/* =========================================================================== CLIENT WEAPONSYSTEM CODE Bring back W_Weaponframe =========================================================================== */ .float weapon_frametime; float W_WeaponRateFactor() { float t; t = 1.0 / g_weaponratefactor; return t; } void W_SwitchWeapon_Force(entity e, float w) { e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; } .float antilag_debug; // VorteX: static frame globals float WFRAME_DONTCHANGE = -1; float WFRAME_FIRE1 = 0; float WFRAME_FIRE2 = 1; float WFRAME_IDLE = 2; float WFRAME_RELOAD = 3; .float wframe; void(float fr, float t, void() func) weapon_thinkf; vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v) { vector ret; ret_x = screenright * v; ret_y = screenup * v; ret_z = screenforward * v; return ret; } vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v) { float i, j, k; vector mi, ma, thisv, myv, ret; myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org); // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs); for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k) { thisv = targ.origin; if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x; if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y; if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z; thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv); if(i || j || k) { if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x; if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y; //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z; } else { // first run mi = ma = thisv; } } thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v); ret_x = (thisv_x - mi_x) / (ma_x - mi_x); ret_y = (thisv_y - mi_y) / (ma_y - mi_y); ret_z = thisv_z - myv_z; return ret; } void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup) { vector hitplot; vector org; float lag; if(player.hitplotfh >= 0) { lag = ANTILAG_LATENCY(player); if(lag < 0.001) lag = 0; if not(IS_REAL_CLIENT(player)) lag = 0; // only antilag for clients org = player.origin + player.view_ofs; traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag); if(IS_CLIENT(trace_ent)) { antilag_takeback(trace_ent, time - lag); hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos); antilag_restore(trace_ent); fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n")); //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n")); } } } vector w_shotorg; vector w_shotdir; vector w_shotend; .float prevstrengthsound; .float prevstrengthsoundattempt; void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound { if((player.items & IT_STRENGTH) && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold))) { sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM); player.prevstrengthsound = time; } player.prevstrengthsoundattempt = time; } // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) 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) { float nudge = 1; // added to traceline target and subtracted from result float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; if(ent.weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); // passing world, because we do NOT want it to touch dphitcontentsmask else WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; vector vf, vr, vu; vf = v_forward; vr = v_right; vu = v_up; w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support v_forward = vf; v_right = vr; v_up = vu; // un-adjust trueaim if shotend is too close if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange) w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; // track max damage if(accuracy_canbegooddamage(ent)) accuracy_add(ent, ent.weapon, maxdamage, 0); W_HitPlotAnalysis(ent, v_forward, v_right, v_up); if(ent.weaponentity.movedir_x > 0) vecs = ent.weaponentity.movedir; else vecs = '0 0 0'; dv = v_right * -vecs_y + v_up * vecs_z; w_shotorg = ent.origin + ent.view_ofs + dv; // now move the shotorg forward as much as requested if possible if(antilag) { if(ent.antilag_debug) tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); else tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } else tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent); w_shotorg = trace_endpos - v_forward * nudge; // calculate the shotdir from the chosen shotorg w_shotdir = normalize(w_shotend - w_shotorg); if (antilag) if (!ent.cvar_cl_noantilag) { if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original { traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); if (trace_ent.takedamage && IS_PLAYER(trace_ent)) { entity e; e = trace_ent; traceline(w_shotorg, e.origin, MOVE_NORMAL, ent); if(trace_ent == e) w_shotdir = normalize(trace_ent.origin - w_shotorg); } } } else if(autocvar_g_antilag == 3) // client side hitscan { // this part MUST use prydon cursor if (ent.cursor_trace_ent) // client was aiming at someone if (ent.cursor_trace_ent != ent) // just to make sure if (ent.cursor_trace_ent.takedamage) // and that person is killable if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); if (!trace_ent.takedamage) { // verify that the shot would hit if altered traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent); if (trace_ent == ent.cursor_trace_ent) w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); else print("antilag fail\n"); } } } } ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) if (!g_norecoil) ent.punchangle_x = recoil * -1; if (snd != "") { sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } // nudge w_shotend so a trace to w_shotend hits w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge; } #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) #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) #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) #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) #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) float CL_Weaponentity_CustomizeEntityForClient() { self.viewmodelforclient = self.owner; if(IS_SPEC(other)) if(other.enemy == self.owner) self.viewmodelforclient = other; return TRUE; } /* * supported formats: * * 1. simple animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * g_tuba.md3 - pickup model * * 2. simple animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * g_tuba.md3 - pickup model * * 3. fully animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) * v_tuba.md3 - third person model * g_tuba.md3 - pickup model * * 4. fully animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin) * shell = casings ejection point (must be on the right hand side of the gun) * v_tuba.md3 - third person model * tags: * shot = muzzle end (for muzzle flashes) * g_tuba.md3 - pickup model */ // writes: // self.origin, self.angles // self.weaponentity // self.movedir, self.view_ofs // attachment stuff // anim stuff // to free: // call again with "" // remove the ent void CL_WeaponEntity_SetModel(string name) { float v_shot_idx; if (name != "") { // if there is a child entity, hide it until we're sure we use it if (self.weaponentity) self.weaponentity.model = ""; setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below v_shot_idx = gettagindex(self, "shot"); // used later if(!v_shot_idx) v_shot_idx = gettagindex(self, "tag_shot"); setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below // preset some defaults that work great for renamed zym files (which don't need an animinfo) self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0'); self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0'); self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0'); self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0'); // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) // if we don't, this is a "real" animated model if(gettagindex(self, "weapon")) { if (!self.weaponentity) self.weaponentity = spawn(); setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter setattachment(self.weaponentity, self, "weapon"); } else if(gettagindex(self, "tag_weapon")) { if (!self.weaponentity) self.weaponentity = spawn(); setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter setattachment(self.weaponentity, self, "tag_weapon"); } else { if(self.weaponentity) remove(self.weaponentity); self.weaponentity = world; } setorigin(self,'0 0 0'); self.angles = '0 0 0'; self.frame = 0; self.viewmodelforclient = world; float idx; if(v_shot_idx) // v_ model attached to invisible h_ model { self.movedir = gettaginfo(self.weaponentity, v_shot_idx); } else { idx = gettagindex(self, "shot"); if(!idx) idx = gettagindex(self, "tag_shot"); if(idx) self.movedir = gettaginfo(self, idx); else { print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n"); self.movedir = '0 0 0'; } } if(self.weaponentity) // v_ model attached to invisible h_ model { idx = gettagindex(self.weaponentity, "shell"); if(!idx) idx = gettagindex(self.weaponentity, "tag_shell"); if(idx) self.spawnorigin = gettaginfo(self.weaponentity, idx); } else idx = 0; if(!idx) { idx = gettagindex(self, "shell"); if(!idx) idx = gettagindex(self, "tag_shell"); if(idx) self.spawnorigin = gettaginfo(self, idx); else { print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n"); self.spawnorigin = self.movedir; } } if(v_shot_idx) { self.oldorigin = '0 0 0'; // use regular attachment } else { if(self.weaponentity) { idx = gettagindex(self, "weapon"); if(!idx) idx = gettagindex(self, "tag_weapon"); } else { idx = gettagindex(self, "handle"); if(!idx) idx = gettagindex(self, "tag_handle"); } if(idx) { self.oldorigin = self.movedir - gettaginfo(self, idx); } else { 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"); self.oldorigin = '0 0 0'; // there is no way to recover from this } } self.viewmodelforclient = self.owner; } else { self.model = ""; if(self.weaponentity) remove(self.weaponentity); self.weaponentity = world; self.movedir = '0 0 0'; self.spawnorigin = '0 0 0'; self.oldorigin = '0 0 0'; self.anim_fire1 = '0 1 0.01'; self.anim_fire2 = '0 1 0.01'; self.anim_idle = '0 1 0.01'; self.anim_reload = '0 1 0.01'; } self.view_ofs = '0 0 0'; if(self.movedir_x >= 0) { vector v0; v0 = self.movedir; self.movedir = shotorg_adjust(v0, FALSE, FALSE); self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0; } self.owner.stat_shotorg = compressShotOrigin(self.movedir); self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount // check if an instant weapon switch occurred setorigin(self, self.view_ofs); // reset animstate now self.wframe = WFRAME_IDLE; setanim(self, self.anim_idle, TRUE, FALSE, TRUE); } vector CL_Weapon_GetShotOrg(float wpn) { entity wi, oldself; vector ret; wi = get_weaponinfo(wpn); oldself = self; self = spawn(); CL_WeaponEntity_SetModel(wi.mdl); ret = self.movedir; CL_WeaponEntity_SetModel(""); remove(self); self = oldself; return ret; } void CL_Weaponentity_Think() { float tb; self.nextthink = time; if (intermission_running) self.frame = self.anim_idle_x; if (self.owner.weaponentity != self) { if (self.weaponentity) remove(self.weaponentity); remove(self); return; } if (self.owner.deadflag != DEAD_NO) { self.model = ""; if (self.weaponentity) self.weaponentity.model = ""; return; } if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) { self.weaponname = self.owner.weaponname; self.dmg = self.owner.modelindex; self.deadflag = self.owner.deadflag; CL_WeaponEntity_SetModel(self.owner.weaponname); } tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); self.effects = self.owner.effects & EFMASK_CHEAP; self.effects &~= EF_LOWPRECISION; self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it self.effects &~= EF_TELEPORT_BIT; self.effects &~= EF_RESTARTANIM_BIT; self.effects |= tb; if(self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha; else if(self.owner.alpha != 0) self.alpha = self.owner.alpha; else self.alpha = 1; self.glowmod = self.owner.weaponentity_glowmod; self.colormap = self.owner.colormap; if (self.weaponentity) { self.weaponentity.effects = self.effects; self.weaponentity.alpha = self.alpha; self.weaponentity.colormap = self.colormap; self.weaponentity.glowmod = self.glowmod; } self.angles = '0 0 0'; float f; if (self.state == WS_RAISE && !intermission_running) { entity newwep = get_weaponinfo(self.owner.switchweapon); f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { entity oldwep = get_weaponinfo(self.owner.weapon); f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)); self.angles_x = -90 * f * f; } else if (self.state == WS_CLEAR) { f = 1; self.angles_x = -90 * f * f; } } void CL_ExteriorWeaponentity_Think() { float tag_found; self.nextthink = time; if (self.owner.exteriorweaponentity != self) { remove(self); return; } if (self.owner.deadflag != DEAD_NO) { self.model = ""; return; } if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) { self.weaponname = self.owner.weaponname; self.dmg = self.owner.modelindex; self.deadflag = self.owner.deadflag; if (self.owner.weaponname != "") setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below else self.model = ""; if((tag_found = gettagindex(self.owner, "tag_weapon"))) { self.tag_index = tag_found; self.tag_entity = self.owner; } else setattachment(self, self.owner, "bip01 r hand"); } self.effects = self.owner.effects; self.effects |= EF_LOWPRECISION; self.effects = self.effects & EFMASK_CHEAP; // eat performance if(self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha; else if(self.owner.alpha != 0) self.alpha = self.owner.alpha; else self.alpha = 1; self.glowmod = self.owner.weaponentity_glowmod; self.colormap = self.owner.colormap; CSQCMODEL_AUTOUPDATE(); } // spawning weaponentity for client void CL_SpawnWeaponentity() { self.weaponentity = spawn(); self.weaponentity.classname = "weaponentity"; self.weaponentity.solid = SOLID_NOT; self.weaponentity.owner = self; setmodel(self.weaponentity, ""); // precision set when changed setorigin(self.weaponentity, '0 0 0'); self.weaponentity.angles = '0 0 0'; self.weaponentity.viewmodelforclient = self; self.weaponentity.flags = 0; self.weaponentity.think = CL_Weaponentity_Think; self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; self.weaponentity.nextthink = time; self.exteriorweaponentity = spawn(); self.exteriorweaponentity.classname = "exteriorweaponentity"; self.exteriorweaponentity.solid = SOLID_NOT; self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity; self.exteriorweaponentity.owner = self; setorigin(self.exteriorweaponentity, '0 0 0'); self.exteriorweaponentity.angles = '0 0 0'; self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think; self.exteriorweaponentity.nextthink = time; { entity oldself = self; self = self.exteriorweaponentity; CSQCMODEL_AUTOINIT(); self = oldself; } } void Send_WeaponComplain (entity e, float wpn, string wpnname, float type) { msg_entity = e; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN); WriteByte(MSG_ONE, wpn); WriteString(MSG_ONE, wpnname); WriteByte(MSG_ONE, type); } .float hasweapon_complain_spam; float client_hasweapon(entity cl, float wpn, float andammo, float complain) { float f; entity oldself; if(time < self.hasweapon_complain_spam) complain = 0; if(complain) self.hasweapon_complain_spam = time + 0.2; if (wpn < WEP_FIRST || wpn > WEP_LAST) { if (complain) sprint(self, "Invalid weapon\n"); return FALSE; } if (WEPSET_CONTAINS_EW(cl, wpn)) { if (andammo) { if(cl.items & IT_UNLIMITED_WEAPON_AMMO) { f = 1; } else { oldself = self; self = cl; f = weapon_action(wpn, WR_CHECKAMMO1); f = f + weapon_action(wpn, WR_CHECKAMMO2); // always allow selecting the Mine Layer if we placed mines, so that we can detonate them entity mine; if(wpn == WEP_MINE_LAYER) for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) f = 1; self = oldself; } if (!f) { if (complain) if(IS_REAL_CLIENT(cl)) { play2(cl, "weapons/unavailable.wav"); Send_WeaponComplain (cl, wpn, W_Name(wpn), 0); } return FALSE; } } return TRUE; } if (complain) { // DRESK - 3/16/07 // Report Proper Weapon Status / Modified Weapon Ownership Message if (WEPSET_CONTAINS_AW(weaponsInMap, wpn)) { Send_WeaponComplain(cl, wpn, W_Name(wpn), 1); if(autocvar_g_showweaponspawns) { entity e; string s; e = get_weaponinfo(wpn); s = e.model2; for(e = world; (e = findfloat(e, weapon, wpn)); ) { if(e.classname == "droppedweapon") continue; if not(e.flags & FL_ITEM) continue; WaypointSprite_Spawn( s, 1, 0, world, e.origin, self, 0, world, enemy, 0, RADARICON_NONE, '0 0 0' ); } } } else { Send_WeaponComplain (cl, wpn, W_Name(wpn), 2); } play2(cl, "weapons/unavailable.wav"); } return FALSE; } // Weapon subs void w_clear() { if (self.weapon != -1) { self.weapon = 0; self.switchingweapon = 0; } if (self.weaponentity) { self.weaponentity.state = WS_CLEAR; self.weaponentity.effects = 0; } } void w_ready() { if (self.weaponentity) self.weaponentity.state = WS_READY; weapon_thinkf(WFRAME_IDLE, 1000000, w_ready); } // Setup weapon for client (after this raise frame will be launched) void weapon_setup(float windex) { entity e; e = get_weaponinfo(windex); self.items &~= IT_AMMO; self.items = self.items | (e.items & IT_AMMO); // the two weapon entities will notice this has changed and update their models self.weapon = windex; self.switchingweapon = windex; // to make sure self.weaponname = e.mdl; self.bulletcounter = 0; } // perform weapon to attack (weaponstate and attack_finished check is here) void W_SwitchToOtherWeapon(entity pl) { // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) float w, ww; w = pl.weapon; if(WEPSET_CONTAINS_EW(pl, w)) { WEPSET_ANDNOT_EW(pl, w); ww = w_getbestweapon(pl); WEPSET_OR_EW(pl, w); } else ww = w_getbestweapon(pl); if(ww) W_SwitchWeapon_Force(pl, ww); } .float prevdryfire; .float prevwarntime; float weapon_prepareattack_checkammo(float secondary) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary)) { // always keep the Mine Layer if we placed mines, so that we can detonate them entity mine; if(self.weapon == WEP_MINE_LAYER) for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) return FALSE; if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons { sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM); self.prevdryfire = time; } if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo { if(time - self.prevwarntime > 1) { Send_Notification( NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_PRIMORSEC, self.weapon, secondary, (1 - secondary) ); } self.prevwarntime = time; } else // this weapon is totally unable to fire, switch to another one { W_SwitchToOtherWeapon(self); } return FALSE; } return TRUE; } .float race_penalty; float weapon_prepareattack_check(float secondary, float attacktime) { if(!weapon_prepareattack_checkammo(secondary)) return FALSE; //if sv_ready_restart_after_countdown is set, don't allow the player to shoot //if all players readied up and the countdown is running if(time < game_starttime || time < self.race_penalty) { return FALSE; } if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused return FALSE; // do not even think about shooting if switching if(self.switchweapon != self.weapon) return FALSE; if(attacktime >= 0) { // don't fire if previous attack is not finished if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5) return FALSE; // don't fire while changing weapon if (self.weaponentity.state != WS_READY) return FALSE; } return TRUE; } float weapon_prepareattack_do(float secondary, float attacktime) { self.weaponentity.state = WS_INUSE; self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire // if the weapon hasn't been firing continuously, reset the timer if(attacktime >= 0) { if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5) { ATTACK_FINISHED(self) = time; //dprint("resetting attack finished to ", ftos(time), "\n"); } ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor(); } self.bulletcounter += 1; //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n"); return TRUE; } float weapon_prepareattack(float secondary, float attacktime) { if(weapon_prepareattack_check(secondary, attacktime)) { weapon_prepareattack_do(secondary, attacktime); return TRUE; } else return FALSE; } void weapon_thinkf(float fr, float t, void() func) { vector a; vector of, or, ou; float restartanim; if(fr == WFRAME_DONTCHANGE) { fr = self.weaponentity.wframe; restartanim = FALSE; } else if (fr == WFRAME_IDLE) restartanim = FALSE; else restartanim = TRUE; of = v_forward; or = v_right; ou = v_up; if (self.weaponentity) { self.weaponentity.wframe = fr; a = '0 0 0'; if (fr == WFRAME_IDLE) a = self.weaponentity.anim_idle; else if (fr == WFRAME_FIRE1) a = self.weaponentity.anim_fire1; else if (fr == WFRAME_FIRE2) a = self.weaponentity.anim_fire2; else // if (fr == WFRAME_RELOAD) a = self.weaponentity.anim_reload; a_z *= g_weaponratefactor; setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim); } v_forward = of; v_right = or; v_up = ou; if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE) { backtrace("Tried to override initial weapon think function - should this really happen?"); } t *= W_WeaponRateFactor(); // VorteX: haste can be added here if (self.weapon_think == w_ready) { self.weapon_nextthink = time; //dprint("started firing at ", ftos(time), "\n"); } if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5) { self.weapon_nextthink = time; //dprint("reset weapon animation timer at ", ftos(time), "\n"); } self.weapon_nextthink = self.weapon_nextthink + t; self.weapon_think = func; //dprint("next ", ftos(self.weapon_nextthink), "\n"); if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) { if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2) animdecide_setaction(self, ANIMACTION_MELEE, restartanim); else animdecide_setaction(self, ANIMACTION_SHOOT, restartanim); } else { if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE) self.anim_upper_action = 0; } } void weapon_boblayer1(float spd, vector org) { // VorteX: haste can be