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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         {\r
227                 ent.punchangle_x += crandom() * recoil;\r
228                 ent.punchangle_y += crandom() * recoil;\r
229         }\r
230 \r
231         if (snd != "")\r
232         {\r
233                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
234         }\r
235 \r
236         if (ent.items & IT_STRENGTH && maxdamage)\r
237                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
238 };\r
239 \r
240 #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
241 #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
242 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
243 \r
244 .string weaponname;\r
245 \r
246 float CL_Weaponentity_CustomizeEntityForClient()\r
247 {\r
248         self.viewmodelforclient = self.owner;\r
249         if(other.classname == "spectator")\r
250                 if(other.enemy == self.owner)\r
251                         self.viewmodelforclient = other;\r
252         return TRUE;\r
253 }\r
254 \r
255 float CL_ExteriorWeaponentity_CustomizeEntityForClient()\r
256 {\r
257         // hide the exterior weapon entity of a predator from their prey\r
258         // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
259         if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
260                 return TRUE;\r
261 \r
262         float chase;\r
263         chase = other.cvar_chase_active;\r
264 \r
265         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
266                 other = other.enemy; // also do this for the player we are spectating\r
267 \r
268         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
269         if(other.predator == self.owner)\r
270         {\r
271                 setmodel(self, "");\r
272                 return TRUE;\r
273         }\r
274 \r
275         if(cvar("g_nodepthtestplayers"))\r
276                 self.effects |= EF_NODEPTHTEST;\r
277         else\r
278                 self.effects &~= EF_NODEPTHTEST;\r
279         if(cvar("g_fullbrightplayers"))\r
280                 self.effects |= EF_FULLBRIGHT;\r
281 \r
282         if not(self.owner.stat_eaten)\r
283                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
284         else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
285         {\r
286                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
287                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
288         }\r
289         else\r
290                 setmodel(self, ""); // hide prey's weapon model\r
291         return TRUE;\r
292 }\r
293 \r
294 float qcweaponanimation;\r
295 vector weapon_offset = '0 -10 0';\r
296 vector weapon_adjust = '10 0 -15';\r
297 .vector weapon_morph0origin;\r
298 .vector weapon_morph0angles;\r
299 .float  weapon_morph0time;\r
300 .vector weapon_morph1origin;\r
301 .vector weapon_morph1angles;\r
302 .float  weapon_morph1time;\r
303 .vector weapon_morph2origin;\r
304 .vector weapon_morph2angles;\r
305 .float  weapon_morph2time;\r
306 .vector weapon_morph3origin;\r
307 .vector weapon_morph3angles;\r
308 .float  weapon_morph3time;\r
309 .vector weapon_morph4origin;\r
310 .vector weapon_morph4angles;\r
311 .float  weapon_morph4time;\r
312 #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
313 \r
314 /*\r
315  * supported formats:\r
316  *\r
317  * 1. simple animated model, muzzle flash handling on h_ model:\r
318  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
319  *      tags:\r
320  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
321  *        shell = casings ejection point (must be on the right hand side of the gun)\r
322  *        weapon = attachment for v_tuba.md3\r
323  *    v_tuba.md3 - first and third person model\r
324  *    g_tuba.md3 - pickup model\r
325  *\r
326  * 2. simple animated model, muzzle flash handling on v_ model:\r
327  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
328  *      tags:\r
329  *        weapon = attachment for v_tuba.md3\r
330  *    v_tuba.md3 - first and third person model\r
331  *      tags:\r
332  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
333  *        shell = casings ejection point (must be on the right hand side of the gun)\r
334  *    g_tuba.md3 - pickup model\r
335  *\r
336  * 3. fully animated model, muzzle flash handling on h_ model:\r
337  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
338  *      tags:\r
339  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
340  *        shell = casings ejection point (must be on the right hand side of the gun)\r
341  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)\r
342  *    v_tuba.md3 - third person model\r
343  *    g_tuba.md3 - pickup model\r
344  *\r
345  * 4. fully animated model, muzzle flash handling on v_ model:\r
346  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
347  *      tags:\r
348  *        shot = muzzle end (shot origin)\r
349  *        shell = casings ejection point (must be on the right hand side of the gun)\r
350  *    v_tuba.md3 - third person model\r
351  *      tags:\r
352  *        shot = muzzle end (for muzzle flashes)\r
353  *    g_tuba.md3 - pickup model\r
354  */\r
355 \r
356 void CL_Weaponentity_Think()\r
357 {\r
358         float tb, v_shot_idx;\r
359         self.nextthink = time;\r
360         if (intermission_running)\r
361                 self.frame = self.anim_idle_x;\r
362         if (self.owner.weaponentity != self)\r
363         {\r
364                 if (self.weaponentity)\r
365                         remove(self.weaponentity);\r
366                 remove(self);\r
367                 return;\r
368         }\r
369         if (self.owner.deadflag != DEAD_NO)\r
370         {\r
371                 self.model = "";\r
372                 if (self.weaponentity)\r
373                         self.weaponentity.model = "";\r
374                 return;\r
375         }\r
376         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
377         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
378         {\r
379                 self.cnt = self.owner.weapon;\r
380                 self.dmg = self.owner.modelindex;\r
381                 self.deadflag = self.owner.deadflag;\r
382 \r
383                 string animfilename;\r
384                 float animfile;\r
385                 if (self.owner.weaponname != "")\r
386                 {\r
387                         // if there is a child entity, hide it until we're sure we use it\r
388                         if (self.weaponentity)\r
389                                 self.weaponentity.model = "";\r
390                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
391                         v_shot_idx = gettagindex(self, "shot"); // used later\r
392                         if(!v_shot_idx)\r
393                                 v_shot_idx = gettagindex(self, "tag_shot");\r
394 \r
395                         if(qcweaponanimation)\r
396                         {\r
397                                 self.angles = '0 0 0';\r
398                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
399                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;\r
400                                 self.movedir_x += 32;\r
401                                 self.spawnorigin = self.movedir;\r
402                                 // oldorigin - not calculated here\r
403                         }\r
404                         else\r
405                         {\r
406                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
407                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
408                                 animfile = fopen(animfilename, FILE_READ);\r
409                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
410                                 self.anim_fire1  = '0 1 0.01';\r
411                                 self.anim_fire2  = '1 1 0.01';\r
412                                 self.anim_idle   = '2 1 0.01';\r
413                                 self.anim_reload = '3 1 0.01';\r
414                                 if (animfile >= 0)\r
415                                 {\r
416                                         animparseerror = FALSE;\r
417                                         self.anim_fire1  = animparseline(animfile);\r
418                                         self.anim_fire2  = animparseline(animfile);\r
