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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         return t;
18 }
19
20 void W_SwitchWeapon_Force(entity e, float w)
21 {
22         e.cnt = e.switchweapon;
23         e.switchweapon = w;
24         e.selectweapon = w;
25 }
26
27 .float antilag_debug;
28
29 // VorteX: static frame globals
30 float WFRAME_DONTCHANGE = -1;
31 float WFRAME_FIRE1 = 0;
32 float WFRAME_FIRE2 = 1;
33 float WFRAME_IDLE = 2;
34 float WFRAME_RELOAD = 3;
35 .float wframe;
36
37 void(float fr, float t, void() func) weapon_thinkf;
38
39 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
40 {
41         vector ret;
42         ret_x = screenright * v;
43         ret_y = screenup * v;
44         ret_z = screenforward * v;
45         return ret;
46 }
47
48 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
49 {
50         float i, j, k;
51         vector mi, ma, thisv, myv, ret;
52
53         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
54
55         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
56
57         mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
58         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
59         {
60                 thisv = targ.origin;
61                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
62                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
63                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
64                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
65                 if(i || j || k)
66                 {
67                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
68                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
69                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
70                 }
71                 else
72                 {
73                         // first run
74                         mi = ma = thisv;
75                 }
76         }
77
78         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
79         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
80         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
81         ret_z = thisv_z - myv_z;
82         return ret;
83 }
84
85 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
86 {
87         vector hitplot;
88         vector org;
89         float lag;
90
91         if(player.hitplotfh >= 0)
92         {
93                 lag = ANTILAG_LATENCY(player);
94                 if(lag < 0.001)
95                         lag = 0;
96                 if not(IS_REAL_CLIENT(player))
97                         lag = 0; // only antilag for clients
98
99                 org = player.origin + player.view_ofs;
100                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
101                 if(IS_CLIENT(trace_ent))
102                 {
103                         antilag_takeback(trace_ent, time - lag);
104                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
105                         antilag_restore(trace_ent);
106                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
107                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
108                 }
109         }
110 }
111
112 vector w_shotorg;
113 vector w_shotdir;
114 vector w_shotend;
115
116 .float prevstrengthsound;
117 .float prevstrengthsoundattempt;
118 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
119 {
120                 if((!g_minstagib)
121                         && (player.items & IT_STRENGTH)
122                         && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
123                         || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
124                 {
125                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
126                         player.prevstrengthsound = time;
127                 }
128                 player.prevstrengthsoundattempt = time;
129 }
130
131 // this function calculates w_shotorg and w_shotdir based on the weapon model
132 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
133 // make sure you call makevectors first (FIXME?)
134 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
135 {
136         float nudge = 1; // added to traceline target and subtracted from result
137         float oldsolid;
138         vector vecs, dv;
139         oldsolid = ent.dphitcontentsmask;
140         if(ent.weapon == WEP_RIFLE)
141                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142         else
143                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144         if(antilag)
145                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
146                 // passing world, because we do NOT want it to touch dphitcontentsmask
147         else
148                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
149         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
150
151         vector vf, vr, vu;
152         vf = v_forward;
153         vr = v_right;
154         vu = v_up;
155         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
156         v_forward = vf;
157         v_right = vr;
158         v_up = vu;
159
160         // un-adjust trueaim if shotend is too close
161         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
162                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
163
164         // track max damage
165         if(accuracy_canbegooddamage(ent))
166                 accuracy_add(ent, ent.weapon, maxdamage, 0);
167
168         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
169
170         if(ent.weaponentity.movedir_x > 0)
171                 vecs = ent.weaponentity.movedir;
172         else
173                 vecs = '0 0 0';
174
175         dv = v_right * -vecs_y + v_up * vecs_z;
176         w_shotorg = ent.origin + ent.view_ofs + dv;
177
178         // now move the shotorg forward as much as requested if possible
179         if(antilag)
180         {
181                 if(ent.antilag_debug)
182                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
183                 else
184                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
185         }
186         else
187                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
188         w_shotorg = trace_endpos - v_forward * nudge;
189         // calculate the shotdir from the chosen shotorg
190         w_shotdir = normalize(w_shotend - w_shotorg);
191
192         if (antilag)
193         if (!ent.cvar_cl_noantilag)
194         {
195                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