added here } vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; mvelocity = mvelocity * g_weaponspeedfactor; mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); 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); return outvelocity; } void W_AttachToShotorg(entity flash, vector offset) { entity xflash; flash.owner = self; flash.angles_z = random() * 360; if(gettagindex(self.weaponentity, "shot")) setattachment(flash, self.weaponentity, "shot"); else setattachment(flash, self.weaponentity, "tag_shot"); setorigin(flash, offset); xflash = spawn(); copyentity(flash, xflash); flash.viewmodelforclient = self; if(self.weaponentity.oldorigin_x > 0) { setattachment(xflash, self.exteriorweaponentity, ""); setorigin(xflash, self.weaponentity.oldorigin + offset); } else { if(gettagindex(self.exteriorweaponentity, "shot")) setattachment(xflash, self.exteriorweaponentity, "shot"); else setattachment(xflash, self.exteriorweaponentity, "tag_shot"); setorigin(xflash, offset); } } vector cliptoplane(vector v, vector p) { return v - (v * p) * p; } vector solve_cubic_pq(float p, float q) { float D, u, v, a; D = q*q/4.0 + p*p*p/27.0; if(D < 0) { // irreducibilis a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p))); u = sqrt(-4.0/3.0 * p); // a in range 0..pi/3 // cos(a) // cos(a + 2pi/3) // cos(a + 4pi/3) return u * ( '1 0 0' * cos(a + 2.0/3.0*M_PI) + '0 1 0' * cos(a + 4.0/3.0*M_PI) + '0 0 1' * cos(a) ); } else if(D == 0) { // simple if(p == 0) return '0 0 0'; u = 3*q/p; v = -u/2; if(u >= v) return '1 1 0' * v + '0 0 1' * u; else return '0 1 1' * v + '1 0 0' * u; } else { // cardano u = cbrt(-q/2.0 + sqrt(D)); v = cbrt(-q/2.0 - sqrt(D)); return '1 1 1' * (u + v); } } vector solve_cubic_abcd(float a, float b, float c, float d) { // y = 3*a*x + b // x = (y - b) / 3a float p, q; vector v; p = (9*a*c - 3*b*b); q = (27*a*a*d - 9*a*b*c + 2*b*b*b); v = solve_cubic_pq(p, q); v = (v - b * '1 1 1') * (1.0 / (3.0 * a)); if(a < 0) v += '1 0 -1' * (v_z - v_x); // swap x, z return v; } vector findperpendicular(vector v) { vector p; p_x = v_z; p_y = -v_x; p_z = v_y; return normalize(cliptoplane(p, v)); } vector W_CalculateProjectileSpread(vector forward, float spread) { float sigma; vector v1 = '0 0 0', v2; float dx, dy, r; float sstyle; spread *= g_weaponspreadfactor; if(spread <= 0) return forward; sstyle = autocvar_g_projectiles_spread_style; if(sstyle == 0) { // this is the baseline for the spread value! // standard deviation: sqrt(2/5) // density function: sqrt(1-r^2) return forward + randomvec() * spread; } else if(sstyle == 1) { // same thing, basically return normalize(forward + cliptoplane(randomvec() * spread, forward)); } else if(sstyle == 2) { // circle spread... has at sigma=1 a standard deviation of sqrt(1/2) sigma = spread * 0.89442719099991587855; // match baseline stddev v1 = findperpendicular(forward); v2 = cross(forward, v1); // random point on unit circle dx = random() * 2 * M_PI; dy = sin(dx); dx = cos(dx); // radius in our dist function r = random(); r = sqrt(r); return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); } else if(sstyle == 3) // gauss 3d { sigma = spread * 0.44721359549996; // match baseline stddev // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right v1 = forward; v1_x += gsl_ran_gaussian(sigma); v1_y += gsl_ran_gaussian(sigma); v1_z += gsl_ran_gaussian(sigma); return v1; } else if(sstyle == 4) // gauss 2d { sigma = spread * 0.44721359549996; // match baseline stddev // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right v1_x = gsl_ran_gaussian(sigma); v1_y = gsl_ran_gaussian(sigma); v1_z = gsl_ran_gaussian(sigma); return normalize(forward + cliptoplane(v1, forward)); } else if(sstyle == 5) // 1-r { sigma = spread * 1.154700538379252; // match baseline stddev v1 = findperpendicular(forward); v2 = cross(forward, v1); // random point on unit circle dx = random() * 2 * M_PI; dy = sin(dx); dx = cos(dx); // radius in our dist function r = random(); r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0'; return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); } else if(sstyle == 6) // 1-r^2 { sigma = spread * 1.095445115010332; // match baseline stddev v1 = findperpendicular(forward); v2 = cross(forward, v1); // random point on unit circle dx = random() * 2 * M_PI; dy = sin(dx); dx = cos(dx); // radius in our dist function r = random(); r = sqrt(1 - r); r = sqrt(1 - r); return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); } else if(sstyle == 7) // (1-r) (2-r) { sigma = spread * 1.224744871391589; // match baseline stddev v1 = findperpendicular(forward); v2 = cross(forward, v1); // random point on unit circle dx = random() * 2 * M_PI; dy = sin(dx); dx = cos(dx); // radius in our dist function r = random(); r = 1 - sqrt(r); r = 1 - sqrt(r); return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); } else 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)!"); return '0 0 0'; /* * how to derive falloff functions: * rho(r) := (2-r) * (1-r); * a : 0; * b : 1; * rhor(r) := r * rho(r); * cr(t) := integrate(rhor(r), r, a, t); * scr(t) := integrate(rhor(r) * r^2, r, a, t); * variance : scr(b) / cr(b); * solve(cr(r) = rand * cr(b), r), programmmode:false; * sqrt(0.4 / variance), numer; */ } #if 0 float mspercallsum; float mspercallsstyle; float mspercallcount; #endif void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { if(missile.owner == world) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); dir_z += pZSpeed / pSpeed; pSpeed *= vlen(dir); dir = normalize(dir); #if 0 if(autocvar_g_projectiles_spread_style != mspercallsstyle) { mspercallsum = mspercallcount = 0; mspercallsstyle = autocvar_g_projectiles_spread_style; } mspercallsum -= gettime(GETTIME_HIRES); #endif dir = W_CalculateProjectileSpread(dir, spread); #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute); } void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) { W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE); } #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) #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE) void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) { if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload) return; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if(ammo_reload) { self.clip_load -= ammo_use; self.(weapon_load[self.weapon]) = self.clip_load; } else self.(self.current_ammo) -= ammo_use; } // weapon reloading code .float reload_ammo_amount, reload_ammo_min, reload_time; .float reload_complain; .string reload_sound; void W_ReloadedAndReady() { // finish the reloading process, and do the ammo transfer self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO) self.clip_load = self.reload_ammo_amount; else { while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have { self.clip_load += 1; self.(self.current_ammo) -= 1; } } self.(weapon_load[self.weapon]) = self.clip_load; // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(self) -= self.reload_time - 1; w_ready(); } void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound) { // set global values to work with self.reload_ammo_min = sent_ammo_min; self.reload_ammo_amount = sent_ammo_amount; self.reload_time = sent_time; self.reload_sound = sent_sound; // check if we meet the necessary conditions to reload entity e; e = get_weaponinfo(self.weapon); // don't reload weapons that don't have the RELOADABLE flag if not(e.spawnflags & WEP_FLAG_RELOADABLE) { dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); return; } // return if reloading is disabled for this weapon if(!self.reload_ammo_amount) return; // our weapon is fully loaded, no need to reload if (self.clip_load >= self.reload_ammo_amount) return; // no ammo, so nothing to load if(!self.(self.current_ammo) && self.reload_ammo_min) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(IS_REAL_CLIENT(self) && self.reload_complain < time) { play2(self, "weapons/unavailable.wav"); sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n")); self.reload_complain = time + 1; } // switch away if the amount of ammo is not enough to keep using this weapon if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) { self.clip_load = -1; // reload later W_SwitchToOtherWeapon(self); } return; } if (self.weaponentity) { if (self.weaponentity.wframe == WFRAME_RELOAD) return; // allow switching away while reloading, but this will cause a new reload! self.weaponentity.state = WS_READY; } // now begin the reloading process sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1; weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady); if(self.clip_load < 0) self.clip_load = 0; self.old_clip_load = self.clip_load; self.clip_load = self.(weapon_load[self.weapon]) = -1; }