419                                         self.anim_idle   = animparseline(animfile);\r
420                                         self.anim_reload = animparseline(animfile);\r
421                                         fclose(animfile);\r
422                                         if (animparseerror)\r
423                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");\r
424                                 }\r
425 \r
426                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
427                                 // if we don't, this is a "real" animated model\r
428                                 if(gettagindex(self, "weapon"))\r
429                                 {\r
430                                         if (!self.weaponentity)\r
431                                                 self.weaponentity = spawn();\r
432                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
433                                         setattachment(self.weaponentity, self, "weapon");\r
434                                 }\r
435                                 else if(gettagindex(self, "tag_weapon"))\r
436                                 {\r
437                                         if (!self.weaponentity)\r
438                                                 self.weaponentity = spawn();\r
439                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
440                                         setattachment(self.weaponentity, self, "tag_weapon");\r
441                                 }\r
442                                 else\r
443                                 {\r
444                                         if(self.weaponentity)\r
445                                                 remove(self.weaponentity);\r
446                                         self.weaponentity = world;\r
447                                 }\r
448 \r
449                                 setorigin(self,'0 0 0');\r
450                                 self.angles = '0 0 0';\r
451                                 self.frame = 0;\r
452                                 self.viewmodelforclient = world;\r
453 \r
454                                 float idx;\r
455 \r
456                                 if(v_shot_idx) // v_ model attached to invisible h_ model\r
457                                 {\r
458                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);\r
459                                 }\r
460                                 else\r
461                                 {\r
462                                         idx = gettagindex(self, "shot");\r
463                                         if(!idx)\r
464                                                 idx = gettagindex(self, "tag_shot");\r
465                                         if(idx)\r
466                                                 self.movedir = gettaginfo(self, idx);\r
467                                         else\r
468                                         {\r
469                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");\r
470                                                 self.movedir = '0 0 0';\r
471                                         }\r
472                                 }\r
473 \r
474                                 if(self.weaponentity) // v_ model attached to invisible h_ model\r
475                                 {\r
476                                         idx = gettagindex(self.weaponentity, "shell");\r
477                                         if(!idx)\r
478                                                 idx = gettagindex(self.weaponentity, "tag_shell");\r
479                                         if(idx)\r
480                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);\r
481                                 }\r
482                                 else\r
483                                         idx = 0;\r
484                                 if(!idx)\r
485                                 {\r
486                                         idx = gettagindex(self, "shell");\r
487                                         if(!idx)\r
488                                                 idx = gettagindex(self, "tag_shell");\r
489                                         if(idx)\r
490                                                 self.spawnorigin = gettaginfo(self, idx);\r
491                                         else\r
492                                         {\r
493                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");\r
494                                                 self.spawnorigin = self.movedir;\r
495                                         }\r
496                                 }\r
497 \r
498                                 if(v_shot_idx)\r
499                                 {\r
500                                         self.oldorigin = '0 0 0'; // use regular attachment\r
501                                 }\r
502                                 else\r
503                                 {\r
504                                         if(self.weaponentity)\r
505                                         {\r
506                                                 idx = gettagindex(self, "weapon");\r
507                                                 if(!idx)\r
508                                                         idx = gettagindex(self, "tag_weapon");\r
509                                         }\r
510                                         else\r
511                                         {\r
512                                                 idx = gettagindex(self, "handle");\r
513                                                 if(!idx)\r
514                                                         idx = gettagindex(self, "tag_handle");\r
515                                         }\r
516                                         if(idx)\r
517                                         {\r
518                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);\r
519                                         }\r
520                                         else\r
521                                         {\r
522                                                 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
523                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this\r
524                                         }\r
525                                 }\r
526 \r
527                                 self.viewmodelforclient = self.owner;\r
528                         }\r
529                 }\r
530                 else\r
531                 {\r
532                         self.model = "";\r
533                         if(self.weaponentity)\r
534                                 remove(self.weaponentity);\r
535                         self.weaponentity = world;\r
536                         self.movedir = '0 0 0';\r
537                         self.spawnorigin = '0 0 0';\r
538                         self.oldorigin = '0 0 0';\r
539                         self.anim_fire1  = '0 1 0.01';\r
540                         self.anim_fire2  = '0 1 0.01';\r
541                         self.anim_idle   = '0 1 0.01';\r
542                         self.anim_reload = '0 1 0.01';\r
543                 }\r
544 \r
545                 self.view_ofs = '0 0 0';\r
546 \r
547                 if(self.movedir_x >= 0)\r
548                 {\r
549                         vector v0;\r
550                         v0 = self.movedir;\r
551                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);\r
552                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;\r
553                 }\r
554                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);\r
555                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly\r
556 \r
557                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount\r
558 \r
559                 // check if an instant weapon switch occurred\r
560                 if (qcweaponanimation)\r
561                 {\r
562                         if (self.state == WS_READY)\r
563                         {\r
564                                 self.angles = '0 0 0';\r
565                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
566                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
