
301 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
302 // make it dynamically glow
303 // you should avoid over-using this, as it can slow down the player's computer.
304 e.glow_color = 251; // red color
308 e = self.lasertarget;
310 // move the laser dot to where the player is looking
312 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
313 offset = '0 0 26' + v_right*3;
314 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
315 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
316 if(trace_plane_normal != '0 0 0')
317 e.angles = vectoangles(trace_plane_normal);
319 e.angles = vectoangles(v_forward);
322 float CL_Weaponentity_CustomizeEntityForClient()
324 self.viewmodelforclient = self.owner;
325 if(other.classname == "spectator")
326 if(other.enemy == self.owner)
327 self.viewmodelforclient = other;
331 float qcweaponanimation;
332 vector weapon_offset = '0 -10 0';
333 vector weapon_adjust = '10 0 -15';
334 .vector weapon_morph0origin;
335 .vector weapon_morph0angles;
336 .float weapon_morph0time;
337 .vector weapon_morph1origin;
338 .vector weapon_morph1angles;
339 .float weapon_morph1time;
340 .vector weapon_morph2origin;
341 .vector weapon_morph2angles;
342 .float weapon_morph2time;
343 .vector weapon_morph3origin;
344 .vector weapon_morph3angles;
345 .float weapon_morph3time;
346 .vector weapon_morph4origin;
347 .vector weapon_morph4angles;
348 .float weapon_morph4time;
350 #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)
355 * 1. simple animated model, muzzle flash handling on h_ model:
356 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
358 * shot = muzzle end (shot origin, also used for muzzle flashes)
359 * shell = casings ejection point (must be on the right hand side of the gun)
360 * weapon = attachment for v_tuba.md3
361 * v_tuba.md3 - first and third person model
362 * g_tuba.md3 - pickup model
364 * 2. simple animated model, muzzle flash handling on v_ model:
365 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
367 * weapon = attachment for v_tuba.md3
368 * v_tuba.md3 - first and third person model
370 * shot = muzzle end (shot origin, also used for muzzle flashes)
371 * shell = casings ejection point (must be on the right hand side of the gun)
372 * g_tuba.md3 - pickup model
374 * 3. fully animated model, muzzle flash handling on h_ model:
375 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
377 * shot = muzzle end (shot origin, also used for muzzle flashes)
378 * shell = casings ejection point (must be on the right hand side of the gun)
379 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
380 * v_tuba.md3 - third person model
381 * g_tuba.md3 - pickup model
383 * 4. fully animated model, muzzle flash handling on v_ model:
384 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
386 * shot = muzzle end (shot origin)
387 * shell = casings ejection point (must be on the right hand side of the gun)
388 * v_tuba.md3 - third person model
390 * shot = muzzle end (for muzzle flashes)
391 * g_tuba.md3 - pickup model
394 void CL_Weaponentity_Think()
396 float tb, v_shot_idx;
397 self.nextthink = time;
398 if (intermission_running)
399 self.frame = self.anim_idle_x;
400 if (self.owner.weaponentity != self)
402 if (self.weaponentity)
403 remove(self.weaponentity);
407 if (self.owner.deadflag != DEAD_NO)
410 if (self.weaponentity)
411 self.weaponentity.model = "";
414 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
416 self.cnt = self.owner.weapon;
417 self.dmg = self.owner.modelindex;
418 self.deadflag = self.owner.deadflag;
422 if (self.owner.weaponname != "")
424 // if there is a child entity, hide it until we're sure we use it
425 if (self.weaponentity)
426 self.weaponentity.model = "";
427 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
428 v_shot_idx = gettagindex(self, "shot"); // used later
430 v_shot_idx = gettagindex(self, "tag_shot");
432 if(qcweaponanimation)
434 self.angles = '0 0 0';
435 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
436 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
437 self.movedir_x += 32;
438 self.spawnorigin = self.movedir;
439 // oldorigin - not calculated here
443 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
444 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
445 animfile = fopen(animfilename, FILE_READ);
446 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
447 self.anim_fire1 = '0 1 0.01';
448 self.anim_fire2 = '1 1 0.01';
449 self.anim_idle = '2 1 0.01';
450 self.anim_reload = '3 1 0.01';