196                 {
197                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
198                         if (!trace_ent.takedamage)
199                         {
200                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
201                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
202                                 {
203                                         entity e;
204                                         e = trace_ent;
205                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
206                                         if(trace_ent == e)
207                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
208                                 }
209                         }
210                 }
211                 else if(autocvar_g_antilag == 3) // client side hitscan
212                 {
213                         // this part MUST use prydon cursor
214                         if (ent.cursor_trace_ent)                 // client was aiming at someone
215                         if (ent.cursor_trace_ent != ent)         // just to make sure
216                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
217                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
218                         {
219                                 // verify that the shot would miss without antilag
220                                 // (avoids an issue where guns would always shoot at their origin)
221                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
222                                 if (!trace_ent.takedamage)
223                                 {
224                                         // verify that the shot would hit if altered
225                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
226                                         if (trace_ent == ent.cursor_trace_ent)
227                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
228                                         else
229                                                 print("antilag fail\n");
230                                 }
231                         }
232                 }
233         }
234
235         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
236
237         if (!g_norecoil)
238                 ent.punchangle_x = recoil * -1;
239
240         if (snd != "")
241         {
242                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
243                 W_PlayStrengthSound(ent);
244         }
245
246         // nudge w_shotend so a trace to w_shotend hits
247         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
248 }
249
250 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
251 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
252 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
253 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
254 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
255
256 float CL_Weaponentity_CustomizeEntityForClient()
257 {
258         self.viewmodelforclient = self.owner;
259         if(IS_SPEC(other))
260                 if(other.enemy == self.owner)
261                         self.viewmodelforclient = other;
262         return TRUE;
263 }
264
265 /*
266  * supported formats:
267  *
268  * 1. simple animated model, muzzle flash handling on h_ model:
269  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
270  *      tags:
271  *        shot = muzzle end (shot origin, also used for muzzle flashes)
272  *        shell = casings ejection point (must be on the right hand side of the gun)
273  *        weapon = attachment for v_tuba.md3
274  *    v_tuba.md3 - first and third person model
275  *    g_tuba.md3 - pickup model
276  *
277  * 2. simple animated model, muzzle flash handling on v_ model:
278  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
279  *      tags:
280  *        weapon = attachment for v_tuba.md3
281  *    v_tuba.md3 - first and third person model
282  *      tags:
283  *        shot = muzzle end (shot origin, also used for muzzle flashes)
284  *        shell = casings ejection point (must be on the right hand side of the gun)
285  *    g_tuba.md3 - pickup model
286  *
287  * 3. fully animated model, muzzle flash handling on h_ model:
288  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
289  *      tags:
290  *        shot = muzzle end (shot origin, also used for muzzle flashes)
291  *        shell = casings ejection point (must be on the right hand side of the gun)
292  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
293  *    v_tuba.md3 - third person model
294  *    g_tuba.md3 - pickup model
295  *
296  * 4. fully animated model, muzzle flash handling on v_ model:
297  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
298  *      tags:
299  *        shot = muzzle end (shot origin)
300  *        shell = casings ejection point (must be on the right hand side of the gun)
301  *    v_tuba.md3 - third person model
302  *      tags:
303  *        shot = muzzle end (for muzzle flashes)
304  *    g_tuba.md3 - pickup model
305  */
306
307 // writes:
308 //   self.origin, self.angles
309 //   self.weaponentity
310 //   self.movedir, self.view_ofs
311 //   attachment stuff
312 //   anim stuff
313 // to free:
314 //   call again with ""
315 //   remove the ent
316 void CL_WeaponEntity_SetModel(string name)
317 {
318         float v_shot_idx;
319         if (name != "")
320         {
321                 // if there is a child entity, hide it until we're sure we use it
322                 if (self.weaponentity)
323                         self.weaponentity.model = "";
324                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
325                 v_shot_idx = gettagindex(self, "shot"); // used later
326                 if(!v_shot_idx)
327                         v_shot_idx = gettagindex(self, "tag_shot");
328
329                 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
330                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
331                 self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
332                 self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
333                 self.anim_idle   = animfixfps(self, '2 1 0.01', '0 0 0');
334                 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
335
336                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
337                 // if we don't, this is a "real" animated model
338                 if(gettagindex(self, "weapon"))
339                 {
340                         if (!self.weaponentity)