567                         }\r
568                 }\r
569                 else\r
570                         setorigin(self, self.view_ofs);\r
571                 // reset animstate now\r
572                 self.wframe = WFRAME_IDLE;\r
573                 self.weapon_morph0time = 0;\r
574                 self.weapon_morph1time = 0;\r
575                 self.weapon_morph2time = 0;\r
576                 self.weapon_morph3time = 0;\r
577                 self.weapon_morph4time = 0;\r
578                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
579         }\r
580 \r
581         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));\r
582         self.effects = self.owner.effects & EFMASK_CHEAP;\r
583         self.effects &~= EF_LOWPRECISION;\r
584         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it\r
585         self.effects &~= EF_TELEPORT_BIT;\r
586         self.effects &~= EF_RESTARTANIM_BIT;\r
587         self.effects |= tb;\r
588 \r
589         if(self.owner.alpha == default_player_alpha)\r
590                 self.alpha = default_weapon_alpha;\r
591         else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
592                 self.alpha = self.owner.alpha;\r
593         else\r
594                 self.alpha = 1;\r
595 \r
596         self.colormap = self.owner.colormap;\r
597         self.colormod = self.owner.colormod;\r
598         self.glowmod = self.owner.weaponentity_glowmod;\r
599         if (self.weaponentity)\r
600         {\r
601                 self.weaponentity.effects = self.effects;\r
602                 self.weaponentity.alpha = self.alpha;\r
603                 self.weaponentity.colormap = self.colormap;\r
604                 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
605                 self.weaponentity.glowmod = self.glowmod;\r
606         }\r
607 \r
608         self.angles = '0 0 0';\r
609         local float f;\r
610         f = 0;\r
611         if (self.state == WS_RAISE && !intermission_running)\r
612         {\r
613                 f = (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_DROP && !intermission_running)\r
622         {\r
623                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\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 (self.state == WS_CLEAR)\r
632         {\r
633                 f = 1;\r
634                 self.angles_x = -90 * f * f;\r
635                 if (qcweaponanimation)\r
636                 {\r
637                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
638                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
639                 }\r
640         }\r
641         else if (qcweaponanimation && time < self.owner.weapon_morph1time)\r
642         {\r
643                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);\r
644                 f = 1 - pow(1 - f, 3);\r
645                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;\r
646                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);\r
647         }\r
648         else if (qcweaponanimation && time < self.owner.weapon_morph2time)\r
649         {\r
650                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);\r
651                 f = 1 - pow(1 - f, 3);\r
652                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;\r
653                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);\r
654         }\r
655         else if (qcweaponanimation && time < self.owner.weapon_morph3time)\r
656         {\r
657                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);\r
658                 f = 1 - pow(1 - f, 3);\r
659                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;\r
660                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);\r
661         }\r
662         else if (qcweaponanimation && time < self.owner.weapon_morph4time)\r
663         {\r
664                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);\r
665                 f = 1 - pow(1 - f, 3);\r
666                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;\r
667                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);\r
668         }\r
669         else if (qcweaponanimation)\r
670         {\r
671                 // begin a new idle morph\r
672                 self.owner.weapon_morph0time   = time;\r
673                 self.owner.weapon_morph0angles = self.angles;\r
674                 self.owner.weapon_morph0origin = self.origin;\r
675 \r
676                 float r;\r
677                 float t;\r
678 \r
679                 r = random();\r
680                 if (r < 0.1)\r
681                 {\r
682                         // turn gun to the left to look at it\r
683                         t = 2;\r
684                         self.owner.weapon_morph1time   = time + t * 0.2;\r
685                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';\r
686                         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
687                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
688 \r
689                         self.owner.weapon_morph2time   = time + t * 0.6;\r
690                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';\r
691                         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
692                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
693 \r
694                         self.owner.weapon_morph3time   = time + t;\r
695                         self.owner.weapon_morph3angles = '0 0 0';\r
696                         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
697                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
698                 }\r
699                 else if (r < 0.2)\r
700                 {\r
701                         // raise the gun a bit\r
702                         t = 2;\r
703                         self.owner.weapon_morph1time   = time + t * 0.2;\r
704                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';\r
705                         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
706                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
707 \r
708                         self.owner.weapon_morph2time   = time + t * 0.5;\r
709                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';\r
710                         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
711                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
712 \r
713                         self.owner.weapon_morph3time   = time + t;\r
714                         self.owner.weapon_morph3angles = '0 0 0';\r
715                         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
716                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
717                 }\r
718                 else if (r < 0.3)\r
719                 {\r
720                         // tweak it a bit\r
721                         t = 5;\r
722                         self.owner.weapon_morph1time   = time + t * 0.3;\r
723                         self.owner.weapon_morph1angles = randomvec() * 6;\r
724                         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
725                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
726 \r
727                         self.owner.weapon_morph2time   = time + t * 0.7;\r
728                         self.owner.weapon_morph2angles = randomvec() * 6;\r
729                         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
730                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
731 \r
732                         self.owner.weapon_morph3time   = time + t;\r
733                         self.owner.weapon_morph3angles = '0 0 0';\r
734                         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
735                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
736                 }\r
737                 else\r
738                 {\r
739                         // hold it mostly steady\r
740                         t = random() * 6 + 4;\r
741                         self.owner.weapon_morph1time   = time + t * 0.2;\r
742                         self.owner.weapon_morph1angles = randomvec() * 1;\r
743                         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
744                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
