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Properly skip reloading when there's no ammo left
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1 /*\r
2 ===========================================================================\r
3 \r
4   CLIENT WEAPONSYSTEM CODE\r
5   Bring back W_Weaponframe\r
6 \r
7 ===========================================================================\r
8 */\r
9 \r
10 .float weapon_frametime;\r
11 \r
12 float W_WeaponRateFactor()\r
13 {\r
14         float t;\r
15         t = 1.0 / g_weaponratefactor;\r
16 \r
17         return t;\r
18 }\r
19 \r
20 void W_SwitchWeapon_Force(entity e, float w)\r
21 {\r
22         e.cnt = e.switchweapon;\r
23         e.switchweapon = w;\r
24 }\r
25 \r
26 .float antilag_debug;\r
27 \r
28 // VorteX: static frame globals\r
29 float WFRAME_DONTCHANGE = -1;\r
30 float WFRAME_FIRE1 = 0;\r
31 float WFRAME_FIRE2 = 1;\r
32 float WFRAME_IDLE = 2;\r
33 float WFRAME_RELOAD = 3;\r
34 .float wframe;\r
35 \r
36 void(float fr, float t, void() func) weapon_thinkf;\r
37 \r
38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)\r
39 {\r
40         vector ret;\r
41         ret_x = screenright * v;\r
42         ret_y = screenup * v;\r
43         ret_z = screenforward * v;\r
44         return ret;\r
45 }\r
46 \r
47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)\r
48 {\r
49         float i, j, k;\r
50         vector mi, ma, thisv, myv, ret;\r
51 \r
52         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);\r
53 \r
54         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance\r
55 \r
56         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)\r
57         {\r
58                 thisv = targ.origin;\r
59                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;\r
60                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;\r
61                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;\r
62                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);\r
63                 if(i || j || k)\r
64                 {\r
65                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;\r
66                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;\r
67                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;\r
68                 }\r
69                 else\r
70                 {\r
71                         // first run\r
72                         mi = ma = thisv;\r
73                 }\r
74         }\r
75 \r
76         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);\r
77         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);\r
78         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);\r
79         ret_z = thisv_z - myv_z;\r
80         return ret;\r
81 }\r
82 \r
83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)\r
84 {\r
85         vector hitplot;\r
86         vector org;\r
87         float lag;\r
88 \r
89         if(player.hitplotfh >= 0)\r
90         {\r
91                 lag = ANTILAG_LATENCY(player);\r
92                 if(lag < 0.001)\r
93                         lag = 0;\r
94                 if(clienttype(player) != CLIENTTYPE_REAL)\r
95                         lag = 0; // only antilag for clients\r
96 \r
97                 org = player.origin + player.view_ofs;\r
98                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);\r
99                 if(trace_ent.flags & FL_CLIENT)\r
100                 {\r
101                         antilag_takeback(trace_ent, time - lag);\r
102                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);\r
103                         antilag_restore(trace_ent);\r
104                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));\r
105                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));\r
106                 }\r
107         }\r
108 }\r
109 \r
110 vector w_shotorg;\r
111 vector w_shotdir;\r
112 \r
113 // this function calculates w_shotorg and w_shotdir based on the weapon model\r
114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.\r
115 // make sure you call makevectors first (FIXME?)\r
116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)\r
117 {\r
118         float nudge = 1; // added to traceline target and subtracted from result\r
119         local vector trueaimpoint;\r
120         local float oldsolid;\r
121         vector vecs, dv;\r
122         oldsolid = ent.dphitcontentsmask;\r
123         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
124         if(antilag)\r
125                 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));\r
126                 // passing world, because we do NOT want it to touch dphitcontentsmask\r
127         else\r
128                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);\r
129         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
130 \r
131         vector vf, vr, vu;\r
132         vf = v_forward;\r
133         vr = v_right;\r
134         vu = v_up;\r
135         trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support\r
136         v_forward = vf;\r
137         v_right = vr;\r
138         v_up = vu;\r
139 \r
140         // track max damage\r
141         if not(inWarmupStage) {\r
142                 entity w;\r
143                 w = get_weaponinfo(ent.weapon);\r
144                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage\r
145                         ent.stats_fired[ent.weapon - 1] += maxdamage;\r
146                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);\r
147                 }\r
148         }\r
149 \r
150         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);\r
151 \r
152         if(ent.weaponentity.movedir_x > 0)\r
153         {\r
154                 vecs = ent.weaponentity.movedir;\r
155                 vecs_y = -vecs_y;\r
156         }\r
157         else\r
158                 vecs = '0 0 0';\r
159 \r
160         if(debug_shotorg != '0 0 0')\r
161                 vecs = debug_shotorg;\r
162 \r
163         dv = v_right * vecs_y + v_up * vecs_z;\r
164         w_shotorg = ent.origin + ent.view_ofs + dv;\r
165 \r
166         // now move the shotorg forward as much as requested if possible\r
167         if(antilag)\r
168         {\r
169                 if(ent.antilag_debug)\r
170                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);\r
171                 else\r
172                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
173         }\r
174         else\r
175                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);\r
176         w_shotorg = trace_endpos - v_forward * nudge;\r
177         // calculate the shotdir from the chosen shotorg\r
178         w_shotdir = normalize(trueaimpoint - w_shotorg);\r
179 \r
180         if (antilag)\r
181         if (!ent.cvar_cl_noantilag)\r
182         {\r
183                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original\r
184                 {\r
185                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
186                         if (!trace_ent.takedamage)\r
187                         {\r
188                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
189                                 if (trace_ent.takedamage && trace_ent.classname == "player")\r
190                                 {\r
191                                         entity e;\r
192                                         e = trace_ent;\r
193                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);\r
194                                         if(trace_ent == e)\r
195                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);\r
196                                 }\r
197                         }\r
198                 }\r
199                 else if(cvar("g_antilag") == 3) // client side hitscan\r
200                 {\r
201                         // this part MUST use prydon cursor\r
202                         if (ent.cursor_trace_ent)                 // client was aiming at someone\r
203                         if (ent.cursor_trace_ent != ent)         // just to make sure\r
204                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable\r
205                         if (ent.cursor_trace_ent.classname == "player") // and actually a player\r
206                         {\r
207                                 // verify that the shot would miss without antilag\r
208                                 // (avoids an issue where guns would always shoot at their origin)\r
209                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
210                                 if (!trace_ent.takedamage)\r
211                                 {\r
212                                         // verify that the shot would hit if altered\r
213                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);\r
214                                         if (trace_ent == ent.cursor_trace_ent)\r
215                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);\r
216                                         else\r
217                                                 print("antilag fail\n");\r
218                                 }\r
219                         }\r
220                 }\r
221         }\r
222 \r
223         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
224 \r
225         if (!g_norecoil)\r
226                 ent.punchangle_x = recoil * -1;\r
227 \r
228         if (snd != "")\r
229         {\r
230                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