453 animparseerror = FALSE;
454 self.anim_fire1 = animparseline(animfile);
455 self.anim_fire2 = animparseline(animfile);
456 self.anim_idle = animparseline(animfile);
457 self.anim_reload = animparseline(animfile);
460 print("Parse error in ", animfilename, ", some player animations are broken\n");
463 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
464 // if we don't, this is a "real" animated model
465 if(gettagindex(self, "weapon"))
467 if (!self.weaponentity)
468 self.weaponentity = spawn();
469 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
470 setattachment(self.weaponentity, self, "weapon");
472 else if(gettagindex(self, "tag_weapon"))
474 if (!self.weaponentity)
475 self.weaponentity = spawn();
476 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
477 setattachment(self.weaponentity, self, "tag_weapon");
481 if(self.weaponentity)
482 remove(self.weaponentity);
483 self.weaponentity = world;
486 setorigin(self,'0 0 0');
487 self.angles = '0 0 0';
489 self.viewmodelforclient = world;
493 if(v_shot_idx) // v_ model attached to invisible h_ model
495 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
499 idx = gettagindex(self, "shot");
501 idx = gettagindex(self, "tag_shot");
503 self.movedir = gettaginfo(self, idx);
506 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
507 self.movedir = '0 0 0';
511 if(self.weaponentity) // v_ model attached to invisible h_ model
513 idx = gettagindex(self.weaponentity, "shell");
515 idx = gettagindex(self.weaponentity, "tag_shell");
517 self.spawnorigin = gettaginfo(self.weaponentity, idx);
523 idx = gettagindex(self, "shell");
525 idx = gettagindex(self, "tag_shell");
527 self.spawnorigin = gettaginfo(self, idx);
530 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
531 self.spawnorigin = self.movedir;
537 self.oldorigin = '0 0 0'; // use regular attachment
541 if(self.weaponentity)
543 idx = gettagindex(self, "weapon");
545 idx = gettagindex(self, "tag_weapon");
549 idx = gettagindex(self, "handle");
551 idx = gettagindex(self, "tag_handle");
555 self.oldorigin = self.movedir - gettaginfo(self, idx);
559 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");
560 self.oldorigin = '0 0 0'; // there is no way to recover from this
564 self.viewmodelforclient = self.owner;
570 if(self.weaponentity)
571 remove(self.weaponentity);
572 self.weaponentity = world;
573 self.movedir = '0 0 0';
574 self.spawnorigin = '0 0 0';
575 self.oldorigin = '0 0 0';
576 self.anim_fire1 = '0 1 0.01';
577 self.anim_fire2 = '0 1 0.01';
578 self.anim_idle = '0 1 0.01';
579 self.anim_reload = '0 1 0.01';
582 self.view_ofs = '0 0 0';
584 if(self.movedir_x >= 0)
588 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
589 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
591 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
592 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
594 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
596 // check if an instant weapon switch occurred
597 if (qcweaponanimation)
599 if (self.state == WS_READY)
601 self.angles = '0 0 0';
602 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
603 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
607 setorigin(self, self.view_ofs);
608 // reset animstate now
609 self.wframe = WFRAME_IDLE;
610 self.weapon_morph0time = 0;
611 self.weapon_morph1time = 0;
612 self.weapon_morph2time = 0;
613 self.weapon_morph3time = 0;
614 self.weapon_morph4time = 0;
615 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
618 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
619 self.effects = self.owner.effects & EFMASK_CHEAP;
620 self.effects &~= EF_LOWPRECISION;
621 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
622 self.effects &~= EF_TELEPORT_BIT;
623 self.effects &~= EF_RESTARTANIM_BIT;
626 if(self.owner.alpha == default_player_alpha)
627 self.alpha = default_weapon_alpha;
628 else if(self.owner.alpha != 0)
629 self.alpha = self.owner.alpha;
633 self.colormap = self.owner.colormap;
634 if (self.weaponentity)
636 self.weaponentity.effects = self.effects;
637 self.weaponentity.alpha = self.alpha;
638 self.weaponentity.colormap = self.colormap;
641 self.angles = '0 0 0';
644 if (self.state == WS_RAISE && !intermission_running)
646 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
647 self.angles_x = -90 * f * f;
648 if (qcweaponanimation)
650 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
651 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
654 else if (self.state == WS_DROP && !intermission_running)