745 \r
746                         self.owner.weapon_morph2time   = time + t * 0.5;\r
747                         self.owner.weapon_morph2angles = randomvec() * 1;\r
748                         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
749                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
750 \r
751                         self.owner.weapon_morph3time   = time + t * 0.7;\r
752                         self.owner.weapon_morph3angles = randomvec() * 1;\r
753                         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
754                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
755                 }\r
756 \r
757                 self.owner.weapon_morph4time   = time + t;\r
758                 self.owner.weapon_morph4angles = '0 0 0';\r
759                 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
760                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);\r
761 \r
762         }\r
763 \r
764         // if we are a micro or macro, size the weapon model accordingly\r
765         if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
766         if(self.owner.scale) // prevents some exceptions\r
767         {\r
768                 self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
769                 if(self.scale < 0.1)\r
770                         self.scale = 0.1; // stuff breaks if scale is smaller than this\r
771                 self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
772 \r
773                 // copy properties to the static weapon entity as well\r
774                 if(self.weaponentity != world) // prevents assignment to world\r
775                 {\r
776                         self.weaponentity.scale = self.scale;\r
777                         self.weaponentity.origin = self.origin;\r
778                 }\r
779         }\r
780 };\r
781 \r
782 void CL_ExteriorWeaponentity_Think()\r
783 {\r
784         float tag_found;\r
785         vector ang;\r
786         self.nextthink = time;\r
787         if (self.owner.exteriorweaponentity != self)\r
788         {\r
789                 remove(self);\r
790                 return;\r
791         }\r
792         if (self.owner.deadflag != DEAD_NO)\r
793         {\r
794                 self.model = "";\r
795                 return;\r
796         }\r
797         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
798         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
799         {\r
800                 self.cnt = self.owner.weapon;\r
801                 self.dmg = self.owner.modelindex;\r
802                 self.deadflag = self.owner.deadflag;\r
803                 if (self.owner.weaponname != "")\r
804                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
805                 else\r
806                         self.model = "";\r
807 \r
808                 if((tag_found = gettagindex(self.owner, "tag_weapon")))\r
809                 {\r
810                         self.tag_index = tag_found;\r
811                         self.tag_entity = self.owner;\r
812                 }\r
813                 else\r
814                         setattachment(self, self.owner, "bip01 r hand");\r
815 \r
816                 // if that didn't find a tag, hide the exterior weapon model\r
817                 if (!self.tag_index)\r
818                         self.model = "";\r
819         }\r
820         self.effects = self.owner.effects;\r
821         if(sv_pitch_min == sv_pitch_max)\r
822                 self.effects |= EF_LOWPRECISION;\r
823         else\r
824                 self.effects &~= EF_LOWPRECISION;\r
825         self.effects = self.effects & EFMASK_CHEAP; // eat performance\r
826         if(self.owner.alpha == default_player_alpha)\r
827                 self.alpha = default_weapon_alpha;\r
828         else if(self.owner.alpha != 0)\r
829                 self.alpha = self.owner.alpha;\r
830         else\r
831                 self.alpha = 1;\r
832         self.colormod = self.owner.colormod; // used by the regurgitating colors\r
833 \r
834         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
835         ang_y = 0;\r
836         ang_z = 0;\r
837 \r
838         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward\r
839         {\r
840                 ang_y = self.owner.v_angle_y;\r
841                 makevectors(ang);\r
842                 var vector v = v_forward;\r
843                 var float t = self.tag_entity.frame1time;\r
844                 var float f = self.tag_entity.frame;\r
845                 self.tag_entity.frame1time = time;\r
846                 self.tag_entity.frame = self.tag_entity.anim_idle_x;\r
847                 gettaginfo(self.tag_entity, self.tag_index);\r
848                 self.tag_entity.frame1time = t;\r
849                 self.tag_entity.frame = f;\r
850                 // untransform v according to this coordinate space\r
851                 vector w;\r
852                 w_x = v_forward * v;\r
853                 w_y = -v_right * v;\r
854                 w_z = v_up * v;\r
855                 self.angles = vectoangles(w);\r
856         }\r
857         else\r
858         {\r
859                 ang_x = -/* don't ask */ang_x;\r
860                 self.angles = ang;\r
861         }\r
862 \r
863         // if we are a micro or macro, size the weapon model accordingly\r
864         if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
865         if(self.model != "")\r
866         {\r
867                 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
868                 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
869         }\r
870 \r
871         self.colormap = self.owner.colormap;\r
872         self.glowmod = self.owner.weaponentity_glowmod;\r
873         self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
874 };\r
875 \r
876 // spawning weaponentity for client\r
877 void CL_SpawnWeaponentity()\r
878 {\r
879         self.weaponentity = spawn();\r
880         self.weaponentity.classname = "weaponentity";\r
881         self.weaponentity.solid = SOLID_NOT;\r
882         self.weaponentity.owner = self;\r
883         setmodel(self.weaponentity, ""); // precision set when changed\r
884         setorigin(self.weaponentity, '0 0 0');\r
885         self.weaponentity.angles = '0 0 0';\r
886         self.weaponentity.viewmodelforclient = self;\r
887         self.weaponentity.flags = 0;\r
888         self.weaponentity.think = CL_Weaponentity_Think;\r
889         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;\r
890         self.weaponentity.nextthink = time;\r
891 \r
892         self.exteriorweaponentity = spawn();\r
893         self.exteriorweaponentity.classname = "exteriorweaponentity";\r
894         self.exteriorweaponentity.solid = SOLID_NOT;\r
895         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;\r
896         self.exteriorweaponentity.owner = self;\r
897         setorigin(self.exteriorweaponentity, '0 0 0');\r
898         self.exteriorweaponentity.angles = '0 0 0';\r
899         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;\r
900         self.exteriorweaponentity.nextthink = time;\r
901 };\r
902 \r
903 .float hasweapon_complain_spam;\r
904 \r
905 float client_hasweapon(entity cl, float wpn, float andammo, float complain)\r
906 {\r
907         local float weaponbit;\r
908         //local float weaponbit, f;\r
909         //local entity oldself;\r
910 \r
911         if(time < self.hasweapon_complain_spam)\r
912                 complain = 0;\r
913         if(complain)\r
914                 self.hasweapon_complain_spam = time + 0.2;\r
915 \r
916         if (wpn < WEP_FIRST || wpn > WEP_LAST)\r
917         {\r
918                 if (complain)\r
919                         sprint(self, "Invalid weapon\n");\r
920                 return FALSE;\r
921         }\r
922         weaponbit = W_WeaponBit(wpn);\r
923         if (cl.weapons & weaponbit)\r
924         {\r
925                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
926                 /*if (andammo)\r
927                 {\r
928                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)\r
929                         {\r
930                                 f = 1;\r
931                         }\r
932                         else\r
933                         {\r
934                                 oldself = self;\r