231         }\r
232 \r
233         if (ent.items & IT_STRENGTH)\r
234         sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
235 };\r
236 \r
237 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
238 #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)\r
239 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
240 \r
241 .string weaponname;\r
242 \r
243 float CL_Weaponentity_CustomizeEntityForClient()\r
244 {\r
245         self.viewmodelforclient = self.owner;\r
246         if(other.classname == "spectator")\r
247                 if(other.enemy == self.owner)\r
248                         self.viewmodelforclient = other;\r
249         return TRUE;\r
250 }\r
251 \r
252 float CL_ExteriorWeaponentity_CustomizeEntityForClient()\r
253 {\r
254         // hide the exterior weapon entity of a predator from their prey\r
255         // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
256         if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
257                 return TRUE;\r
258 \r
259         float chase;\r
260         chase = other.cvar_chase_active;\r
261 \r
262         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
263                 other = other.enemy; // also do this for the player we are spectating\r
264 \r
265         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
266         if(other.predator == self.owner || other.fakepredator == self.owner)\r
267         {\r
268                 setmodel(self, "");\r
269                 return TRUE;\r
270         }\r
271 \r
272         self.effects &~= EF_NODEPTHTEST;\r
273         if not(self.owner.stat_eaten)\r
274                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
275         else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(chase || other.classname == "observer"))\r
276         {\r
277                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
278                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
279         }\r
280         else\r
281                 setmodel(self, ""); // hide prey's weapon model\r
282         return TRUE;\r
283 }\r
284 \r
285 float qcweaponanimation;\r
286 vector weapon_offset = '0 -10 0';\r
287 vector weapon_adjust = '10 0 -15';\r
288 .vector weapon_morph0origin;\r
289 .vector weapon_morph0angles;\r
290 .float  weapon_morph0time;\r
291 .vector weapon_morph1origin;\r
292 .vector weapon_morph1angles;\r
293 .float  weapon_morph1time;\r
294 .vector weapon_morph2origin;\r
295 .vector weapon_morph2angles;\r
296 .float  weapon_morph2time;\r
297 .vector weapon_morph3origin;\r
298 .vector weapon_morph3angles;\r
299 .float  weapon_morph3time;\r
300 .vector weapon_morph4origin;\r
301 .vector weapon_morph4angles;\r
302 .float  weapon_morph4time;\r
303 #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)\r
304 \r
305 /*\r
306  * supported formats:\r
307  *\r
308  * 1. simple animated model, muzzle flash handling on h_ model:\r
309  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
310  *      tags:\r
311  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
312  *        shell = casings ejection point (must be on the right hand side of the gun)\r
313  *        weapon = attachment for v_tuba.md3\r
314  *    v_tuba.md3 - first and third person model\r
315  *    g_tuba.md3 - pickup model\r
316  *\r
317  * 2. simple animated model, muzzle flash handling on v_ model:\r
318  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
319  *      tags:\r
320  *        weapon = attachment for v_tuba.md3\r
321  *    v_tuba.md3 - first and third person model\r
322  *      tags:\r
323  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
324  *        shell = casings ejection point (must be on the right hand side of the gun)\r
325  *    g_tuba.md3 - pickup model\r
326  *\r
327  * 3. fully animated model, muzzle flash handling on h_ model:\r
328  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
329  *      tags:\r
330  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
331  *        shell = casings ejection point (must be on the right hand side of the gun)\r
332  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)\r
333  *    v_tuba.md3 - third person model\r
334  *    g_tuba.md3 - pickup model\r
335  *\r
336  * 4. fully animated model, muzzle flash handling on v_ model:\r
337  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
338  *      tags:\r
339  *        shot = muzzle end (shot origin)\r
340  *        shell = casings ejection point (must be on the right hand side of the gun)\r
341  *    v_tuba.md3 - third person model\r
342  *      tags:\r
343  *        shot = muzzle end (for muzzle flashes)\r
344  *    g_tuba.md3 - pickup model\r
345  */\r
346 \r
347 void CL_Weaponentity_Think()\r
348 {\r
349         float tb, v_shot_idx;\r
350         self.nextthink = time;\r
351         if (intermission_running)\r
352                 self.frame = self.anim_idle_x;\r
353         if (self.owner.weaponentity != self)\r
354         {\r
355                 if (self.weaponentity)\r
356                         remove(self.weaponentity);\r
357                 remove(self);\r
358                 return;\r
359         }\r
360         if (self.owner.deadflag != DEAD_NO)\r
361         {\r
362                 self.model = "";\r
363                 if (self.weaponentity)\r
364                         self.weaponentity.model = "";\r
365                 return;\r
366         }\r
367         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
368         {\r
369                 self.cnt = self.owner.weapon;\r
370                 self.dmg = self.owner.modelindex;\r
371                 self.deadflag = self.owner.deadflag;\r
372 \r
373                 string animfilename;\r
374                 float animfile;\r
375                 if (self.owner.weaponname != "")\r
376                 {\r
377                         // if there is a child entity, hide it until we're sure we use it\r
378                         if (self.weaponentity)\r
379                                 self.weaponentity.model = "";\r
380                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
381                         v_shot_idx = gettagindex(self, "shot"); // used later\r
382                         if(!v_shot_idx)\r
383                                 v_shot_idx = gettagindex(self, "tag_shot");\r
384 \r
385                         if(qcweaponanimation)\r
386                         {\r
387                                 self.angles = '0 0 0';\r
388                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
389                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;\r
390                                 self.movedir_x += 32;\r
391                                 self.spawnorigin = self.movedir;\r
392                                 // oldorigin - not calculated here\r
393                         }\r
394                         else\r
395                         {\r
396                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
397                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
398                                 animfile = fopen(animfilename, FILE_READ);\r
399                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
400                                 self.anim_fire1  = '0 1 0.01';\r
401                                 self.anim_fire2  = '1 1 0.01';\r
402                                 self.anim_idle   = '2 1 0.01';\r
403                                 self.anim_reload = '3 1 0.01';\r
404                                 if (animfile >= 0)\r
405                                 {\r
406                                         animparseerror = FALSE;\r
407                                         self.anim_fire1  = animparseline(animfile);\r
408                                         self.anim_fire2  = animparseline(animfile);\r
409                                         self.anim_idle   = animparseline(animfile);\r
410                                         self.anim_reload = animparseline(animfile);\r
411                                         fclose(animfile);\r
412                                         if (animparseerror)\r
413                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");\r
414                                 }\r
415 \r
416                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
417                                 // if we don't, this is a "real" animated model\r
418                                 if(gettagindex(self, "weapon"))\r
419                                 {\r
420                                         if (!self.weaponentity)\r
421                                                 self.weaponentity = spawn();\r
422                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
423                                         setattachment(self.weaponentity, self, "weapon");\r
424                                 }\r
425                                 else if(gettagindex(self, "tag_weapon"))\r
426                                 {\r
427                                         if (!self.weaponentity)\r
428                                                 self.weaponentity = spawn();\r
429                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
430                                         setattachment(self.weaponentity, self, "tag_weapon");\r
431                                 }\r
432                                 else\r
433                                 {\r
434                                         if(self.weaponentity)\r