341                                 self.weaponentity = spawn();
342                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
343                         setattachment(self.weaponentity, self, "weapon");
344                 }
345                 else if(gettagindex(self, "tag_weapon"))
346                 {
347                         if (!self.weaponentity)
348                                 self.weaponentity = spawn();
349                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
350                         setattachment(self.weaponentity, self, "tag_weapon");
351                 }
352                 else
353                 {
354                         if(self.weaponentity)
355                                 remove(self.weaponentity);
356                         self.weaponentity = world;
357                 }
358
359                 setorigin(self,'0 0 0');
360                 self.angles = '0 0 0';
361                 self.frame = 0;
362                 self.viewmodelforclient = world;
363
364                 float idx;
365
366                 if(v_shot_idx) // v_ model attached to invisible h_ model
367                 {
368                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
369                 }
370                 else
371                 {
372                         idx = gettagindex(self, "shot");
373                         if(!idx)
374                                 idx = gettagindex(self, "tag_shot");
375                         if(idx)
376                                 self.movedir = gettaginfo(self, idx);
377                         else
378                         {
379                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
380                                 self.movedir = '0 0 0';
381                         }
382                 }
383
384                 if(self.weaponentity) // v_ model attached to invisible h_ model
385                 {
386                         idx = gettagindex(self.weaponentity, "shell");
387                         if(!idx)
388                                 idx = gettagindex(self.weaponentity, "tag_shell");
389                         if(idx)
390                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
391                 }
392                 else
393                         idx = 0;
394                 if(!idx)
395                 {
396                         idx = gettagindex(self, "shell");
397                         if(!idx)
398                                 idx = gettagindex(self, "tag_shell");
399                         if(idx)
400                                 self.spawnorigin = gettaginfo(self, idx);
401                         else
402                         {
403                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
404                                 self.spawnorigin = self.movedir;
405                         }
406                 }
407
408                 if(v_shot_idx)
409                 {
410                         self.oldorigin = '0 0 0'; // use regular attachment
411                 }
412                 else
413                 {
414                         if(self.weaponentity)
415                         {
416                                 idx = gettagindex(self, "weapon");
417                                 if(!idx)
418                                         idx = gettagindex(self, "tag_weapon");
419                         }
420                         else
421                         {
422                                 idx = gettagindex(self, "handle");
423                                 if(!idx)
424                                         idx = gettagindex(self, "tag_handle");
425                         }
426                         if(idx)
427                         {
428                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
429                         }
430                         else
431                         {
432                                 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");
433                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
434                         }
435                 }
436
437                 self.viewmodelforclient = self.owner;
438         }
439         else
440         {
441                 self.model = "";
442                 if(self.weaponentity)
443                         remove(self.weaponentity);
444                 self.weaponentity = world;
445                 self.movedir = '0 0 0';
446                 self.spawnorigin = '0 0 0';
447                 self.oldorigin = '0 0 0';
448                 self.anim_fire1  = '0 1 0.01';
449                 self.anim_fire2  = '0 1 0.01';
450                 self.anim_idle   = '0 1 0.01';
451                 self.anim_reload = '0 1 0.01';
452         }
453
454         self.view_ofs = '0 0 0';
455
456         if(self.movedir_x >= 0)
457         {
458                 vector v0;
459                 v0 = self.movedir;
460                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
461                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
462         }
463         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
464         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
465
466         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
467
468         // check if an instant weapon switch occurred
469         setorigin(self, self.view_ofs);
470         // reset animstate now
471         self.wframe = WFRAME_IDLE;
472         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
473 }
474
475 vector CL_Weapon_GetShotOrg(float wpn)
476 {
477         entity wi, oldself;
478         vector ret;
479         wi = get_weaponinfo(wpn);
480         oldself = self;
481         self = spawn();
482         CL_WeaponEntity_SetModel(wi.mdl);
483         ret = self.movedir;
484         CL_WeaponEntity_SetModel("");
485         remove(self);
486         self = oldself;
487         return ret;
488 }
489
490 void CL_Weaponentity_Think()
491 {
492         float tb;
493         self.nextthink = time;
494         if (intermission_running)
495                 self.frame = self.anim_idle_x;
496         if (self.owner.weaponentity != self)
497         {
498                 if (self.weaponentity)
499                         remove(self.weaponentity);
500                 remove(self);
501                 return;
502         }
503         if (self.owner.deadflag != DEAD_NO)
504         {
505                 self.model = "";
506                 if (self.weaponentity)
507                         self.weaponentity.model = "";
508                 return;
509         }
