/* =========================================================================== 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_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 = (self.owner.weapon_nextthink - time); if (self.state == WS_RAISE && !intermission_running) { entity newwep = get_weaponinfo(self.owner.switchweapon); f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time))); self.angles_x = -90 * f * f; } else if (self.state == WS_DROP && !intermission_running) { entity oldwep = get_weaponinfo(self.owner.weapon); f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time))); 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; } } // 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); } .float prevdryfire; .float prevwarntime; float weapon_prepareattack_checkammo(float secondary) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) if (!WEP_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(WEP_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; } } float forbidWeaponUse() { if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return 1; if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return 1; if(self.player_blocked) return 1; if(self.freezetag_frozen) return 1; return 0; } void W_WeaponFrame() { vector fo, ri, up; if (frametime) self.weapon_frametime = frametime; if (!self.weaponentity || self.health < 1) return; // Dead player can't use weapons and injure impulse commands if(forbidWeaponUse()) if(self.weaponentity.state != WS_CLEAR) { w_ready(); return; } if(!self.switchweapon) { self.weapon = 0; self.switchingweapon = 0; self.weaponentity.state = WS_CLEAR; self.weaponname = ""; self.items &~= IT_AMMO; return; } makevectors(self.v_angle); fo = v_forward; // save them in case the weapon think functions change it ri = v_right; up = v_up; // Change weapon if (self.weapon != self.switchweapon) { if (self.weaponentity.state == WS_CLEAR) { // end switching! self.switchingweapon = self.switchweapon; entity newwep = get_weaponinfo(self.switchweapon); self.items &~= IT_AMMO; self.items = self.items | (newwep.items & IT_AMMO); // the two weapon entities will notice this has changed and update their models self.weapon = self.switchweapon; self.weaponname = newwep.mdl; self.bulletcounter = 0; // WEAPONTODO WEP_ACTION(self.switchweapon, WR_SETUP); self.weaponentity.state = WS_RAISE; // set our clip load to the load of the weapon we switched to, if it's reloadable if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars { self.clip_load = self.(weapon_load[self.switchweapon]); self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo")); } else self.clip_load = self.clip_size = 0; // VorteX: add player model weapon select frame here // setcustomframe(PlayerWeaponRaise); weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready); //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)))); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); } else if (self.weaponentity.state == WS_DROP) { // in dropping phase we can switch at any time self.switchingweapon = self.switchweapon; } else if (self.weaponentity.state == WS_READY) { // start switching! self.switchingweapon = self.switchweapon; entity oldwep = get_weaponinfo(self.weapon); #ifndef INDEPENDENT_ATTACK_FINISHED if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) { #endif sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)))); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); #ifndef INDEPENDENT_ATTACK_FINISHED } #endif } } // LordHavoc: network timing test code //if (self.button0) // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); float w; w = self.weapon; // call the think code which may fire the weapon // and do so multiple times to resolve framerate dependency issues if the // server framerate is very low and the weapon fire rate very high float c; c = 0; while (c < W_TICSPERFRAME) { c = c + 1; if(w && !WEPSET_CONTAINS_EW(self, w)) { if(self.weapon == self.switchweapon) W_SwitchWeapon_Force(self, w_getbestweapon(self)); w = 0; } v_forward = fo; v_right = ri; v_up = up; if(w) WEP_ACTION(self.weapon, WR_THINK); else WEP_ACTION(self.weapon, WR_GONETHINK); if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) { if(self.weapon_think) { v_forward = fo; v_right = ri; v_up = up; self.weapon_think(); } else bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n"); } } #if 0 if (self.items & IT_CELLS) self.currentammo = self.ammo_cells; else if (self.items & IT_ROCKETS) self.currentammo = self.ammo_rockets; else if (self.items & IT_NAILS) self.currentammo = self.ammo_nails; else if (self.items & IT_SHELLS) self.currentammo = self.ammo_shells; else self.currentammo = 1; #endif } 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); } } #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_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); #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) // WEAPONTODO: why does this have ammo_type? { 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(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_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; }