935                                 self = cl;\r
936                                 f = weapon_action(wpn, WR_CHECKAMMO1);\r
937                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);\r
938                                 self = oldself;\r
939                         }\r
940                         if (!f)\r
941                         {\r
942                                 if (complain)\r
943                                 if(clienttype(cl) == CLIENTTYPE_REAL)\r
944                                 {\r
945                                         play2(cl, "misc/unavailable.wav");\r
946                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));\r
947                                 }\r
948                                 return FALSE;\r
949                         }\r
950                 }*/\r
951                 return TRUE;\r
952         }\r
953         if (complain)\r
954         {\r
955                 // DRESK - 3/16/07\r
956                 // Report Proper Weapon Status / Modified Weapon Ownership Message\r
957                 if(weaponsInMap & weaponbit)\r
958                 {\r
959                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );\r
960 \r
961                         if(cvar("g_showweaponspawns"))\r
962                         {\r
963                                 entity e;\r
964                                 string s;\r
965 \r
966                                 e = get_weaponinfo(wpn);\r
967                                 s = e.model2;\r
968 \r
969                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )\r
970                                 {\r
971                                         if(e.classname == "droppedweapon")\r
972                                                 continue;\r
973                                         if not(e.flags & FL_ITEM)\r
974                                                 continue;\r
975                                         WaypointSprite_Spawn(\r
976                                                 s,\r
977                                                 1, 0,\r
978                                                 world, e.origin,\r
979                                                 self, 0,\r
980                                                 world, enemy,\r
981                                                 0\r
982                                         );\r
983                                 }\r
984                         }\r
985                 }\r
986                 else\r
987                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );\r
988 \r
989                 play2(cl, "misc/unavailable.wav");\r
990         }\r
991         return FALSE;\r
992 };\r
993 \r
994 // Weapon subs\r
995 void w_clear()\r
996 {\r
997         if (self.weapon != -1)\r
998                 self.weapon = 0;\r
999         if (self.weaponentity)\r
1000         {\r
1001                 self.weaponentity.state = WS_CLEAR;\r
1002                 self.weaponentity.effects = 0;\r
1003         }\r
1004 };\r
1005 \r
1006 void w_ready()\r
1007 {\r
1008         if (self.weaponentity)\r
1009                 self.weaponentity.state = WS_READY;\r
1010         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);\r
1011 };\r
1012 \r
1013 // Setup weapon for client (after this raise frame will be launched)\r
1014 void weapon_setup(float windex)\r
1015 {\r
1016         entity e;\r
1017         qcweaponanimation = cvar("sv_qcweaponanimation");\r
1018         e = get_weaponinfo(windex);\r
1019         self.items &~= IT_AMMO;\r
1020         self.items = self.items | e.items;\r
1021 \r
1022         // the two weapon entities will notice this has changed and update their models\r
1023         self.weapon = windex;\r
1024         self.weaponname = e.mdl;\r
1025 };\r
1026 \r
1027 // perform weapon to attack (weaponstate and attack_finished check is here)\r
1028 void W_SwitchToOtherWeapon(entity pl)\r
1029 {\r
1030         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
1031         float w, ww;\r
1032         w = W_WeaponBit(pl.weapon);\r
1033         pl.weapons &~= w;\r
1034         ww = w_getbestweapon(pl);\r
1035         pl.weapons |= w;\r
1036         if(ww)\r
1037                 W_SwitchWeapon_Force(pl, ww);\r
1038 }\r
1039 \r
1040 .float prevdryfire;\r
1041 float weapon_prepareattack_checkammo(float secondary)\r
1042 {\r
1043         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1044         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
1045         {\r
1046                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
1047                 {\r
1048                         sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);\r
1049                         self.prevdryfire = time;\r
1050                 }\r
1051 \r
1052                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
1053                 //W_SwitchToOtherWeapon(self);\r
1054                 return FALSE;\r
1055         }\r
1056         return TRUE;\r
1057 }\r
1058 .float race_penalty;\r
1059 float weapon_prepareattack_check(float secondary, float attacktime)\r
1060 {\r
1061         if(!weapon_prepareattack_checkammo(secondary))\r
1062                 return FALSE;\r
1063 \r
1064         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
1065         //if all players readied up and the countdown is running\r
1066         if(time < game_starttime || time < self.race_penalty) {\r
1067                 return FALSE;\r
1068         }\r
1069 \r
1070         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused\r
1071                 return FALSE;\r
1072 \r
1073         // do not even think about shooting if switching\r
1074         if(self.switchweapon != self.weapon)\r
1075                 return FALSE;\r
1076 \r
1077         if(attacktime >= 0)\r
1078         {\r
1079                 // don't fire if previous attack is not finished\r
1080                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)\r
1081                         return FALSE;\r
1082                 // don't fire while changing weapon\r
1083                 if (self.weaponentity.state != WS_READY)\r
1084                         return FALSE;\r
1085         }\r
1086 \r
1087         return TRUE;\r
1088 }\r
1089 float weapon_prepareattack_do(float secondary, float attacktime)\r
1090 {\r
1091         self.weaponentity.state = WS_INUSE;\r
1092 \r
1093         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
1094 \r
1095         // if the weapon hasn't been firing continuously, reset the timer\r
1096         if(attacktime >= 0)\r
1097         {\r
1098                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)\r
1099                 {\r
1100                         ATTACK_FINISHED(self) = time;\r
1101                         //dprint("resetting attack finished to ", ftos(time), "\n");\r
1102                 }\r
1103                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
1104         }\r
1105         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
1106         return TRUE;\r
1107 }\r
1108 float weapon_prepareattack(float secondary, float attacktime)\r
1109 {\r
1110         if(weapon_prepareattack_check(secondary, attacktime))\r
1111         {\r
1112                 weapon_prepareattack_do(secondary, attacktime);\r
1113                 return TRUE;\r
1114         }\r
1115         else\r
1116                 return FALSE;\r
1117 }\r
1118 \r
1119 void weapon_thinkf(float fr, float t, void() func)\r
1120 {\r
1121         vector a;\r
1122         vector of, or, ou;\r
1123         float restartanim;\r
1124 \r
1125         if(fr == WFRAME_DONTCHANGE)\r
1126         {\r
1127                 fr = self.weaponentity.wframe;\r
1128                 restartanim = FALSE;\r
1129         }\r
1130         else if (fr == WFRAME_IDLE)\r
1131                 restartanim = FALSE;\r
1132         else\r
1133                 restartanim = TRUE;\r
1134 \r
1135         of = v_forward;\r
1136         or = v_right;\r
1137         ou = v_up;\r
1138 \r
1139         if (self.weaponentity)\r
1140         {\r
1141                 self.weaponentity.wframe = fr;\r
1142                 if (qcweaponanimation)\r
1143                 {\r
1144                         if (fr != WFRAME_IDLE)\r
1145                         {\r
1146                                 self.weapon_morph0time = time;\r