510         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
511         {
512                 self.weaponname = self.owner.weaponname;
513                 self.dmg = self.owner.modelindex;
514                 self.deadflag = self.owner.deadflag;
515
516                 CL_WeaponEntity_SetModel(self.owner.weaponname);
517         }
518
519         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
520         self.effects = self.owner.effects & EFMASK_CHEAP;
521         self.effects &~= EF_LOWPRECISION;
522         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
523         self.effects &~= EF_TELEPORT_BIT;
524         self.effects &~= EF_RESTARTANIM_BIT;
525         self.effects |= tb;
526
527         if(self.owner.alpha == default_player_alpha)
528                 self.alpha = default_weapon_alpha;
529         else if(self.owner.alpha != 0)
530                 self.alpha = self.owner.alpha;
531         else
532                 self.alpha = 1;
533
534         self.glowmod = self.owner.weaponentity_glowmod;
535         self.colormap = self.owner.colormap;
536         if (self.weaponentity)
537         {
538                 self.weaponentity.effects = self.effects;
539                 self.weaponentity.alpha = self.alpha;
540                 self.weaponentity.colormap = self.colormap;
541                 self.weaponentity.glowmod = self.glowmod;
542         }
543
544         self.angles = '0 0 0';
545         float f;
546         if (self.state == WS_RAISE && !intermission_running)
547         {
548                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
549                 self.angles_x = -90 * f * f;
550         }
551         else if (self.state == WS_DROP && !intermission_running)
552         {
553                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
554                 self.angles_x = -90 * f * f;
555         }
556         else if (self.state == WS_CLEAR)
557         {
558                 f = 1;
559                 self.angles_x = -90 * f * f;
560         }
561 }
562
563 void CL_ExteriorWeaponentity_Think()
564 {
565         float tag_found;
566         self.nextthink = time;
567         if (self.owner.exteriorweaponentity != self)
568         {
569                 remove(self);
570                 return;
571         }
572         if (self.owner.deadflag != DEAD_NO)
573         {
574                 self.model = "";
575                 return;
576         }
577         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
578         {
579                 self.weaponname = self.owner.weaponname;
580                 self.dmg = self.owner.modelindex;
581                 self.deadflag = self.owner.deadflag;
582                 if (self.owner.weaponname != "")
583                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
584                 else
585                         self.model = "";
586
587                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
588                 {
589                         self.tag_index = tag_found;
590                         self.tag_entity = self.owner;
591                 }
592                 else
593                         setattachment(self, self.owner, "bip01 r hand");
594         }
595         self.effects = self.owner.effects;
596         self.effects |= EF_LOWPRECISION;
597         self.effects = self.effects & EFMASK_CHEAP; // eat performance
598         if(self.owner.alpha == default_player_alpha)
599                 self.alpha = default_weapon_alpha;
600         else if(self.owner.alpha != 0)
601                 self.alpha = self.owner.alpha;
602         else
603                 self.alpha = 1;
604
605         self.glowmod = self.owner.weaponentity_glowmod;
606         self.colormap = self.owner.colormap;
607
608         CSQCMODEL_AUTOUPDATE();
609 }
610
611 // spawning weaponentity for client
612 void CL_SpawnWeaponentity()
613 {
614         self.weaponentity = spawn();
615         self.weaponentity.classname = "weaponentity";
616         self.weaponentity.solid = SOLID_NOT;
617         self.weaponentity.owner = self;
618         setmodel(self.weaponentity, ""); // precision set when changed
619         setorigin(self.weaponentity, '0 0 0');
620         self.weaponentity.angles = '0 0 0';
621         self.weaponentity.viewmodelforclient = self;
622         self.weaponentity.flags = 0;
623         self.weaponentity.think = CL_Weaponentity_Think;
624         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
625         self.weaponentity.nextthink = time;
626
627         self.exteriorweaponentity = spawn();
628         self.exteriorweaponentity.classname = "exteriorweaponentity";
629         self.exteriorweaponentity.solid = SOLID_NOT;
630         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
631         self.exteriorweaponentity.owner = self;
632         setorigin(self.exteriorweaponentity, '0 0 0');
633         self.exteriorweaponentity.angles = '0 0 0';
634         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
635         self.exteriorweaponentity.nextthink = time;
636
637         {
638                 entity oldself = self;
639                 self = self.exteriorweaponentity;
640                 CSQCMODEL_AUTOINIT();
641                 self = oldself;
642         }
643 }
644
645 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
646 {
647         msg_entity = e;
648         WriteByte(MSG_ONE, SVC_TEMPENTITY);
649         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
650         WriteByte(MSG_ONE, wpn);
651         WriteString(MSG_ONE, wpnname);
652         WriteByte(MSG_ONE, type);
653 }
654
655 .float hasweapon_complain_spam;
656
657 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
658 {
659         float f;
660         entity oldself;
661
662         if(time < self.hasweapon_complain_spam)
663                 complain = 0;
664         if(complain)
665                 self.hasweapon_complain_spam = time + 0.2;
666
667         if (wpn < WEP_FIRST || wpn > WEP_LAST)
668         {
669                 if (complain)
670                         sprint(self, "Invalid weapon\n");
671                 return FALSE;
672         }
673         if (WEPSET_CONTAINS_EW(cl, wpn))
674         {
675                 if (andammo)
676                 {
677                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
678                         {
679                                 f = 1;
680                         }
681                         else
682                         {
683                                 oldself = self;
684                                 self = cl;
685                                 f = weapon_action(wpn, WR_CHECKAMMO1);