656 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
657 self.angles_x = -90 * f * f;
658 if (qcweaponanimation)
660 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
661 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
664 else if (self.state == WS_CLEAR)
667 self.angles_x = -90 * f * f;
668 if (qcweaponanimation)
670 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
671 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
674 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
676 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
677 f = 1 - pow(1 - f, 3);
678 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
679 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
681 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
683 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
684 f = 1 - pow(1 - f, 3);
685 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
686 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
688 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
690 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
691 f = 1 - pow(1 - f, 3);
692 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
693 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
695 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
697 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
698 f = 1 - pow(1 - f, 3);
699 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
700 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
702 else if (qcweaponanimation)
704 // begin a new idle morph
705 self.owner.weapon_morph0time = time;
706 self.owner.weapon_morph0angles = self.angles;
707 self.owner.weapon_morph0origin = self.origin;
715 // turn gun to the left to look at it
717 self.owner.weapon_morph1time = time + t * 0.2;
718 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
719 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');
720 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
722 self.owner.weapon_morph2time = time + t * 0.6;
723 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
724 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');
725 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
727 self.owner.weapon_morph3time = time + t;
728 self.owner.weapon_morph3angles = '0 0 0';
729 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');
730 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
734 // raise the gun a bit
736 self.owner.weapon_morph1time = time + t * 0.2;
737 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
738 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');
739 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
741 self.owner.weapon_morph2time = time + t * 0.5;
742 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
743 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');
744 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
746 self.owner.weapon_morph3time = time + t;
747 self.owner.weapon_morph3angles = '0 0 0';
748 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');
749 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
755 self.owner.weapon_morph1time = time + t * 0.3;
756 self.owner.weapon_morph1angles = randomvec() * 6;
757 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');
758 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
760 self.owner.weapon_morph2time = time + t * 0.7;
761 self.owner.weapon_morph2angles = randomvec() * 6;
762 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');
763 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
765 self.owner.weapon_morph3time = time + t;
766 self.owner.weapon_morph3angles = '0 0 0';
767 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');
768 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
772 // hold it mostly steady
773 t = random() * 6 + 4;
774 self.owner.weapon_morph1time = time + t * 0.2;
775 self.owner.weapon_morph1angles = randomvec() * 1;
776 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');
777 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
779 self.owner.weapon_morph2time = time + t * 0.5;
780 self.owner.weapon_morph2angles = randomvec() * 1;
781 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');
782 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
784 self.owner.weapon_morph3time = time + t * 0.7;
785 self.owner.weapon_morph3angles = randomvec() * 1;
786 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');
787 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