435                                                 remove(self.weaponentity);\r
436                                         self.weaponentity = world;\r
437                                 }\r
438 \r
439                                 setorigin(self,'0 0 0');\r
440                                 self.angles = '0 0 0';\r
441                                 self.frame = 0;\r
442                                 self.viewmodelforclient = world;\r
443 \r
444                                 float idx;\r
445 \r
446                                 if(v_shot_idx) // v_ model attached to invisible h_ model\r
447                                 {\r
448                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);\r
449                                 }\r
450                                 else\r
451                                 {\r
452                                         idx = gettagindex(self, "shot");\r
453                                         if(!idx)\r
454                                                 idx = gettagindex(self, "tag_shot");\r
455                                         if(idx)\r
456                                                 self.movedir = gettaginfo(self, idx);\r
457                                         else\r
458                                         {\r
459                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");\r
460                                                 self.movedir = '0 0 0';\r
461                                         }\r
462                                 }\r
463 \r
464                                 if(self.weaponentity) // v_ model attached to invisible h_ model\r
465                                 {\r
466                                         idx = gettagindex(self.weaponentity, "shell");\r
467                                         if(!idx)\r
468                                                 idx = gettagindex(self.weaponentity, "tag_shell");\r
469                                         if(idx)\r
470                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);\r
471                                 }\r
472                                 else\r
473                                         idx = 0;\r
474                                 if(!idx)\r
475                                 {\r
476                                         idx = gettagindex(self, "shell");\r
477                                         if(!idx)\r
478                                                 idx = gettagindex(self, "tag_shell");\r
479                                         if(idx)\r
480                                                 self.spawnorigin = gettaginfo(self, idx);\r
481                                         else\r
482                                         {\r
483                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");\r
484                                                 self.spawnorigin = self.movedir;\r
485                                         }\r
486                                 }\r
487 \r
488                                 if(v_shot_idx)\r
489                                 {\r
490                                         self.oldorigin = '0 0 0'; // use regular attachment\r
491                                 }\r
492                                 else\r
493                                 {\r
494                                         if(self.weaponentity)\r
495                                         {\r
496                                                 idx = gettagindex(self, "weapon");\r
497                                                 if(!idx)\r
498                                                         idx = gettagindex(self, "tag_weapon");\r
499                                         }\r
500                                         else\r
501                                         {\r
502                                                 idx = gettagindex(self, "handle");\r
503                                                 if(!idx)\r
504                                                         idx = gettagindex(self, "tag_handle");\r
505                                         }\r
506                                         if(idx)\r
507                                         {\r
508                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);\r
509                                         }\r
510                                         else\r
511                                         {\r
512                                                 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");\r
513                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this\r
514                                         }\r
515                                 }\r
516 \r
517                                 self.viewmodelforclient = self.owner;\r
518                         }\r
519                 }\r
520                 else\r
521                 {\r
522                         self.model = "";\r
523                         if(self.weaponentity)\r
524                                 remove(self.weaponentity);\r
525                         self.weaponentity = world;\r
526                         self.movedir = '0 0 0';\r
527                         self.spawnorigin = '0 0 0';\r
528                         self.oldorigin = '0 0 0';\r
529                         self.anim_fire1  = '0 1 0.01';\r
530                         self.anim_fire2  = '0 1 0.01';\r
531                         self.anim_idle   = '0 1 0.01';\r
532                         self.anim_reload = '0 1 0.01';\r
533                 }\r
534 \r
535                 self.view_ofs = '0 0 0';\r
536 \r
537                 if(self.movedir_x >= 0)\r
538                 {\r
539                         vector v0;\r
540                         v0 = self.movedir;\r
541                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);\r
542                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;\r
543                 }\r
544                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);\r
545                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly\r
546 \r
547                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount\r
548 \r
549                 // check if an instant weapon switch occurred\r
550                 if (qcweaponanimation)\r
551                 {\r
552                         if (self.state == WS_READY)\r
553                         {\r
554                                 self.angles = '0 0 0';\r
555                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
556                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
557                         }\r
558                 }\r
559                 else\r
560                         setorigin(self, self.view_ofs);\r
561                 // reset animstate now\r
562                 self.wframe = WFRAME_IDLE;\r
563                 self.weapon_morph0time = 0;\r
564                 self.weapon_morph1time = 0;\r
565                 self.weapon_morph2time = 0;\r
566                 self.weapon_morph3time = 0;\r
567                 self.weapon_morph4time = 0;\r
568                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
569         }\r
570 \r
571         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));\r
572         self.effects = self.owner.effects & EFMASK_CHEAP;\r
573         self.effects &~= EF_LOWPRECISION;\r
574         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it\r
575         self.effects &~= EF_TELEPORT_BIT;\r
576         self.effects &~= EF_RESTARTANIM_BIT;\r
577         self.effects |= tb;\r
578 \r
579         if(self.owner.alpha == default_player_alpha)\r
580                 self.alpha = default_weapon_alpha;\r
581         else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
582                 self.alpha = self.owner.alpha;\r
583         else\r
584                 self.alpha = 1;\r
585 \r
586         self.colormap = self.owner.colormap;\r
587         self.colormod = self.owner.colormod;\r
588         self.glowmod = self.owner.weaponentity_glowmod;\r
589         if (self.weaponentity)\r
590         {\r
591                 self.weaponentity.effects = self.effects;\r
592                 self.weaponentity.alpha = self.alpha;\r
593                 self.weaponentity.colormap = self.colormap;\r
594                 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
595                 self.weaponentity.glowmod = self.glowmod;\r
596         }\r
597 \r
598         self.angles = '0 0 0';\r
599         local float f;\r
600         f = 0;\r
601         if (self.state == WS_RAISE && !intermission_running)\r
602         {\r
603                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
604                 self.angles_x = -90 * f * f;\r
605                 if (qcweaponanimation)\r
606                 {\r
607                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
608                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
609                 }\r
610         }\r
611         else if (self.state == WS_DROP && !intermission_running)\r
612         {\r
613                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
614                 self.angles_x = -90 * f * f;\r
615                 if (qcweaponanimation)\r
616                 {\r
617                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
618                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
619                 }\r