1147                                 self.weapon_morph0angles = self.weaponentity.angles;\r
1148                                 self.weapon_morph0origin = self.weaponentity.origin;\r
1149 \r
1150                                 self.weapon_morph1angles = '0 0 0';\r
1151                                 self.weapon_morph1time = time + t;\r
1152                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1153                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1154 \r
1155                                 self.weapon_morph2angles = '0 0 0';\r
1156                                 self.weapon_morph2time = time + t;\r
1157                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1158                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1159 \r
1160                                 self.weapon_morph3angles = '0 0 0';\r
1161                                 self.weapon_morph3time = time + t;\r
1162                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1163                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1164 \r
1165                                 self.weapon_morph4angles = '0 0 0';\r
1166                                 self.weapon_morph4time = time + t;\r
1167                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');\r
1168                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1169 \r
1170                                 if (fr == WFRAME_FIRE1)\r
1171                                 {\r
1172                                         self.weapon_morph1angles = '5 0 0';\r
1173                                         self.weapon_morph1time = time + t * 0.1;\r
1174                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1175                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1176                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1177                                 }\r
1178                                 else if (fr == WFRAME_FIRE2)\r
1179                                 {\r
1180                                         self.weapon_morph1angles = '10 0 0';\r
1181                                         self.weapon_morph1time = time + t * 0.1;\r
1182                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1183                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1184                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1185                                 }\r
1186                                 else if (fr == WFRAME_RELOAD)\r
1187                                 {\r
1188                                         self.weapon_morph1time = time + t * 0.05;\r
1189                                         self.weapon_morph1angles = '-10 40 0';\r
1190                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1191                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1192 \r
1193                                         self.weapon_morph2time = time + t * 0.15;\r
1194                                         self.weapon_morph2angles = '-10 40 5';\r
1195                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1196                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1197 \r
1198                                         self.weapon_morph3time = time + t * 0.25;\r
1199                                         self.weapon_morph3angles = '-10 40 0';\r
1200                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1201                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1202                                 }\r
1203                         }\r
1204                 }\r
1205                 else\r
1206                 {\r
1207                         if (fr == WFRAME_IDLE)\r
1208                                 a = self.weaponentity.anim_idle;\r
1209                         else if (fr == WFRAME_FIRE1)\r
1210                                 a = self.weaponentity.anim_fire1;\r
1211                         else if (fr == WFRAME_FIRE2)\r
1212                                 a = self.weaponentity.anim_fire2;\r
1213                         else if (fr == WFRAME_RELOAD)\r
1214                                 a = self.weaponentity.anim_reload;\r
1215                         a_z *= g_weaponratefactor;\r
1216                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);\r
1217                 }\r
1218         }\r
1219 \r
1220         v_forward = of;\r
1221         v_right = or;\r
1222         v_up = ou;\r
1223 \r
1224         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)\r
1225         {\r
1226                 backtrace("Tried to override initial weapon think function - should this really happen?");\r
1227         }\r
1228 \r
1229         t *= W_WeaponRateFactor();\r
1230 \r
1231         // VorteX: haste can be added here\r
1232         if (self.weapon_think == w_ready)\r
1233         {\r
1234                 self.weapon_nextthink = time;\r
1235                 //dprint("started firing at ", ftos(time), "\n");\r
1236         }\r
1237         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)\r
1238         {\r
1239                 self.weapon_nextthink = time;\r
1240                 //dprint("reset weapon animation timer at ", ftos(time), "\n");\r
1241         }\r
1242         self.weapon_nextthink = self.weapon_nextthink + t;\r
1243         self.weapon_think = func;\r
1244         //dprint("next ", ftos(self.weapon_nextthink), "\n");\r
1245 \r
1246         if (restartanim)\r
1247         if (t)\r
1248         if (!self.crouch) // shoot anim stands up, this looks bad\r
1249         {\r
1250                 local vector anim;\r
1251                 anim = self.anim_shoot;\r
1252                 anim_z = anim_y / (t + sys_frametime);\r
1253                 setanim(self, anim, FALSE, TRUE, TRUE);\r
1254         }\r
1255 };\r
1256 \r
1257 void weapon_boblayer1(float spd, vector org)\r
1258 {\r
1259         // VorteX: haste can be added here\r
1260 };\r
1261 \r
1262 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)\r
1263 {\r
1264         vector mdirection;\r
1265         float mspeed;\r
1266         float outspeed;\r
1267         float nstyle;\r
1268         vector outvelocity;\r
1269 \r
1270         mvelocity = mvelocity * g_weaponspeedfactor;\r
1271 \r
1272         mdirection = normalize(mvelocity);\r
1273         mspeed = vlen(mvelocity);\r
1274 \r
1275         nstyle = cvar("g_projectiles_newton_style");\r
1276         if(nstyle == 0)\r
1277         {\r
1278                 // absolute velocity\r
1279                 outvelocity = mvelocity;\r
1280         }\r
1281         else if(nstyle == 1)\r
1282         {\r
1283                 // true Newtonian projectiles\r
1284                 outvelocity = pvelocity + mvelocity;\r
1285         }\r
1286         else if(nstyle == 2)\r
1287         {\r
1288                 // true Newtonian projectiles with automatic aim adjustment\r
1289                 //\r
1290                 // solve: |outspeed * mdirection - pvelocity| = mspeed\r
1291                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0\r
1292                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)\r
1293                 // PLUS SIGN!\r
1294                 // not defined?\r
1295                 // then...\r
1296                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2\r
1297                 // velocity without mdirection component > mspeed\r
1298                 // fire at smallest possible mspeed that works?\r
1299                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed\r
1300 \r
1301                 vector solution;\r
1302                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);\r
1303                 if(solution_z)\r
1304                         outspeed = solution_y; // the larger one\r
1305                 else\r
1306                 {\r
1307                         //outspeed = 0; // slowest possible shot\r
1308                         outspeed = solution_x; // the real part (that is, the average!)\r
1309                         //dprint("impossible shot, adjusting\n");\r
1310                 }\r
1311 \r
1312                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));\r
1313                 outvelocity = mdirection * outspeed;\r
1314         }\r
1315         else if(nstyle == 3)\r
1316         {\r
1317                 // pseudo-Newtonian:\r