790 self.owner.weapon_morph4time = time + t;
791 self.owner.weapon_morph4angles = '0 0 0';
792 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');
793 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
797 // create or update the lasertarget entity
801 void CL_ExteriorWeaponentity_Think()
805 self.nextthink = time;
806 if (self.owner.exteriorweaponentity != self)
811 if (self.owner.deadflag != DEAD_NO)
816 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
818 self.cnt = self.owner.weapon;
819 self.dmg = self.owner.modelindex;
820 self.deadflag = self.owner.deadflag;
821 if (self.owner.weaponname != "")
822 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
826 if((tag_found = gettagindex(self.owner, "tag_weapon")))
828 self.tag_index = tag_found;
829 self.tag_entity = self.owner;
832 setattachment(self, self.owner, "bip01 r hand");
834 // if that didn't find a tag, hide the exterior weapon model
838 self.effects = self.owner.effects;
839 if(sv_pitch_min == sv_pitch_max)
840 self.effects |= EF_LOWPRECISION;
842 self.effects &~= EF_LOWPRECISION;
843 self.effects = self.effects & EFMASK_CHEAP; // eat performance
844 if(self.owner.alpha == default_player_alpha)
845 self.alpha = default_weapon_alpha;
846 else if(self.owner.alpha != 0)
847 self.alpha = self.owner.alpha;
851 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
855 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
857 ang_y = self.owner.v_angle_y;
859 var vector v = v_forward;
860 var float t = self.tag_entity.frame1time;
861 var float f = self.tag_entity.frame;
862 self.tag_entity.frame1time = time;
863 self.tag_entity.frame = self.tag_entity.anim_idle_x;
864 gettaginfo(self.tag_entity, self.tag_index);
865 self.tag_entity.frame1time = t;
866 self.tag_entity.frame = f;
867 // untransform v according to this coordinate space
872 self.angles = vectoangles(w);
876 ang_x = -/* don't ask */ang_x;
880 self.colormap = self.owner.colormap;
883 // spawning weaponentity for client
884 void CL_SpawnWeaponentity()
886 self.weaponentity = spawn();
887 self.weaponentity.classname = "weaponentity";
888 self.weaponentity.solid = SOLID_NOT;
889 self.weaponentity.owner = self;
890 setmodel(self.weaponentity, ""); // precision set when changed
891 setorigin(self.weaponentity, '0 0 0');
892 self.weaponentity.angles = '0 0 0';
893 self.weaponentity.viewmodelforclient = self;
894 self.weaponentity.flags = 0;
895 self.weaponentity.think = CL_Weaponentity_Think;
896 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
897 self.weaponentity.nextthink = time;
899 self.exteriorweaponentity = spawn();
900 self.exteriorweaponentity.classname = "exteriorweaponentity";
901 self.exteriorweaponentity.solid = SOLID_NOT;
902 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
903 self.exteriorweaponentity.owner = self;
904 setorigin(self.exteriorweaponentity, '0 0 0');
905 self.exteriorweaponentity.angles = '0 0 0';
906 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
907 self.exteriorweaponentity.nextthink = time;
910 .float hasweapon_complain_spam;
912 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
914 local float weaponbit, f;
915 local entity oldself;
917 if(time < self.hasweapon_complain_spam)
920 self.hasweapon_complain_spam = time + 0.2;
922 if (wpn < WEP_FIRST || wpn > WEP_LAST)
925 sprint(self, "Invalid weapon\n");
928 weaponbit = W_WeaponBit(wpn);
929 if (cl.weapons & weaponbit)
933 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
941 f = weapon_action(wpn, WR_CHECKAMMO1);
942 f = f + weapon_action(wpn, WR_CHECKAMMO2);
948 if(clienttype(cl) == CLIENTTYPE_REAL)
950 play2(cl, "weapons/unavailable.wav");
951 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
961 // Report Proper Weapon Status / Modified Weapon Ownership Message
962 if(weaponsInMap & weaponbit)
964 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
966 if(cvar("g_showweaponspawns"))
971 e = get_weaponinfo(wpn);
974 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
976 if(e.classname == "droppedweapon")
978 if not(e.flags & FL_ITEM)
980 WaypointSprite_Spawn(
992 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
994 play2(cl, "weapons/unavailable.wav");
1002 if (self.weapon != -1)
1004 if (self.weaponentity)
1006 self.weaponentity.state = WS_CLEAR;
1007 self.weaponentity.effects = 0;
1013 if (self.weaponentity)
1014 self.weaponentity.state = WS_READY;
1015 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1018 // Setup weapon for client (after this raise frame will be launched)