686                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
687
688                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
689                                 entity mine;
690                                 if(wpn == WEP_MINE_LAYER)
691                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
692                                         f = 1;
693
694                                 self = oldself;
695                         }
696                         if (!f)
697                         {
698                                 if (complain)
699                                 if(IS_REAL_CLIENT(cl))
700                                 {
701                                         play2(cl, "weapons/unavailable.wav");
702                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
703                                 }
704                                 return FALSE;
705                         }
706                 }
707                 return TRUE;
708         }
709         if (complain)
710         {
711                 // DRESK - 3/16/07
712                 // Report Proper Weapon Status / Modified Weapon Ownership Message
713                 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
714                 {
715                         Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
716
717                         if(autocvar_g_showweaponspawns)
718                         {
719                                 entity e;
720                                 string s;
721
722                                 e = get_weaponinfo(wpn);
723                                 s = e.model2;
724
725                                 for(e = world; (e = findfloat(e, weapon, wpn)); )
726                                 {
727                                         if(e.classname == "droppedweapon")
728                                                 continue;
729                                         if not(e.flags & FL_ITEM)
730                                                 continue;
731                                         WaypointSprite_Spawn(
732                                                 s,
733                                                 1, 0,
734                                                 world, e.origin,
735                                                 self, 0,
736                                                 world, enemy,
737                                                 0,
738                                                 RADARICON_NONE, '0 0 0'
739                                         );
740                                 }
741                         }
742                 }
743                 else
744                 {
745                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
746                 }
747
748                 play2(cl, "weapons/unavailable.wav");
749         }
750         return FALSE;
751 }
752
753 // Weapon subs
754 void w_clear()
755 {
756         if (self.weapon != -1)
757         {
758                 self.weapon = 0;
759                 self.switchingweapon = 0;
760         }
761         if (self.weaponentity)
762         {
763                 self.weaponentity.state = WS_CLEAR;
764                 self.weaponentity.effects = 0;
765         }
766 }
767
768 void w_ready()
769 {
770         if (self.weaponentity)
771                 self.weaponentity.state = WS_READY;
772         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
773 }
774
775 // Setup weapon for client (after this raise frame will be launched)
776 void weapon_setup(float windex)
777 {
778         entity e;
779         e = get_weaponinfo(windex);
780         self.items &~= IT_AMMO;
781         self.items = self.items | (e.items & IT_AMMO);
782
783         // the two weapon entities will notice this has changed and update their models
784         self.weapon = windex;
785         self.switchingweapon = windex; // to make sure
786         self.weaponname = e.mdl;
787         self.bulletcounter = 0;
788 }
789
790 // perform weapon to attack (weaponstate and attack_finished check is here)
791 void W_SwitchToOtherWeapon(entity pl)
792 {
793         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
794         float w, ww;
795         w = pl.weapon;
796         if(WEPSET_CONTAINS_EW(pl, w))
797         {
798                 WEPSET_ANDNOT_EW(pl, w);
799                 ww = w_getbestweapon(pl);
800                 WEPSET_OR_EW(pl, w);
801         }
802         else
803                 ww = w_getbestweapon(pl);
804         if(ww)
805                 W_SwitchWeapon_Force(pl, ww);
806 }
807
808 .float prevdryfire;
809 .float prevwarntime;
810 float weapon_prepareattack_checkammo(float secondary)
811 {
812         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
813         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
814         {
815                 // always keep the Mine Layer if we placed mines, so that we can detonate them
816                 entity mine;
817                 if(self.weapon == WEP_MINE_LAYER)
818                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
819                         return FALSE;
820
821                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
822                 {
823                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
824                         self.prevdryfire = time;
825                 }
826
827                 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
828                 {
829                         if(time - self.prevwarntime > 1)
830                         {
831                                 Send_Notification(
832                                         NOTIF_ONE,
833                                         self,
834                                         MSG_MULTI,
835                                         ITEM_WEAPON_PRIMORSEC,
836                                         self.weapon,
837                                         secondary,
838                                         (1 - secondary)
839                                 );
840                         }
841                         self.prevwarntime = time;
842                 }
843                 else // this weapon is totally unable to fire, switch to another one
844                 {
845                         W_SwitchToOtherWeapon(self);
846                 }
847                 
848                 return FALSE;
849         }
850         return TRUE;
851 }
852 .float race_penalty;
853 float weapon_prepareattack_check(float secondary, float attacktime)
854 {
