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