1019 void weapon_setup(float windex)
1022 qcweaponanimation = cvar("sv_qcweaponanimation");
1023 e = get_weaponinfo(windex);
1024 self.items &~= IT_AMMO;
1025 self.items = self.items | e.items;
1027 // the two weapon entities will notice this has changed and update their models
1028 self.weapon = windex;
1029 self.weaponname = e.mdl;
1030 self.bulletcounter = 0;
1033 // perform weapon to attack (weaponstate and attack_finished check is here)
1034 .float race_penalty;
1035 float weapon_prepareattack(float secondary, float attacktime)
1037 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1038 //if all players readied up and the countdown is running
1039 if(time < game_starttime || time < self.race_penalty) {
1043 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1044 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1046 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1048 w = W_WeaponBit(self.weapon);
1050 ww = w_getbestweapon(self);
1053 W_SwitchWeapon_Force(self, ww);
1057 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1060 // do not even think about shooting if switching
1061 if(self.switchweapon != self.weapon)
1066 // don't fire if previous attack is not finished
1067 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1069 // don't fire while changing weapon
1070 if (self.weaponentity.state != WS_READY)
1073 self.weaponentity.state = WS_INUSE;
1075 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1077 // if the weapon hasn't been firing continuously, reset the timer
1080 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1082 ATTACK_FINISHED(self) = time;
1083 //dprint("resetting attack finished to ", ftos(time), "\n");
1085 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1087 self.bulletcounter += 1;
1088 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1092 void weapon_thinkf(float fr, float t, void() func)
1098 if(fr == WFRAME_DONTCHANGE)
1100 fr = self.weaponentity.wframe;
1101 restartanim = FALSE;
1103 else if (fr == WFRAME_IDLE)
1104 restartanim = FALSE;
1112 if (self.weaponentity)
1114 self.weaponentity.wframe = fr;
1115 if (qcweaponanimation)
1117 if (fr != WFRAME_IDLE)
1119 self.weapon_morph0time = time;
1120 self.weapon_morph0angles = self.weaponentity.angles;
1121 self.weapon_morph0origin = self.weaponentity.origin;
1123 self.weapon_morph1angles = '0 0 0';
1124 self.weapon_morph1time = time + t;
1125 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1126 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1128 self.weapon_morph2angles = '0 0 0';
1129 self.weapon_morph2time = time + t;
1130 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1131 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1133 self.weapon_morph3angles = '0 0 0';
1134 self.weapon_morph3time = time + t;
1135 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1136 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1138 self.weapon_morph4angles = '0 0 0';
1139 self.weapon_morph4time = time + t;
1140 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1141 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1143 if (fr == WFRAME_FIRE1)
1145 self.weapon_morph1angles = '5 0 0';
1146 self.weapon_morph1time = time + t * 0.1;
1147 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1148 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1149 self.weapon_morph4time = time + t + 1; // delay idle effect
1151 else if (fr == WFRAME_FIRE2)
1153 self.weapon_morph1angles = '10 0 0';
1154 self.weapon_morph1time = time + t * 0.1;
1155 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1156 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1157 self.weapon_morph4time = time + t + 1; // delay idle effect
1159 else if (fr == WFRAME_RELOAD)
1161 self.weapon_morph1time = time + t * 0.05;
1162 self.weapon_morph1angles = '-10 40 0';
1163 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1164 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1166 self.weapon_morph2time = time + t * 0.15;
1167 self.weapon_morph2angles = '-10 40 5';
1168 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1169 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1171 self.weapon_morph3time = time + t * 0.25;
1172 self.weapon_morph3angles = '-10 40 0';
1173 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1174 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1180 if (fr == WFRAME_IDLE)
1181 a = self.weaponentity.anim_idle;
1182 else if (fr == WFRAME_FIRE1)
1183 a = self.weaponentity.anim_fire1;
1184 else if (fr == WFRAME_FIRE2)