620         }\r
621         else if (self.state == WS_CLEAR)\r
622         {\r
623                 f = 1;\r
624                 self.angles_x = -90 * f * f;\r
625                 if (qcweaponanimation)\r
626                 {\r
627                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
628                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
629                 }\r
630         }\r
631         else if (qcweaponanimation && time < self.owner.weapon_morph1time)\r
632         {\r
633                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);\r
634                 f = 1 - pow(1 - f, 3);\r
635                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;\r
636                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);\r
637         }\r
638         else if (qcweaponanimation && time < self.owner.weapon_morph2time)\r
639         {\r
640                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);\r
641                 f = 1 - pow(1 - f, 3);\r
642                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;\r
643                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);\r
644         }\r
645         else if (qcweaponanimation && time < self.owner.weapon_morph3time)\r
646         {\r
647                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);\r
648                 f = 1 - pow(1 - f, 3);\r
649                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;\r
650                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);\r
651         }\r
652         else if (qcweaponanimation && time < self.owner.weapon_morph4time)\r
653         {\r
654                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);\r
655                 f = 1 - pow(1 - f, 3);\r
656                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;\r
657                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);\r
658         }\r
659         else if (qcweaponanimation)\r
660         {\r
661                 // begin a new idle morph\r
662                 self.owner.weapon_morph0time   = time;\r
663                 self.owner.weapon_morph0angles = self.angles;\r
664                 self.owner.weapon_morph0origin = self.origin;\r
665 \r
666                 float r;\r
667                 float t;\r
668 \r
669                 r = random();\r
670                 if (r < 0.1)\r
671                 {\r
672                         // turn gun to the left to look at it\r
673                         t = 2;\r
674                         self.owner.weapon_morph1time   = time + t * 0.2;\r
675                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';\r
676                         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');\r
677                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
678 \r
679                         self.owner.weapon_morph2time   = time + t * 0.6;\r
680                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';\r
681                         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');\r
682                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
683 \r
684                         self.owner.weapon_morph3time   = time + t;\r
685                         self.owner.weapon_morph3angles = '0 0 0';\r
686                         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');\r
687                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
688                 }\r
689                 else if (r < 0.2)\r
690                 {\r
691                         // raise the gun a bit\r
692                         t = 2;\r
693                         self.owner.weapon_morph1time   = time + t * 0.2;\r
694                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';\r
695                         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');\r
696                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
697 \r
698                         self.owner.weapon_morph2time   = time + t * 0.5;\r
699                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';\r
700                         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');\r
701                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
702 \r
703                         self.owner.weapon_morph3time   = time + t;\r
704                         self.owner.weapon_morph3angles = '0 0 0';\r
705                         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');\r
706                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
707                 }\r
708                 else if (r < 0.3)\r
709                 {\r
710                         // tweak it a bit\r
711                         t = 5;\r
712                         self.owner.weapon_morph1time   = time + t * 0.3;\r
713                         self.owner.weapon_morph1angles = randomvec() * 6;\r
714                         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');\r
715                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
716 \r
717                         self.owner.weapon_morph2time   = time + t * 0.7;\r
718                         self.owner.weapon_morph2angles = randomvec() * 6;\r
719                         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');\r
720                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
721 \r
722                         self.owner.weapon_morph3time   = time + t;\r
723                         self.owner.weapon_morph3angles = '0 0 0';\r
724                         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');\r
725                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
726                 }\r
727                 else\r
728                 {\r
729                         // hold it mostly steady\r
730                         t = random() * 6 + 4;\r
731                         self.owner.weapon_morph1time   = time + t * 0.2;\r
732                         self.owner.weapon_morph1angles = randomvec() * 1;\r
733                         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');\r
734                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
735 \r
736                         self.owner.weapon_morph2time   = time + t * 0.5;\r
737                         self.owner.weapon_morph2angles = randomvec() * 1;\r
738                         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');\r
739                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
740 \r
741                         self.owner.weapon_morph3time   = time + t * 0.7;\r
742                         self.owner.weapon_morph3angles = randomvec() * 1;\r
743                         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');\r
744                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
745                 }\r
746 \r
747                 self.owner.weapon_morph4time   = time + t;\r
748                 self.owner.weapon_morph4angles = '0 0 0';\r
749                 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');\r
750                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);\r
751 \r
752         }\r
753 \r
754         // create or update the lasertarget entity\r
755 \r
756         // if we are a micro or macro, size the weapon model accordingly\r
757         if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
758         if(self.model != "")\r
759         {\r
760                 self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
761                 self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
762         }\r
763 };\r
764 \r
765 void CL_ExteriorWeaponentity_Think()\r
766 {\r
767         float tag_found;\r
768         vector ang;\r
769         self.nextthink = time;\r
770         if (self.owner.exteriorweaponentity != self)\r
771         {\r
772                 remove(self);\r
773                 return;\r
774         }\r
775         if (self.owner.deadflag != DEAD_NO)\r
776         {\r
777                 self.model = "";\r
778                 return;\r
779         }\r
780         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
781         {\r
782                 self.cnt = self.owner.weapon;\r
783                 self.dmg = self.owner.modelindex;\r
784                 self.deadflag = self.owner.deadflag;\r
785                 if (self.owner.weaponname != "")\r
786                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
787                 else\r
788                         self.model = "";\r
789 \r
790                 if((tag_found = gettagindex(self.owner, "tag_weapon")))\r
791                 {\r
792                         self.tag_index = tag_found;\r
793                         self.tag_entity = self.owner;\r
794                 }\r
795                 else\r
796                         setattachment(self, self.owner, "bip01 r hand");\r
797 \r
798                 // if that didn't find a tag, hide the exterior weapon model\r
799                 if (!self.tag_index)\r
800                         self.model = "";\r
801         }\r
802         self.effects = self.owner.effects;\r
803         if(sv_pitch_min == sv_pitch_max)\r
804                 self.effects |= EF_LOWPRECISION;\r
805         else\r
806                 self.effects &~= EF_LOWPRECISION;\r
807         self.effects = self.effects & EFMASK_CHEAP; // eat performance\r
808         if(self.owner.alpha == default_player_alpha)\r
809                 self.alpha = default_weapon_alpha;\r