855         if(!weapon_prepareattack_checkammo(secondary))
856                 return FALSE;
857
858         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
859         //if all players readied up and the countdown is running
860         if(time < game_starttime || time < self.race_penalty) {
861                 return FALSE;
862         }
863
864         if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
865                 return FALSE;
866
867         // do not even think about shooting if switching
868         if(self.switchweapon != self.weapon)
869                 return FALSE;
870
871         if(attacktime >= 0)
872         {
873                 // don't fire if previous attack is not finished
874                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
875                         return FALSE;
876                 // don't fire while changing weapon
877                 if (self.weaponentity.state != WS_READY)
878                         return FALSE;
879         }
880
881         return TRUE;
882 }
883 float weapon_prepareattack_do(float secondary, float attacktime)
884 {
885         self.weaponentity.state = WS_INUSE;
886
887         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
888
889         // if the weapon hasn't been firing continuously, reset the timer
890         if(attacktime >= 0)
891         {
892                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
893                 {
894                         ATTACK_FINISHED(self) = time;
895                         //dprint("resetting attack finished to ", ftos(time), "\n");
896                 }
897                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
898         }
899         self.bulletcounter += 1;
900         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
901         return TRUE;
902 }
903 float weapon_prepareattack(float secondary, float attacktime)
904 {
905         if(weapon_prepareattack_check(secondary, attacktime))
906         {
907                 weapon_prepareattack_do(secondary, attacktime);
908                 return TRUE;
909         }
910         else
911                 return FALSE;
912 }
913
914 void weapon_thinkf(float fr, float t, void() func)
915 {
916         vector a;
917         vector of, or, ou;
918         float restartanim;
919
920         if(fr == WFRAME_DONTCHANGE)
921         {
922                 fr = self.weaponentity.wframe;
923                 restartanim = FALSE;
924         }
925         else if (fr == WFRAME_IDLE)
926                 restartanim = FALSE;
927         else
928                 restartanim = TRUE;
929
930         of = v_forward;
931         or = v_right;
932         ou = v_up;
933
934         if (self.weaponentity)
935         {
936                 self.weaponentity.wframe = fr;
937                 a = '0 0 0';
938                 if (fr == WFRAME_IDLE)
939                         a = self.weaponentity.anim_idle;
940                 else if (fr == WFRAME_FIRE1)
941                         a = self.weaponentity.anim_fire1;
942                 else if (fr == WFRAME_FIRE2)
943                         a = self.weaponentity.anim_fire2;
944                 else // if (fr == WFRAME_RELOAD)
945                         a = self.weaponentity.anim_reload;
946                 a_z *= g_weaponratefactor;
947                 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
948         }
949
950         v_forward = of;
951         v_right = or;
952         v_up = ou;
953
954         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
955         {
956                 backtrace("Tried to override initial weapon think function - should this really happen?");
957         }
958
959         t *= W_WeaponRateFactor();
960
961         // VorteX: haste can be added here
962         if (self.weapon_think == w_ready)
963         {
964                 self.weapon_nextthink = time;
965                 //dprint("started firing at ", ftos(time), "\n");
966         }
967         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
968         {
969                 self.weapon_nextthink = time;
970                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
971         }
972         self.weapon_nextthink = self.weapon_nextthink + t;
973         self.weapon_think = func;
974         //dprint("next ", ftos(self.weapon_nextthink), "\n");
975
976         if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
977         {
978                 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
979                         animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
980                 else
981                         animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
982         }
983         else
984         {
985                 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
986                         self.anim_upper_action = 0;
987         }
988 }
989
990 void weapon_boblayer1(float spd, vector org)
991 {
992         // VorteX: haste can be added here
993 }
994
995 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
996 {
997         vector mdirection;
998         float mspeed;
999         vector outvelocity;
1000
1001         mvelocity = mvelocity * g_weaponspeedfactor;
1002
1003         mdirection = normalize(mvelocity);
1004         mspeed = vlen(mvelocity);
1005
1006         outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1007
1008         return outvelocity;
1009 }
1010
1011 void W_AttachToShotorg(entity flash, vector offset)
1012 {
1013         entity xflash;
1014         flash.owner = self;
1015         flash.angles_z = random() * 360;
1016
1017         if(gettagindex(self.weaponentity, "shot"))
1018                 setattachment(flash, self.weaponentity, "shot");
1019         else
1020                 setattachment(flash, self.weaponentity, "tag_shot");
1021         setorigin(flash, offset);
1022
1023         xflash = spawn();
1024         copyentity(flash, xflash);
1025
1026         flash.viewmodelforclient = self;
1027
1028         if(self.weaponentity.oldorigin_x > 0)
1029         {
1030                 setattachment(xflash, self.exteriorweaponentity, "");
1031                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1032         }
1033         else
1034         {
1035                 if(gettagindex(self.exteriorweaponentity, "shot"))
1036                         setattachment(xflash, self.exteriorweaponentity, "shot");
1037                 else
1038                         setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1039                 setorigin(xflash, offset);
1040         }
1041 }
1042
1043 vector cliptoplane(vector v, vector p)