1318                 outspeed = mspeed + mdirection * pvelocity;\r
1319                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);\r
1320                 outvelocity = mdirection * outspeed;\r
1321         }\r
1322         else if(nstyle == 4)\r
1323         {\r
1324                 // tZorkian:\r
1325                 outspeed = mspeed + vlen(pvelocity);\r
1326                 outvelocity = mdirection * outspeed;\r
1327         }\r
1328         else\r
1329                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");\r
1330 \r
1331         return outvelocity;\r
1332 }\r
1333 \r
1334 void W_AttachToShotorg(entity flash, vector offset)\r
1335 {\r
1336         entity xflash;\r
1337         flash.owner = self;\r
1338         flash.angles_z = random() * 360;\r
1339         if(qcweaponanimation)\r
1340         {\r
1341                 setorigin(flash, w_shotorg + w_shotdir * 50);\r
1342                 flash.angles = vectoangles(w_shotdir);\r
1343                 flash.angles_z = random() * 360;\r
1344         }\r
1345         else\r
1346         {\r
1347                 setattachment(flash, self.weaponentity, "shot");\r
1348                 setorigin(flash, offset);\r
1349 \r
1350                 xflash = spawn();\r
1351                 copyentity(flash, xflash);\r
1352 \r
1353                 flash.viewmodelforclient = self;\r
1354 \r
1355                 if(self.weaponentity.oldorigin_x > 0)\r
1356                 {\r
1357                         setattachment(xflash, self.exteriorweaponentity, "");\r
1358                         setorigin(xflash, self.weaponentity.oldorigin + offset);\r
1359                 }\r
1360                 else\r
1361                 {\r
1362                         setattachment(xflash, self.exteriorweaponentity, "shot");\r
1363                 }\r
1364         }\r
1365 }\r
1366 \r
1367 vector cliptoplane(vector v, vector p)\r
1368 {\r
1369         return v - (v * p) * p;\r
1370 }\r
1371 \r
1372 vector solve_cubic_pq(float p, float q)\r
1373 {\r
1374         float D, u, v, a;\r
1375         D = q*q/4.0 + p*p*p/27.0;\r
1376         if(D < 0)\r
1377         {\r
1378                 // irreducibilis\r
1379                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));\r
1380                 u = sqrt(-4.0/3.0 * p);\r
1381                 // a in range 0..pi/3\r
1382                 // cos(a)\r
1383                 // cos(a + 2pi/3)\r
1384                 // cos(a + 4pi/3)\r
1385                 return\r
1386                         u *\r
1387                         (\r
1388                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)\r
1389                                 +\r
1390                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)\r
1391                                 +\r
1392                                 '0 0 1' * cos(a)\r
1393                         );\r
1394         }\r
1395         else if(D == 0)\r
1396         {\r
1397                 // simple\r
1398                 if(p == 0)\r
1399                         return '0 0 0';\r
1400                 u = 3*q/p;\r
1401                 v = -u/2;\r
1402                 if(u >= v)\r
1403                         return '1 1 0' * v + '0 0 1' * u;\r
1404                 else\r
1405                         return '0 1 1' * v + '1 0 0' * u;\r
1406         }\r
1407         else\r
1408         {\r
1409                 // cardano\r
1410                 u = cbrt(-q/2.0 + sqrt(D));\r
1411                 v = cbrt(-q/2.0 - sqrt(D));\r
1412                 return '1 1 1' * (u + v);\r
1413         }\r
1414 }\r
1415 vector solve_cubic_abcd(float a, float b, float c, float d)\r
1416 {\r
1417         // y = 3*a*x + b\r
1418         // x = (y - b) / 3a\r
1419         float p, q;\r
1420         vector v;\r
1421         p = (9*a*c - 3*b*b);\r
1422         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);\r
1423         v = solve_cubic_pq(p, q);\r
1424         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));\r
1425         if(a < 0)\r
1426                 v += '1 0 -1' * (v_z - v_x); // swap x, z\r
1427         return v;\r
1428 }\r
1429 \r
1430 vector findperpendicular(vector v)\r
1431 {\r
1432         vector p;\r
1433         p_x = v_z;\r
1434         p_y = -v_x;\r
1435         p_z = v_y;\r
1436         return normalize(cliptoplane(p, v));\r
1437 }\r
1438 \r
1439 vector W_CalculateProjectileSpread(vector forward, float spread)\r
1440 {\r
1441         float sigma;\r
1442         vector v1, v2;\r
1443         float dx, dy, r;\r
1444         float sstyle;\r
1445         spread *= g_weaponspreadfactor;\r
1446         if(spread <= 0)\r
1447                 return forward;\r
1448         sstyle = cvar("g_projectiles_spread_style");\r
1449         \r
1450         if(sstyle == 0)\r
1451         {\r
1452                 // this is the baseline for the spread value!\r
1453                 // standard deviation: sqrt(2/5)\r
1454                 // density function: sqrt(1-r^2)\r
1455                 return forward + randomvec() * spread;\r
1456         }\r
1457         else if(sstyle == 1)\r
1458         {\r
1459                 // same thing, basically\r
1460                 return normalize(forward + cliptoplane(randomvec() * spread, forward));\r
1461         }\r
1462         else if(sstyle == 2)\r
1463         {\r
1464                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)\r
1465                 sigma = spread * 0.89442719099991587855; // match baseline stddev\r
1466                 v1 = findperpendicular(forward);\r
1467                 v2 = cross(forward, v1);\r
1468                 // random point on unit circle\r
1469                 dx = random() * 2 * M_PI;\r
1470                 dy = sin(dx);\r
1471                 dx = cos(dx);\r
1472                 // radius in our dist function\r
1473                 r = random();\r
1474                 r = sqrt(r);\r
1475                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1476         }\r
1477         else if(sstyle == 3) // gauss 3d\r
1478         {\r
1479                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1480                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1481                 v1 = forward;\r
1482                 v1_x += gsl_ran_gaussian(sigma);\r
1483                 v1_y += gsl_ran_gaussian(sigma);\r
1484                 v1_z += gsl_ran_gaussian(sigma);\r
1485                 return v1;\r
1486         }\r
1487         else if(sstyle == 4) // gauss 2d\r
1488         {\r
1489                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1490                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1491                 v1_x = gsl_ran_gaussian(sigma);\r
1492                 v1_y = gsl_ran_gaussian(sigma);\r
1493                 v1_z = gsl_ran_gaussian(sigma);\r
1494                 return normalize(forward + cliptoplane(v1, forward));\r
1495         }\r
1496         else if(sstyle == 5) // 1-r\r
1497         {\r
1498                 sigma = spread * 1.154700538379252; // match baseline stddev\r
1499                 v1 = findperpendicular(forward);\r
1500                 v2 = cross(forward, v1);\r
1501                 // random point on unit circle\r
1502                 dx = random() * 2 * M_PI;\r
1503                 dy = sin(dx);\r
1504                 dx = cos(dx);\r
1505                 // radius in our dist function\r
1506                 r = random();\r
1507                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';\r
1508                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1509         }\r
1510         else if(sstyle == 6) // 1-r^2\r
1511         {\r
1512                 sigma = spread * 1.095445115010332; // match baseline stddev\r
1513                 v1 = findperpendicular(forward);\r
1514                 v2 = cross(forward, v1);\r
1515                 // random point on unit circle\r
1516                 dx = random() * 2 * M_PI;\r
1517                 dy = sin(dx);\r
1518                 dx = cos(dx);\r
1519                 // radius in our dist function\r
1520                 r = random();\r
1521                 r = sqrt(1 - r);\r
1522                 r = sqrt(1 - r);\r
1523                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1524         }\r
1525         else if(sstyle == 7) // (1-r) (2-r)\r
1526         {\r
1527                 sigma = spread * 1.224744871391589; // match baseline stddev\r