810         else if(self.owner.alpha != 0)\r
811                 self.alpha = self.owner.alpha;\r
812         else\r
813                 self.alpha = 1;\r
814         self.colormod = self.owner.colormod; // used by the regurgitating colors\r
815 \r
816         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
817         ang_y = 0;\r
818         ang_z = 0;\r
819 \r
820         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward\r
821         {\r
822                 ang_y = self.owner.v_angle_y;\r
823                 makevectors(ang);\r
824                 var vector v = v_forward;\r
825                 var float t = self.tag_entity.frame1time;\r
826                 var float f = self.tag_entity.frame;\r
827                 self.tag_entity.frame1time = time;\r
828                 self.tag_entity.frame = self.tag_entity.anim_idle_x;\r
829                 gettaginfo(self.tag_entity, self.tag_index);\r
830                 self.tag_entity.frame1time = t;\r
831                 self.tag_entity.frame = f;\r
832                 // untransform v according to this coordinate space\r
833                 vector w;\r
834                 w_x = v_forward * v;\r
835                 w_y = -v_right * v;\r
836                 w_z = v_up * v;\r
837                 self.angles = vectoangles(w);\r
838         }\r
839         else\r
840         {\r
841                 ang_x = -/* don't ask */ang_x;\r
842                 self.angles = ang;\r
843         }\r
844 \r
845         // if we are a micro or macro, size the weapon model accordingly\r
846         if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
847         if(self.model != "")\r
848         {\r
849                 self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
850                 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
851         }\r
852 \r
853         self.colormap = self.owner.colormap;\r
854         self.glowmod = self.owner.weaponentity_glowmod;\r
855         self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
856 };\r
857 \r
858 // spawning weaponentity for client\r
859 void CL_SpawnWeaponentity()\r
860 {\r
861         self.weaponentity = spawn();\r
862         self.weaponentity.classname = "weaponentity";\r
863         self.weaponentity.solid = SOLID_NOT;\r
864         self.weaponentity.owner = self;\r
865         setmodel(self.weaponentity, ""); // precision set when changed\r
866         setorigin(self.weaponentity, '0 0 0');\r
867         self.weaponentity.angles = '0 0 0';\r
868         self.weaponentity.viewmodelforclient = self;\r
869         self.weaponentity.flags = 0;\r
870         self.weaponentity.think = CL_Weaponentity_Think;\r
871         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;\r
872         self.weaponentity.nextthink = time;\r
873 \r
874         self.exteriorweaponentity = spawn();\r
875         self.exteriorweaponentity.classname = "exteriorweaponentity";\r
876         self.exteriorweaponentity.solid = SOLID_NOT;\r
877         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;\r
878         self.exteriorweaponentity.owner = self;\r
879         setorigin(self.exteriorweaponentity, '0 0 0');\r
880         self.exteriorweaponentity.angles = '0 0 0';\r
881         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;\r
882         self.exteriorweaponentity.nextthink = time;\r
883 };\r
884 \r
885 .float hasweapon_complain_spam;\r
886 \r
887 float client_hasweapon(entity cl, float wpn, float andammo, float complain)\r
888 {\r
889         local float weaponbit;\r
890         //local float weaponbit, f;\r
891         //local entity oldself;\r
892 \r
893         if(time < self.hasweapon_complain_spam)\r
894                 complain = 0;\r
895         if(complain)\r
896                 self.hasweapon_complain_spam = time + 0.2;\r
897 \r
898         if (wpn < WEP_FIRST || wpn > WEP_LAST)\r
899         {\r
900                 if (complain)\r
901                         sprint(self, "Invalid weapon\n");\r
902                 return FALSE;\r
903         }\r
904         weaponbit = W_WeaponBit(wpn);\r
905         if (cl.weapons & weaponbit)\r
906         {\r
907                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
908                 /*if (andammo)\r
909                 {\r
910                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)\r
911                         {\r
912                                 f = 1;\r
913                         }\r
914                         else\r
915                         {\r
916                                 oldself = self;\r
917                                 self = cl;\r
918                                 f = weapon_action(wpn, WR_CHECKAMMO1);\r
919                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);\r
920                                 self = oldself;\r
921                         }\r
922                         if (!f)\r
923                         {\r
924                                 if (complain)\r
925                                 if(clienttype(cl) == CLIENTTYPE_REAL)\r
926                                 {\r
927                                         play2(cl, "misc/unavailable.wav");\r
928                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));\r
929                                 }\r
930                                 return FALSE;\r
931                         }\r
932                 }*/\r
933                 return TRUE;\r
934         }\r
935         if (complain)\r
936         {\r
937                 // DRESK - 3/16/07\r
938                 // Report Proper Weapon Status / Modified Weapon Ownership Message\r
939                 if(weaponsInMap & weaponbit)\r
940                 {\r
941                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );\r
942 \r
943                         if(cvar("g_showweaponspawns"))\r
944                         {\r
945                                 entity e;\r
946                                 string s;\r
947 \r
948                                 e = get_weaponinfo(wpn);\r
949                                 s = e.model2;\r
950 \r
951                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )\r
952                                 {\r
953                                         if(e.classname == "droppedweapon")\r
954                                                 continue;\r
955                                         if not(e.flags & FL_ITEM)\r
956                                                 continue;\r
957                                         WaypointSprite_Spawn(\r
958                                                 s,\r
959                                                 1, 0,\r
960                                                 world, e.origin,\r
961                                                 self, 0,\r
962                                                 world, enemy,\r
963                                                 0\r
964                                         );\r
965                                 }\r
966                         }\r
967                 }\r
968                 else\r
969                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );\r
970 \r
971                 play2(cl, "misc/unavailable.wav");\r
972         }\r
973         return FALSE;\r
974 };\r
975 \r
976 // Weapon subs\r
977 void w_clear()\r
978 {\r
979         if (self.weapon != -1)\r
980                 self.weapon = 0;\r
981         if (self.weaponentity)\r
982         {\r
983                 self.weaponentity.state = WS_CLEAR;\r
984                 self.weaponentity.effects = 0;\r
985         }\r
986 };\r
987 \r
988 void w_ready()\r
989 {\r
990         if (self.weaponentity)\r
991                 self.weaponentity.state = WS_READY;\r
992         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);\r
993 };\r
994 \r
995 // Setup weapon for client (after this raise frame will be launched)\r
996 void weapon_setup(float windex)\r
997 {\r
998         entity e;\r
999         qcweaponanimation = cvar("sv_qcweaponanimation");\r
1000         e = get_weaponinfo(windex);\r
1001         self.items &~= IT_AMMO;\r
1002         self.items = self.items | e.items;\r
1003 \r
1004         // the two weapon entities will notice this has changed and update their models\r
1005         self.weapon = windex;\r
1006         self.weaponname = e.mdl;\r
1007 };\r
1008 \r
1009 // perform weapon to attack (weaponstate and attack_finished check is here)\r
1010 void W_SwitchToOtherWeapon(entity pl)\r
1011 {\r
1012         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
1013         float w, ww;\r
1014         w = W_WeaponBit(pl.weapon);\r
1015         pl.weapons &~= w;\r
1016         ww = w_getbestweapon(pl);\r
1017         pl.weapons |= w;\r
1018         if(ww)\r
1019                 W_SwitchWeapon_Force(pl, ww);\r
1020 }\r
1021 \r
1022 .float prevdryfire;\r
1023 float weapon_prepareattack_checkammo(float secondary)\r
1024 {\r
1025         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1026         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
1027         {\r
1028                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
1029                 {\r
1030                         sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);\r
1031                         self.prevdryfire = time;\r
1032                 }\r
1033 \r
1034                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
1035                 //W_SwitchToOtherWeapon(self);\r