1185 a = self.weaponentity.anim_fire2;
1186 else if (fr == WFRAME_RELOAD)
1187 a = self.weaponentity.anim_reload;
1188 a_z *= g_weaponratefactor;
1189 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1197 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1199 backtrace("Tried to override initial weapon think function - should this really happen?");
1202 t *= W_WeaponRateFactor();
1204 // VorteX: haste can be added here
1205 if (self.weapon_think == w_ready)
1207 self.weapon_nextthink = time;
1208 //dprint("started firing at ", ftos(time), "\n");
1210 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1212 self.weapon_nextthink = time;
1213 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1215 self.weapon_nextthink = self.weapon_nextthink + t;
1216 self.weapon_think = func;
1217 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1221 if (!self.crouch) // shoot anim stands up, this looks bad
1224 anim = self.anim_shoot;
1225 anim_z = anim_y / (t + sys_frametime);
1226 setanim(self, anim, FALSE, TRUE, TRUE);
1230 void weapon_boblayer1(float spd, vector org)
1232 // VorteX: haste can be added here
1235 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1243 mvelocity = mvelocity * g_weaponspeedfactor;
1245 mdirection = normalize(mvelocity);
1246 mspeed = vlen(mvelocity);
1248 nstyle = cvar("g_projectiles_newton_style");
1251 // absolute velocity
1252 outvelocity = mvelocity;
1254 else if(nstyle == 1)
1256 // true Newtonian projectiles
1257 outvelocity = pvelocity + mvelocity;
1259 else if(nstyle == 2)
1261 // true Newtonian projectiles with automatic aim adjustment
1263 // solve: |outspeed * mdirection - pvelocity| = mspeed
1264 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1265 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1269 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1270 // velocity without mdirection component > mspeed
1271 // fire at smallest possible mspeed that works?
1272 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1275 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1277 outspeed = solution_y; // the larger one
1280 //outspeed = 0; // slowest possible shot
1281 outspeed = solution_x; // the real part (that is, the average!)
1282 //dprint("impossible shot, adjusting\n");
1285 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1286 outvelocity = mdirection * outspeed;
1288 else if(nstyle == 3)
1290 // pseudo-Newtonian:
1291 outspeed = mspeed + mdirection * pvelocity;
1292 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1293 outvelocity = mdirection * outspeed;
1295 else if(nstyle == 4)
1298 outspeed = mspeed + vlen(pvelocity);
1299 outvelocity = mdirection * outspeed;
1302 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1307 void W_AttachToShotorg(entity flash, vector offset)
1311 flash.angles_z = random() * 360;
1312 if(qcweaponanimation)
1314 setorigin(flash, w_shotorg + w_shotdir * 50);
1315 flash.angles = vectoangles(w_shotdir);
1316 flash.angles_z = random() * 360;
1320 setattachment(flash, self.weaponentity, "shot");
1321 setorigin(flash, offset);
1324 copyentity(flash, xflash);
1326 flash.viewmodelforclient = self;
1328 if(self.weaponentity.oldorigin_x > 0)
1330 setattachment(xflash, self.exteriorweaponentity, "");
1331 setorigin(xflash, self.weaponentity.oldorigin + offset);
1335 setattachment(xflash, self.exteriorweaponentity, "shot");
1340 vector cliptoplane(vector v, vector p)
1342 return v - (v * p) * p;
1345 vector solve_cubic_pq(float p, float q)
1348 D = q*q/4.0 + p*p*p/27.0;
1352 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1353 u = sqrt(-4.0/3.0 * p);
1354 // a in range 0..pi/3
1361 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1363 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1376 return '1 1 0' * v + '0 0 1' * u;
1378 return '0 1 1' * v + '1 0 0' * u;
1383 u = cbrt(-q/2.0 + sqrt(D));
1384 v = cbrt(-q/2.0 - sqrt(D));
1385 return '1 1 1' * (u + v);
1388 vector solve_cubic_abcd(float a, float b, float c, float d)
1394 p = (9*a*c - 3*b*b);
1395 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1396 v = solve_cubic_pq(p, q);
1397 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1399 v += '1 0 -1' * (v_z - v_x); // swap x, z
1403 vector findperpendicular(vector v)
1409 return normalize(cliptoplane(p, v));
1412 vector W_CalculateProjectileSpread(vector forward, float spread)
1418 spread *= g_weaponspreadfactor;
1421 sstyle = cvar("g_projectiles_spread_style");
1425 // this is the baseline for the spread value!