1528                 v1 = findperpendicular(forward);\r
1529                 v2 = cross(forward, v1);\r
1530                 // random point on unit circle\r
1531                 dx = random() * 2 * M_PI;\r
1532                 dy = sin(dx);\r
1533                 dx = cos(dx);\r
1534                 // radius in our dist function\r
1535                 r = random();\r
1536                 r = 1 - sqrt(r);\r
1537                 r = 1 - sqrt(r);\r
1538                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1539         }\r
1540         else\r
1541                 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
1542         return '0 0 0';\r
1543         /*\r
1544          * how to derive falloff functions:\r
1545          * rho(r) := (2-r) * (1-r);\r
1546          * a : 0;\r
1547          * b : 1;\r
1548          * rhor(r) := r * rho(r);\r
1549          * cr(t) := integrate(rhor(r), r, a, t);\r
1550          * scr(t) := integrate(rhor(r) * r^2, r, a, t);\r
1551          * variance : scr(b) / cr(b);\r
1552          * solve(cr(r) = rand * cr(b), r), programmmode:false;\r
1553          * sqrt(0.4 / variance), numer;\r
1554          */\r
1555 }\r
1556 \r
1557 #if 0\r
1558 float mspercallsum;\r
1559 float mspercallsstyle;\r
1560 float mspercallcount;\r
1561 #endif\r
1562 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)\r
1563 {\r
1564         if(missile.owner == world)\r
1565                 error("Unowned missile");\r
1566 \r
1567         dir = dir + upDir * (pUpSpeed / pSpeed);\r
1568         dir_z += pZSpeed / pSpeed;\r
1569         pSpeed *= vlen(dir);\r
1570         dir = normalize(dir);\r
1571 \r
1572 #if 0\r
1573         if(cvar("g_projectiles_spread_style") != mspercallsstyle)\r
1574         {\r
1575                 mspercallsum = mspercallcount = 0;\r
1576                 mspercallsstyle = cvar("g_projectiles_spread_style");\r
1577         }\r
1578         mspercallsum -= gettime(GETTIME_HIRES);\r
1579 #endif\r
1580         dir = W_CalculateProjectileSpread(dir, spread);\r
1581 #if 0\r
1582         mspercallsum += gettime(GETTIME_HIRES);\r
1583         mspercallcount += 1;\r
1584         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");\r
1585 #endif\r
1586 \r
1587         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);\r
1588 }\r
1589 \r
1590 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)\r
1591 {\r
1592         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);\r
1593 }\r
1594 \r
1595 #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
1596 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
1597 \r
1598 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
1599 {\r
1600         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
1601                 return;\r
1602 \r
1603         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
1604         if(ammo_reload)\r
1605         {\r
1606                 self.clip_load -= ammo_use;\r
1607                 self.(weapon_load[self.weapon]) = self.clip_load;\r
1608         }\r
1609         else\r
1610                 self.(self.current_ammo) -= ammo_use;\r
1611 }\r
1612 \r
1613 // weapon reloading code\r
1614 \r
1615 .float reload_ammo_amount, reload_ammo_min, reload_time;\r
1616 .float reload_complain;\r
1617 .string reload_sound;\r
1618 \r
1619 void W_ReloadedAndReady()\r
1620 {\r
1621         // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
1622         if(self.stat_eaten)\r
1623         {\r
1624                 self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1625                 w_ready(); // don't keep executing each frame\r
1626                 return;\r
1627         }\r
1628 \r
1629         // finish the reloading process, and do the ammo transfer\r
1630 \r
1631         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
1632 \r
1633         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
1634         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1635                 self.clip_load = self.reload_ammo_amount;\r
1636         else\r
1637         {\r
1638                 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
1639                 {\r
1640                         self.clip_load += 1;\r
1641                         self.(self.current_ammo) -= 1;\r
1642                 }\r
1643         }\r
1644         self.(weapon_load[self.weapon]) = self.clip_load;\r
1645 \r
1646         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1647         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1648         // so your weapon is disabled for a few seconds without reason\r
1649 \r
1650         //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
1651 \r
1652         w_ready();\r
1653 }\r
1654 \r
1655 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
1656 {\r
1657         // if we are inside the stomach, don't allow reloading\r
1658         if(self.stat_eaten)\r
1659                 return;\r
1660 \r
1661         // set global values to work with\r
1662         self.reload_ammo_min = sent_ammo_min;\r
1663         self.reload_ammo_amount = sent_ammo_amount;\r
1664         self.reload_time = sent_time;\r
1665         self.reload_sound = sent_sound;\r
1666 \r
1667         // check if we meet the necessary conditions to reload\r
1668 \r
1669         entity e;\r
1670         e = get_weaponinfo(self.weapon);\r
1671 \r
1672         // don't reload weapons that don't have the RELOADABLE flag\r
1673         if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
1674         {\r
1675                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
1676                 return;\r
1677         }\r
1678         // return if reloading is disabled for this weapon\r
1679         if(!self.reload_ammo_amount)\r
1680                 return;\r
1681         // our weapon is fully loaded, no need to reload\r
1682         if (self.clip_load >= self.reload_ammo_amount)\r
1683                 return;\r
1684         // no ammo, so nothing to load\r
1685         if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
1686         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1687         {\r
1688                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
1689                 {\r
1690                         play2(self, "misc/unavailable.wav");\r
1691                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
1692                         self.reload_complain = time + 1;\r
1693                 }\r
1694                 // switch away if the amount of ammo is not enough to keep using this weapon\r
1695                 // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
1696                 /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
1697                 {\r
1698                         self.clip_load = -1; // reload later\r
1699                         W_SwitchToOtherWeapon(self);\r
1700                 }*/\r
1701                 return;\r
1702         }\r
1703 \r
1704         if (self.weaponentity)\r
1705         {\r
1706                 if (self.weaponentity.wframe == WFRAME_RELOAD)\r
1707                         return;\r
1708 \r
1709                 // allow switching away while reloading, but this will cause a new reload!\r
1710                 self.weaponentity.state = WS_READY;\r
1711         }\r
1712 \r
1713         // now begin the reloading process\r
1714 \r
1715         // weapon reload effects\r
1716         if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
1717         {\r
1718                 vector org;\r
1719                 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
1720                 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
1721                 pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
1722         }\r
1723         sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
1724 \r
1725         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1726         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1727         // so your weapon is disabled for a few seconds without reason\r
1728 \r
1729         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
1730 \r
1731         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
1732 \r
1733         if(self.clip_load < 0)\r
1734                 self.clip_load = 0;\r
1735         self.old_clip_load = self.clip_load;\r
1736         self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1737 }