1036                 return FALSE;\r
1037         }\r
1038         return TRUE;\r
1039 }\r
1040 .float race_penalty;\r
1041 float weapon_prepareattack_check(float secondary, float attacktime)\r
1042 {\r
1043         if(!weapon_prepareattack_checkammo(secondary))\r
1044                 return FALSE;\r
1045 \r
1046         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
1047         //if all players readied up and the countdown is running\r
1048         if(time < game_starttime || time < self.race_penalty) {\r
1049                 return FALSE;\r
1050         }\r
1051 \r
1052         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused\r
1053                 return FALSE;\r
1054 \r
1055         // do not even think about shooting if switching\r
1056         if(self.switchweapon != self.weapon)\r
1057                 return FALSE;\r
1058 \r
1059         if(attacktime >= 0)\r
1060         {\r
1061                 // don't fire if previous attack is not finished\r
1062                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)\r
1063                         return FALSE;\r
1064                 // don't fire while changing weapon\r
1065                 if (self.weaponentity.state != WS_READY)\r
1066                         return FALSE;\r
1067         }\r
1068 \r
1069         return TRUE;\r
1070 }\r
1071 float weapon_prepareattack_do(float secondary, float attacktime)\r
1072 {\r
1073         self.weaponentity.state = WS_INUSE;\r
1074 \r
1075         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
1076 \r
1077         // if the weapon hasn't been firing continuously, reset the timer\r
1078         if(attacktime >= 0)\r
1079         {\r
1080                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)\r
1081                 {\r
1082                         ATTACK_FINISHED(self) = time;\r
1083                         //dprint("resetting attack finished to ", ftos(time), "\n");\r
1084                 }\r
1085                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
1086         }\r
1087         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
1088         return TRUE;\r
1089 }\r
1090 float weapon_prepareattack(float secondary, float attacktime)\r
1091 {\r
1092         if(weapon_prepareattack_check(secondary, attacktime))\r
1093         {\r
1094                 weapon_prepareattack_do(secondary, attacktime);\r
1095                 return TRUE;\r
1096         }\r
1097         else\r
1098                 return FALSE;\r
1099 }\r
1100 \r
1101 void weapon_thinkf(float fr, float t, void() func)\r
1102 {\r
1103         vector a;\r
1104         vector of, or, ou;\r
1105         float restartanim;\r
1106 \r
1107         if(fr == WFRAME_DONTCHANGE)\r
1108         {\r
1109                 fr = self.weaponentity.wframe;\r
1110                 restartanim = FALSE;\r
1111         }\r
1112         else if (fr == WFRAME_IDLE)\r
1113                 restartanim = FALSE;\r
1114         else\r
1115                 restartanim = TRUE;\r
1116 \r
1117         of = v_forward;\r
1118         or = v_right;\r
1119         ou = v_up;\r
1120 \r
1121         if (self.weaponentity)\r
1122         {\r
1123                 self.weaponentity.wframe = fr;\r
1124                 if (qcweaponanimation)\r
1125                 {\r
1126                         if (fr != WFRAME_IDLE)\r
1127                         {\r
1128                                 self.weapon_morph0time = time;\r
1129                                 self.weapon_morph0angles = self.weaponentity.angles;\r
1130                                 self.weapon_morph0origin = self.weaponentity.origin;\r
1131 \r
1132                                 self.weapon_morph1angles = '0 0 0';\r
1133                                 self.weapon_morph1time = time + t;\r
1134                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1135                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1136 \r
1137                                 self.weapon_morph2angles = '0 0 0';\r
1138                                 self.weapon_morph2time = time + t;\r
1139                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1140                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1141 \r
1142                                 self.weapon_morph3angles = '0 0 0';\r
1143                                 self.weapon_morph3time = time + t;\r
1144                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1145                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1146 \r
1147                                 self.weapon_morph4angles = '0 0 0';\r
1148                                 self.weapon_morph4time = time + t;\r
1149                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');\r
1150                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1151 \r
1152                                 if (fr == WFRAME_FIRE1)\r
1153                                 {\r
1154                                         self.weapon_morph1angles = '5 0 0';\r
1155                                         self.weapon_morph1time = time + t * 0.1;\r
1156                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1157                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1158                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1159                                 }\r
1160                                 else if (fr == WFRAME_FIRE2)\r
1161                                 {\r
1162                                         self.weapon_morph1angles = '10 0 0';\r
1163                                         self.weapon_morph1time = time + t * 0.1;\r
1164                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1165                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1166                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1167                                 }\r
1168                                 else if (fr == WFRAME_RELOAD)\r
1169                                 {\r
1170                                         self.weapon_morph1time = time + t * 0.05;\r
1171                                         self.weapon_morph1angles = '-10 40 0';\r
1172                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1173                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1174 \r
1175                                         self.weapon_morph2time = time + t * 0.15;\r
1176                                         self.weapon_morph2angles = '-10 40 5';\r
1177                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1178                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1179 \r
1180                                         self.weapon_morph3time = time + t * 0.25;\r
1181                                         self.weapon_morph3angles = '-10 40 0';\r
1182                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1183                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1184                                 }\r
1185                         }\r
1186                 }\r
1187                 else\r
1188                 {\r
1189                         if (fr == WFRAME_IDLE)\r
1190                                 a = self.weaponentity.anim_idle;\r
1191                         else if (fr == WFRAME_FIRE1)\r
1192                                 a = self.weaponentity.anim_fire1;\r
1193                         else if (fr == WFRAME_FIRE2)\r
1194                                 a = self.weaponentity.anim_fire2;\r
1195                         else if (fr == WFRAME_RELOAD)\r
1196                                 a = self.weaponentity.anim_reload;\r
1197                         a_z *= g_weaponratefactor;\r
1198                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);\r
1199                 }\r
1200         }\r
1201 \r
1202         v_forward = of;\r
1203         v_right = or;\r
1204         v_up = ou;\r
1205 \r
1206         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)\r
1207         {\r
1208                 backtrace("Tried to override initial weapon think function - should this really happen?");\r
1209         }\r
1210 \r
1211         t *= W_WeaponRateFactor();\r
1212 \r
1213         // VorteX: haste can be added here\r
1214         if (self.weapon_think == w_ready)\r
1215         {\r
1216                 self.weapon_nextthink = time;\r
1217                 //dprint("started firing at ", ftos(time), "\n");\r
1218         }\r
1219         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)\r
1220         {\r
1221                 self.weapon_nextthink = time;\r
1222                 //dprint("reset weapon animation timer at ", ftos(time), "\n");\r
1223         }\r
1224         self.weapon_nextthink = self.weapon_nextthink + t;\r
1225         self.weapon_think = func;\r
1226         //dprint("next ", ftos(self.weapon_nextthink), "\n");\r
1227 \r
1228         if (restartanim)\r
1229         if (t)\r
1230         if (!self.crouch) // shoot anim stands up, this looks bad\r
1231         {\r
1232                 local vector anim;\r
1233                 anim = self.anim_shoot;\r
1234                 anim_z = anim_y / (t + sys_frametime);\r
1235                 setanim(self, anim, FALSE, TRUE, TRUE);\r
1236         }\r
1237 };\r
1238 \r
1239 void weapon_boblayer1(float spd, vector org)\r
1240 {\r
1241         // VorteX: haste can be added here\r
1242 };\r
1243 \r
1244 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)\r
1245 {\r
1246         vector mdirection;\r