1044 {
1045         return v - (v * p) * p;
1046 }
1047
1048 vector solve_cubic_pq(float p, float q)
1049 {
1050         float D, u, v, a;
1051         D = q*q/4.0 + p*p*p/27.0;
1052         if(D < 0)
1053         {
1054                 // irreducibilis
1055                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1056                 u = sqrt(-4.0/3.0 * p);
1057                 // a in range 0..pi/3
1058                 // cos(a)
1059                 // cos(a + 2pi/3)
1060                 // cos(a + 4pi/3)
1061                 return
1062                         u *
1063                         (
1064                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1065                                 +
1066                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1067                                 +
1068                                 '0 0 1' * cos(a)
1069                         );
1070         }
1071         else if(D == 0)
1072         {
1073                 // simple
1074                 if(p == 0)
1075                         return '0 0 0';
1076                 u = 3*q/p;
1077                 v = -u/2;
1078                 if(u >= v)
1079                         return '1 1 0' * v + '0 0 1' * u;
1080                 else
1081                         return '0 1 1' * v + '1 0 0' * u;
1082         }
1083         else
1084         {
1085                 // cardano
1086                 u = cbrt(-q/2.0 + sqrt(D));
1087                 v = cbrt(-q/2.0 - sqrt(D));
1088                 return '1 1 1' * (u + v);
1089         }
1090 }
1091 vector solve_cubic_abcd(float a, float b, float c, float d)
1092 {
1093         // y = 3*a*x + b
1094         // x = (y - b) / 3a
1095         float p, q;
1096         vector v;
1097         p = (9*a*c - 3*b*b);
1098         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1099         v = solve_cubic_pq(p, q);
1100         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1101         if(a < 0)
1102                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1103         return v;
1104 }
1105
1106 vector findperpendicular(vector v)
1107 {
1108         vector p;
1109         p_x = v_z;
1110         p_y = -v_x;
1111         p_z = v_y;
1112         return normalize(cliptoplane(p, v));
1113 }
1114
1115 vector W_CalculateProjectileSpread(vector forward, float spread)
1116 {
1117         float sigma;
1118         vector v1 = '0 0 0', v2;
1119         float dx, dy, r;
1120         float sstyle;
1121         spread *= g_weaponspreadfactor;
1122         if(spread <= 0)
1123                 return forward;
1124         sstyle = autocvar_g_projectiles_spread_style;
1125         
1126         if(sstyle == 0)
1127         {
1128                 // this is the baseline for the spread value!
1129                 // standard deviation: sqrt(2/5)
1130                 // density function: sqrt(1-r^2)
1131                 return forward + randomvec() * spread;
1132         }
1133         else if(sstyle == 1)
1134         {
1135                 // same thing, basically
1136                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1137         }
1138         else if(sstyle == 2)
1139         {
1140                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1141                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1142                 v1 = findperpendicular(forward);
1143                 v2 = cross(forward, v1);
1144                 // random point on unit circle
1145                 dx = random() * 2 * M_PI;
1146                 dy = sin(dx);
1147                 dx = cos(dx);
1148                 // radius in our dist function
1149                 r = random();
1150                 r = sqrt(r);
1151                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1152         }
1153         else if(sstyle == 3) // gauss 3d
1154         {
1155                 sigma = spread * 0.44721359549996; // match baseline stddev
1156                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1157                 v1 = forward;
1158                 v1_x += gsl_ran_gaussian(sigma);
1159                 v1_y += gsl_ran_gaussian(sigma);
1160                 v1_z += gsl_ran_gaussian(sigma);
1161                 return v1;
1162         }
1163         else if(sstyle == 4) // gauss 2d
1164         {
1165                 sigma = spread * 0.44721359549996; // match baseline stddev
1166                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1167                 v1_x = gsl_ran_gaussian(sigma);
1168                 v1_y = gsl_ran_gaussian(sigma);
1169                 v1_z = gsl_ran_gaussian(sigma);
1170                 return normalize(forward + cliptoplane(v1, forward));
1171         }
1172         else if(sstyle == 5) // 1-r
1173         {
1174                 sigma = spread * 1.154700538379252; // match baseline stddev
1175                 v1 = findperpendicular(forward);
1176                 v2 = cross(forward, v1);
1177                 // random point on unit circle
1178                 dx = random() * 2 * M_PI;
1179                 dy = sin(dx);
1180                 dx = cos(dx);
1181                 // radius in our dist function
1182                 r = random();
1183                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1184                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1185         }
1186         else if(sstyle == 6) // 1-r^2
1187         {
1188                 sigma = spread * 1.095445115010332; // match baseline stddev
1189                 v1 = findperpendicular(forward);
1190                 v2 = cross(forward, v1);
1191                 // random point on unit circle
1192                 dx = random() * 2 * M_PI;
1193                 dy = sin(dx);
1194                 dx = cos(dx);
1195                 // radius in our dist function
1196                 r = random();
1197                 r = sqrt(1 - r);
1198                 r = sqrt(1 - r);
1199                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1200         }
1201         else if(sstyle == 7) // (1-r) (2-r)
1202         {
1203                 sigma = spread * 1.224744871391589; // match baseline stddev
1204                 v1 = findperpendicular(forward);
1205                 v2 = cross(forward, v1);
1206                 // random point on unit circle
1207                 dx = random() * 2 * M_PI;
1208                 dy = sin(dx);
1209                 dx = cos(dx);
1210                 // radius in our dist function
1211                 r = random();
1212                 r = 1 - sqrt(r);
1213                 r = 1 - sqrt(r);