1426 // standard deviation: sqrt(2/5)
1427 // density function: sqrt(1-r^2)
1428 return forward + randomvec() * spread;
1430 else if(sstyle == 1)
1432 // same thing, basically
1433 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1435 else if(sstyle == 2)
1437 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1438 sigma = spread * 0.89442719099991587855; // match baseline stddev
1439 v1 = findperpendicular(forward);
1440 v2 = cross(forward, v1);
1441 // random point on unit circle
1442 dx = random() * 2 * M_PI;
1445 // radius in our dist function
1448 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1450 else if(sstyle == 3) // gauss 3d
1452 sigma = spread * 0.44721359549996; // match baseline stddev
1453 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1455 v1_x += gsl_ran_gaussian(sigma);
1456 v1_y += gsl_ran_gaussian(sigma);
1457 v1_z += gsl_ran_gaussian(sigma);
1460 else if(sstyle == 4) // gauss 2d
1462 sigma = spread * 0.44721359549996; // match baseline stddev
1463 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1464 v1_x = gsl_ran_gaussian(sigma);
1465 v1_y = gsl_ran_gaussian(sigma);
1466 v1_z = gsl_ran_gaussian(sigma);
1467 return normalize(forward + cliptoplane(v1, forward));
1469 else if(sstyle == 5) // 1-r
1471 sigma = spread * 1.154700538379252; // match baseline stddev
1472 v1 = findperpendicular(forward);
1473 v2 = cross(forward, v1);
1474 // random point on unit circle
1475 dx = random() * 2 * M_PI;
1478 // radius in our dist function
1480 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1481 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1483 else if(sstyle == 6) // 1-r^2
1485 sigma = spread * 1.095445115010332; // match baseline stddev
1486 v1 = findperpendicular(forward);
1487 v2 = cross(forward, v1);
1488 // random point on unit circle
1489 dx = random() * 2 * M_PI;
1492 // radius in our dist function
1496 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1498 else if(sstyle == 7) // (1-r) (2-r)
1500 sigma = spread * 1.224744871391589; // match baseline stddev
1501 v1 = findperpendicular(forward);
1502 v2 = cross(forward, v1);
1503 // random point on unit circle
1504 dx = random() * 2 * M_PI;
1507 // radius in our dist function
1511 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1514 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)!");
1517 * how to derive falloff functions:
1518 * rho(r) := (2-r) * (1-r);
1521 * rhor(r) := r * rho(r);
1522 * cr(t) := integrate(rhor(r), r, a, t);
1523 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1524 * variance : scr(b) / cr(b);
1525 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1526 * sqrt(0.4 / variance), numer;
1532 float mspercallsstyle;
1533 float mspercallcount;
1535 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1537 if(missile.owner == world)
1538 error("Unowned missile");
1540 dir = dir + upDir * (pUpSpeed / pSpeed);
1541 dir_z += pZSpeed / pSpeed;
1542 pSpeed *= vlen(dir);
1543 dir = normalize(dir);
1546 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1548 mspercallsum = mspercallcount = 0;
1549 mspercallsstyle = cvar("g_projectiles_spread_style");
1551 mspercallsum -= gettime(GETTIME_HIRES);
1553 dir = W_CalculateProjectileSpread(dir, spread);
1555 mspercallsum += gettime(GETTIME_HIRES);
1556 mspercallcount += 1;
1557 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1560 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1563 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1565 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1568 #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"))
1569 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))