1247         float mspeed;\r
1248         float outspeed;\r
1249         float nstyle;\r
1250         vector outvelocity;\r
1251 \r
1252         mvelocity = mvelocity * g_weaponspeedfactor;\r
1253 \r
1254         mdirection = normalize(mvelocity);\r
1255         mspeed = vlen(mvelocity);\r
1256 \r
1257         nstyle = cvar("g_projectiles_newton_style");\r
1258         if(nstyle == 0)\r
1259         {\r
1260                 // absolute velocity\r
1261                 outvelocity = mvelocity;\r
1262         }\r
1263         else if(nstyle == 1)\r
1264         {\r
1265                 // true Newtonian projectiles\r
1266                 outvelocity = pvelocity + mvelocity;\r
1267         }\r
1268         else if(nstyle == 2)\r
1269         {\r
1270                 // true Newtonian projectiles with automatic aim adjustment\r
1271                 //\r
1272                 // solve: |outspeed * mdirection - pvelocity| = mspeed\r
1273                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0\r
1274                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)\r
1275                 // PLUS SIGN!\r
1276                 // not defined?\r
1277                 // then...\r
1278                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2\r
1279                 // velocity without mdirection component > mspeed\r
1280                 // fire at smallest possible mspeed that works?\r
1281                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed\r
1282 \r
1283                 vector solution;\r
1284                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);\r
1285                 if(solution_z)\r
1286                         outspeed = solution_y; // the larger one\r
1287                 else\r
1288                 {\r
1289                         //outspeed = 0; // slowest possible shot\r
1290                         outspeed = solution_x; // the real part (that is, the average!)\r
1291                         //dprint("impossible shot, adjusting\n");\r
1292                 }\r
1293 \r
1294                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));\r
1295                 outvelocity = mdirection * outspeed;\r
1296         }\r
1297         else if(nstyle == 3)\r
1298         {\r
1299                 // pseudo-Newtonian:\r
1300                 outspeed = mspeed + mdirection * pvelocity;\r
1301                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);\r
1302                 outvelocity = mdirection * outspeed;\r
1303         }\r
1304         else if(nstyle == 4)\r
1305         {\r
1306                 // tZorkian:\r
1307                 outspeed = mspeed + vlen(pvelocity);\r
1308                 outvelocity = mdirection * outspeed;\r
1309         }\r
1310         else\r
1311                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");\r
1312 \r
1313         return outvelocity;\r
1314 }\r
1315 \r
1316 void W_AttachToShotorg(entity flash, vector offset)\r
1317 {\r
1318         entity xflash;\r
1319         flash.owner = self;\r
1320         flash.angles_z = random() * 360;\r
1321         if(qcweaponanimation)\r
1322         {\r
1323                 setorigin(flash, w_shotorg + w_shotdir * 50);\r
1324                 flash.angles = vectoangles(w_shotdir);\r
1325                 flash.angles_z = random() * 360;\r
1326         }\r
1327         else\r
1328         {\r
1329                 setattachment(flash, self.weaponentity, "shot");\r
1330                 setorigin(flash, offset);\r
1331 \r
1332                 xflash = spawn();\r
1333                 copyentity(flash, xflash);\r
1334 \r
1335                 flash.viewmodelforclient = self;\r
1336 \r
1337                 if(self.weaponentity.oldorigin_x > 0)\r
1338                 {\r
1339                         setattachment(xflash, self.exteriorweaponentity, "");\r
1340                         setorigin(xflash, self.weaponentity.oldorigin + offset);\r
1341                 }\r
1342                 else\r
1343                 {\r
1344                         setattachment(xflash, self.exteriorweaponentity, "shot");\r
1345                 }\r
1346         }\r
1347 }\r
1348 \r
1349 vector cliptoplane(vector v, vector p)\r
1350 {\r
1351         return v - (v * p) * p;\r
1352 }\r
1353 \r
1354 vector solve_cubic_pq(float p, float q)\r
1355 {\r
1356         float D, u, v, a;\r
1357         D = q*q/4.0 + p*p*p/27.0;\r
1358         if(D < 0)\r
1359         {\r
1360                 // irreducibilis\r
1361                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));\r
1362                 u = sqrt(-4.0/3.0 * p);\r
1363                 // a in range 0..pi/3\r
1364                 // cos(a)\r
1365                 // cos(a + 2pi/3)\r
1366                 // cos(a + 4pi/3)\r
1367                 return\r
1368                         u *\r
1369                         (\r
1370                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)\r
1371                                 +\r
1372                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)\r
1373                                 +\r
1374                                 '0 0 1' * cos(a)\r
1375                         );\r
1376         }\r
1377         else if(D == 0)\r
1378         {\r
1379                 // simple\r
1380                 if(p == 0)\r
1381                         return '0 0 0';\r
1382                 u = 3*q/p;\r
1383                 v = -u/2;\r
1384                 if(u >= v)\r
1385                         return '1 1 0' * v + '0 0 1' * u;\r
1386                 else\r
1387                         return '0 1 1' * v + '1 0 0' * u;\r
1388         }\r
1389         else\r
1390         {\r
1391                 // cardano\r
1392                 u = cbrt(-q/2.0 + sqrt(D));\r
1393                 v = cbrt(-q/2.0 - sqrt(D));\r
1394                 return '1 1 1' * (u + v);\r
1395         }\r
1396 }\r
1397 vector solve_cubic_abcd(float a, float b, float c, float d)\r
1398 {\r
1399         // y = 3*a*x + b\r
1400         // x = (y - b) / 3a\r
1401         float p, q;\r
1402         vector v;\r
1403         p = (9*a*c - 3*b*b);\r
1404         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);\r
1405         v = solve_cubic_pq(p, q);\r
1406         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));\r
1407         if(a < 0)\r
1408                 v += '1 0 -1' * (v_z - v_x); // swap x, z\r
1409         return v;\r
1410 }\r
1411 \r
1412 vector findperpendicular(vector v)\r
1413 {\r
1414         vector p;\r
1415         p_x = v_z;\r
1416         p_y = -v_x;\r
1417         p_z = v_y;\r
1418         return normalize(cliptoplane(p, v));\r
1419 }\r
1420 \r
1421 vector W_CalculateProjectileSpread(vector forward, float spread)\r
1422 {\r
1423         float sigma;\r
1424         vector v1, v2;\r
1425         float dx, dy, r;\r
1426         float sstyle;\r
1427         spread *= g_weaponspreadfactor;\r
1428         if(spread <= 0)\r
1429                 return forward;\r
1430         sstyle = cvar("g_projectiles_spread_style");\r
1431         \r
1432         if(sstyle == 0)\r
1433         {\r
1434                 // this is the baseline for the spread value!\r
1435                 // standard deviation: sqrt(2/5)\r
1436                 // density function: sqrt(1-r^2)\r
1437                 return forward + randomvec() * spread;\r
1438         }\r
1439         else if(sstyle == 1)\r
1440         {\r
1441                 // same thing, basically\r
1442                 return normalize(forward + cliptoplane(randomvec() * spread, forward));\r
1443         }\r
1444         else if(sstyle == 2)\r
1445         {\r
1446                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)\r
1447                 sigma = spread * 0.89442719099991587855; // match baseline stddev\r
1448                 v1 = findperpendicular(forward);\r
1449                 v2 = cross(forward, v1);\r
1450                 // random point on unit circle\r
1451                 dx = random() * 2 * M_PI;\r
1452                 dy = sin(dx);\r
1453                 dx = cos(dx);\r
1454                 // radius in our dist function\r
1455                 r = random();\r
1456                 r = sqrt(r);\r
1457                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1458         }\r
1459         else if(sstyle == 3) // gauss 3d\r
1460         {\r
1461                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1462                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1463                 v1 = forward;\r
1464                 v1_x += gsl_ran_gaussian(sigma);\r
1465                 v1_y += gsl_ran_gaussian(sigma);\r
1466                 v1_z += gsl_ran_gaussian(sigma);\r
1467                 return v1;\r
1468         }\r
1469         else if(sstyle == 4) // gauss 2d\r
1470         {\r
1471                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1472                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1473                 v1_x = gsl_ran_gaussian(sigma);\r
1474                 v1_y = gsl_ran_gaussian(sigma);\r
1475                 v1_z = gsl_ran_gaussian(sigma);\r
1476                 return normalize(forward + cliptoplane(v1, forward));\r
1477         }\r
1478         else if(sstyle == 5) // 1-r\r
1479         {\r
1480                 sigma = spread * 1.154700538379252; // match baseline stddev\r
1481                 v1 = findperpendicular(forward);\r
1482                 v2 = cross(forward, v1);\r
1483                 // random point on unit circle\r