1214                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1215         }
1216         else
1217                 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)!");
1218         return '0 0 0';
1219         /*
1220          * how to derive falloff functions:
1221          * rho(r) := (2-r) * (1-r);
1222          * a : 0;
1223          * b : 1;
1224          * rhor(r) := r * rho(r);
1225          * cr(t) := integrate(rhor(r), r, a, t);
1226          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1227          * variance : scr(b) / cr(b);
1228          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1229          * sqrt(0.4 / variance), numer;
1230          */
1231 }
1232
1233 #if 0
1234 float mspercallsum;
1235 float mspercallsstyle;
1236 float mspercallcount;
1237 #endif
1238 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1239 {
1240         if(missile.owner == world)
1241                 error("Unowned missile");
1242
1243         dir = dir + upDir * (pUpSpeed / pSpeed);
1244         dir_z += pZSpeed / pSpeed;
1245         pSpeed *= vlen(dir);
1246         dir = normalize(dir);
1247
1248 #if 0
1249         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1250         {
1251                 mspercallsum = mspercallcount = 0;
1252                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1253         }
1254         mspercallsum -= gettime(GETTIME_HIRES);
1255 #endif
1256         dir = W_CalculateProjectileSpread(dir, spread);
1257 #if 0
1258         mspercallsum += gettime(GETTIME_HIRES);
1259         mspercallcount += 1;
1260         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1261 #endif
1262
1263         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1264 }
1265
1266 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1267 {
1268         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1269 }
1270
1271 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1272 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1273
1274 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1275 {
1276         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1277                 return;
1278
1279         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1280         if(ammo_reload)
1281         {
1282                 self.clip_load -= ammo_use;
1283                 self.(weapon_load[self.weapon]) = self.clip_load;
1284         }
1285         else
1286                 self.(self.current_ammo) -= ammo_use;
1287 }
1288
1289 // weapon reloading code
1290
1291 .float reload_ammo_amount, reload_ammo_min, reload_time;
1292 .float reload_complain;
1293 .string reload_sound;
1294
1295 void W_ReloadedAndReady()
1296 {
1297         // finish the reloading process, and do the ammo transfer
1298
1299         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1300
1301         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1302         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1303                 self.clip_load = self.reload_ammo_amount;
1304         else
1305         {
1306                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1307                 {
1308                         self.clip_load += 1;
1309                         self.(self.current_ammo) -= 1;
1310                 }
1311         }
1312         self.(weapon_load[self.weapon]) = self.clip_load;
1313
1314         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1315         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1316         // so your weapon is disabled for a few seconds without reason
1317
1318         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1319
1320         w_ready();
1321 }
1322
1323 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1324 {
1325         // set global values to work with
1326
1327         self.reload_ammo_min = sent_ammo_min;
1328         self.reload_ammo_amount = sent_ammo_amount;
1329         self.reload_time = sent_time;
1330         self.reload_sound = sent_sound;
1331
1332         // check if we meet the necessary conditions to reload
1333
1334         entity e;
1335         e = get_weaponinfo(self.weapon);
1336
1337         // don't reload weapons that don't have the RELOADABLE flag
1338         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1339         {
1340                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1341                 return;
1342         }
1343
1344         // return if reloading is disabled for this weapon
1345         if(!self.reload_ammo_amount)
1346                 return;
1347
1348         // our weapon is fully loaded, no need to reload
1349         if (self.clip_load >= self.reload_ammo_amount)
1350                 return;
1351
1352         // no ammo, so nothing to load
1353         if(!self.(self.current_ammo) && self.reload_ammo_min)
1354         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1355         {
1356                 if(IS_REAL_CLIENT(self) && self.reload_complain < time)
1357                 {
1358                         play2(self, "weapons/unavailable.wav");
1359                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1360                         self.reload_complain = time + 1;
1361                 }
1362                 // switch away if the amount of ammo is not enough to keep using this weapon
1363                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1364                 {
1365                         self.clip_load = -1; // reload later
1366                         W_SwitchToOtherWeapon(self);
1367                 }
1368                 return;
1369         }
1370
1371         if (self.weaponentity)
1372         {
1373                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1374                         return;
1375
1376                 // allow switching away while reloading, but this will cause a new reload!
1377                 self.weaponentity.state = WS_READY;
1378         }
1379
1380         // now begin the reloading process
1381
1382         sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1383
1384         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1385         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1386         // so your weapon is disabled for a few seconds without reason
1387
1388         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1389
1390         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1391
1392         if(self.clip_load < 0)
1393                 self.clip_load = 0;
1394         self.old_clip_load = self.clip_load;
1395         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1396 }