1484                 dx = random() * 2 * M_PI;\r
1485                 dy = sin(dx);\r
1486                 dx = cos(dx);\r
1487                 // radius in our dist function\r
1488                 r = random();\r
1489                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';\r
1490                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1491         }\r
1492         else if(sstyle == 6) // 1-r^2\r
1493         {\r
1494                 sigma = spread * 1.095445115010332; // match baseline stddev\r
1495                 v1 = findperpendicular(forward);\r
1496                 v2 = cross(forward, v1);\r
1497                 // random point on unit circle\r
1498                 dx = random() * 2 * M_PI;\r
1499                 dy = sin(dx);\r
1500                 dx = cos(dx);\r
1501                 // radius in our dist function\r
1502                 r = random();\r
1503                 r = sqrt(1 - r);\r
1504                 r = sqrt(1 - r);\r
1505                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1506         }\r
1507         else if(sstyle == 7) // (1-r) (2-r)\r
1508         {\r
1509                 sigma = spread * 1.224744871391589; // match baseline stddev\r
1510                 v1 = findperpendicular(forward);\r
1511                 v2 = cross(forward, v1);\r
1512                 // random point on unit circle\r
1513                 dx = random() * 2 * M_PI;\r
1514                 dy = sin(dx);\r
1515                 dx = cos(dx);\r
1516                 // radius in our dist function\r
1517                 r = random();\r
1518                 r = 1 - sqrt(r);\r
1519                 r = 1 - sqrt(r);\r
1520                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1521         }\r
1522         else\r
1523                 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)!");\r
1524         return '0 0 0';\r
1525         /*\r
1526          * how to derive falloff functions:\r
1527          * rho(r) := (2-r) * (1-r);\r
1528          * a : 0;\r
1529          * b : 1;\r
1530          * rhor(r) := r * rho(r);\r
1531          * cr(t) := integrate(rhor(r), r, a, t);\r
1532          * scr(t) := integrate(rhor(r) * r^2, r, a, t);\r
1533          * variance : scr(b) / cr(b);\r
1534          * solve(cr(r) = rand * cr(b), r), programmmode:false;\r
1535          * sqrt(0.4 / variance), numer;\r
1536          */\r
1537 }\r
1538 \r
1539 #if 0\r
1540 float mspercallsum;\r
1541 float mspercallsstyle;\r
1542 float mspercallcount;\r
1543 #endif\r
1544 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)\r
1545 {\r
1546         if(missile.owner == world)\r
1547                 error("Unowned missile");\r
1548 \r
1549         dir = dir + upDir * (pUpSpeed / pSpeed);\r
1550         dir_z += pZSpeed / pSpeed;\r
1551         pSpeed *= vlen(dir);\r
1552         dir = normalize(dir);\r
1553 \r
1554 #if 0\r
1555         if(cvar("g_projectiles_spread_style") != mspercallsstyle)\r
1556         {\r
1557                 mspercallsum = mspercallcount = 0;\r
1558                 mspercallsstyle = cvar("g_projectiles_spread_style");\r
1559         }\r
1560         mspercallsum -= gettime(GETTIME_HIRES);\r
1561 #endif\r
1562         dir = W_CalculateProjectileSpread(dir, spread);\r
1563 #if 0\r
1564         mspercallsum += gettime(GETTIME_HIRES);\r
1565         mspercallcount += 1;\r
1566         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");\r
1567 #endif\r
1568 \r
1569         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);\r
1570 }\r
1571 \r
1572 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)\r
1573 {\r
1574         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);\r
1575 }\r
1576 \r
1577 #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"))\r
1578 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
1579 \r
1580 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
1581 {\r
1582         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
1583                 return;\r
1584 \r
1585         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
1586         if(ammo_reload)\r
1587         {\r
1588                 self.clip_load -= ammo_use;\r
1589                 self.weapon_load[self.weapon] = self.clip_load;\r
1590         }\r
1591         else\r
1592                 self.(self.current_ammo) -= ammo_use;\r
1593 }\r
1594 \r
1595 // weapon reloading code\r
1596 \r
1597 .float reload_ammo_amount, reload_ammo_min, reload_time;\r
1598 .float reload_complain;\r
1599 .string reload_sound;\r
1600 \r
1601 void W_ReloadedAndReady()\r
1602 {\r
1603         // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
1604         if(self.stat_eaten)\r
1605         {\r
1606                 self.clip_load = self.weapon_load[self.weapon] = -1;\r
1607                 w_ready(); // don't keep executing each frame\r
1608                 return;\r
1609         }\r
1610 \r
1611         // finish the reloading process, and do the ammo transfer\r
1612 \r
1613         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
1614 \r
1615         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
1616         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1617                 self.clip_load = self.reload_ammo_amount;\r
1618         else\r
1619         {\r
1620                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
1621                 {\r
1622                         self.clip_load += 1;\r
1623                         self.(self.current_ammo) -= 1;\r
1624                 }\r
1625         }\r
1626         self.weapon_load[self.weapon] = self.clip_load;\r
1627 \r
1628         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1629         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1630         // so your weapon is disabled for a few seconds without reason\r
1631 \r
1632         //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
1633 \r
1634         w_ready();\r
1635 }\r
1636 \r
1637 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
1638 {\r
1639         // if we are inside the stomach, don't allow reloading\r
1640         if(self.stat_eaten)\r
1641                 return;\r
1642 \r
1643         // set global values to work with\r
1644         self.reload_ammo_min = sent_ammo_min;\r
1645         self.reload_ammo_amount = sent_ammo_amount;\r
1646         self.reload_time = sent_time;\r
1647         self.reload_sound = sent_sound;\r
1648 \r
1649         // check if we meet the necessary conditions to reload\r
1650 \r
1651         entity e;\r
1652         e = get_weaponinfo(self.weapon);\r
1653 \r
1654         // don't reload weapons that don't have the RELOADABLE flag\r
1655         if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
1656         {\r
1657                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
1658                 return;\r
1659         }\r
1660         // return if reloading is disabled for this weapon\r
1661         if(!self.reload_ammo_amount)\r
1662                 return;\r
1663         // our weapon is fully loaded, no need to reload\r
1664         if (self.clip_load >= self.reload_ammo_amount)\r
1665                 return;\r
1666         // no ammo, so nothing to load\r
1667         if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
1668         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1669         {\r
1670                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
1671                 {\r
1672                         play2(self, "misc/unavailable.wav");\r
1673                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
1674                         self.reload_complain = time + 1;\r
1675                 }\r
1676                 // switch away if the amount of ammo is not enough to keep using this weapon\r
1677                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
1678                 {\r
1679                         self.clip_load = -1; // reload later\r
1680                         W_SwitchToOtherWeapon(self);\r
1681                 }\r
1682                 return;\r
1683         }\r
1684 \r
1685         if (self.weaponentity)\r
1686         {\r
1687                 if (self.weaponentity.wframe == WFRAME_RELOAD)\r
1688                         return;\r
1689 \r
1690                 // allow switching away while reloading, but this will cause a new reload!\r
1691                 self.weaponentity.state = WS_READY;\r
1692         }\r
1693 \r
1694         // now begin the reloading process\r
1695 \r
1696         // weapon reload effects\r
1697         if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
1698         {\r
1699                 vector org;\r
1700                 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
1701                 SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
1702                 pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
1703         }\r
1704         sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
1705 \r
1706         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1707         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1708         // so your weapon is disabled for a few seconds without reason\r
1709 \r
1710         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
1711 \r
1712         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
1713 \r
1714         if(self.clip_load < 0)\r
1715                 self.clip_load = 0;\r
1716         self.old_clip_load = self.clip_load;\r
1717         self.clip_load = self.weapon_load[self.weapon] = -1;\r
1718 }