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mapinfo: large changes to help with future self-registering of game types
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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         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
23                         else
24                                 t = t * autocvar_g_balance_rune_speed_atkrate;
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * autocvar_g_balance_curse_slow_atkrate;
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
73         {
74                 thisv = targ.origin;
75                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
79                 if(i || j || k)
80                 {
81                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
84                 }
85                 else
86                 {
87                         // first run
88                         mi = ma = thisv;
89                 }
90         }
91
92         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95         ret_z = thisv_z - myv_z;
96         return ret;
97 }
98
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
100 {
101         vector hitplot;
102         vector org;
103         float lag;
104
105         if(player.hitplotfh >= 0)
106         {
107                 lag = ANTILAG_LATENCY(player);
108                 if(lag < 0.001)
109                         lag = 0;
110                 if(clienttype(player) != CLIENTTYPE_REAL)
111                         lag = 0; // only antilag for clients
112
113                 org = player.origin + player.view_ofs;
114                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115                 if(trace_ent.flags & FL_CLIENT)
116                 {
117                         antilag_takeback(trace_ent, time - lag);
118                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119                         antilag_restore(trace_ent);
120                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
122                 }
123         }
124 }
125
126 vector w_shotorg;
127 vector w_shotdir;
128 vector w_shotend;
129
130 .float prevstrengthsound;
131 .float prevstrengthsoundattempt;
132 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
133 {
134                 if((!g_minstagib)
135                         && (player.items & IT_STRENGTH)
136                         && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
137                         || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
138                 {
139                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
140                         player.prevstrengthsound = time;
141                 }
142                 player.prevstrengthsoundattempt = time;
143 }
144
145 // this function calculates w_shotorg and w_shotdir based on the weapon model
146 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
147 // make sure you call makevectors first (FIXME?)
148 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)
149 {
150         float nudge = 1; // added to traceline target and subtracted from result
151         float oldsolid;
152         vector vecs, dv;
153         oldsolid = ent.dphitcontentsmask;
154         if(ent.weapon == WEP_RIFLE)
155                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156         else
157                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
158         if(antilag)
159                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
160                 // passing world, because we do NOT want it to touch dphitcontentsmask
161         else
162                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
163         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
164
165         vector vf, vr, vu;
166         vf = v_forward;
167         vr = v_right;
168         vu = v_up;
169         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
170         v_forward = vf;
171         v_right = vr;
172         v_up = vu;
173
174         // un-adjust trueaim if shotend is too close
175         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
176                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
177
178         // track max damage
179         if(accuracy_canbegooddamage(ent))
180                 accuracy_add(ent, ent.weapon, maxdamage, 0);
181
182         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
183
184         if(ent.weaponentity.movedir_x > 0)
185                 vecs = ent.weaponentity.movedir;
186         else
187                 vecs = '0 0 0';
188         if(debug_shotorg != '0 0 0')
189                 vecs = debug_shotorg;
190
191         dv = v_right * -vecs_y + v_up * vecs_z;
192         w_shotorg = ent.origin + ent.view_ofs + dv;
193
194         // now move the shotorg forward as much as requested if possible
195         if(antilag)
196         {
197                 if(ent.antilag_debug)
198                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
199                 else
200                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
201         }
202         else
203                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
204         w_shotorg = trace_endpos - v_forward * nudge;
205         // calculate the shotdir from the chosen shotorg
206         w_shotdir = normalize(w_shotend - w_shotorg);
207
208         if (antilag)
209         if (!ent.cvar_cl_noantilag)
210         {
211                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
212                 {
213                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
214                         if (!trace_ent.takedamage)
215                         {
216                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
217                                 if (trace_ent.takedamage && trace_ent.classname == "player")
218                                 {
219                                         entity e;
220                                         e = trace_ent;
221                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
222                                         if(trace_ent == e)
223                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
224                                 }
225                         }
226                 }
227                 else if(autocvar_g_antilag == 3) // client side hitscan
228                 {
229                         // this part MUST use prydon cursor
230                         if (ent.cursor_trace_ent)                 // client was aiming at someone
231                         if (ent.cursor_trace_ent != ent)         // just to make sure
232                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
233                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
234                         {
235                                 // verify that the shot would miss without antilag
236                                 // (avoids an issue where guns would always shoot at their origin)
237                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
238                                 if (!trace_ent.takedamage)
239                                 {
240                                         // verify that the shot would hit if altered
241                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
242                                         if (trace_ent == ent.cursor_trace_ent)
243                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
244                                         else
245                                                 print("antilag fail\n");
246                                 }
247                         }
248                 }
249         }
250
251         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
252
253         if (!g_norecoil)
254                 ent.punchangle_x = recoil * -1;
255
256         if (snd != "")
257         {
258                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
259                 W_PlayStrengthSound(ent);
260         }
261
262         // nudge w_shotend so a trace to w_shotend hits
263         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
264 }
265
266 #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)
267 #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)
268 #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)
269 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
270 #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)
271
272 float CL_Weaponentity_CustomizeEntityForClient()
273 {
274         self.viewmodelforclient = self.owner;
275         if(other.classname == "spectator")
276                 if(other.enemy == self.owner)
277                         self.viewmodelforclient = other;
278         return TRUE;
279 }
280
281 /*
282  * supported formats:
283  *
284  * 1. simple animated model, muzzle flash handling on h_ model:
285  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
286  *      tags:
287  *        shot = muzzle end (shot origin, also used for muzzle flashes)
288  *        shell = casings ejection point (must be on the right hand side of the gun)
289  *        weapon = attachment for v_tuba.md3
290  *    v_tuba.md3 - first and third person model
291  *    g_tuba.md3 - pickup model
292  *
293  * 2. simple animated model, muzzle flash handling on v_ model:
294  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
295  *      tags:
296  *        weapon = attachment for v_tuba.md3
297  *    v_tuba.md3 - first and third person model
298  *      tags:
299  *        shot = muzzle end (shot origin, also used for muzzle flashes)
300  *        shell = casings ejection point (must be on the right hand side of the gun)
301  *    g_tuba.md3 - pickup model
302  *
303  * 3. fully animated model, muzzle flash handling on h_ model:
304  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
305  *      tags:
306  *        shot = muzzle end (shot origin, also used for muzzle flashes)
307  *        shell = casings ejection point (must be on the right hand side of the gun)
308  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
309  *    v_tuba.md3 - third person model
310  *    g_tuba.md3 - pickup model
311  *
312  * 4. fully animated model, muzzle flash handling on v_ model:
313  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
314  *      tags:
315  *        shot = muzzle end (shot origin)
316  *        shell = casings ejection point (must be on the right hand side of the gun)
317  *    v_tuba.md3 - third person model
318  *      tags:
319  *        shot = muzzle end (for muzzle flashes)
320  *    g_tuba.md3 - pickup model
321  */
322
323 // writes:
324 //   self.origin, self.angles
325 //   self.weaponentity
326 //   self.movedir, self.view_ofs
327 //   attachment stuff
328 //   anim stuff
329 // to free:
330 //   call again with ""
331 //   remove the ent
332 void CL_WeaponEntity_SetModel(string name)
333 {
334         float v_shot_idx;
335         if (name != "")
336         {
337                 // if there is a child entity, hide it until we're sure we use it
338                 if (self.weaponentity)
339                         self.weaponentity.model = "";
340                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
341                 v_shot_idx = gettagindex(self, "shot"); // used later
342                 if(!v_shot_idx)
343                         v_shot_idx = gettagindex(self, "tag_shot");
344
345                 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
346                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
347                 self.anim_fire1  = animfixfps(self, '0 1 0.01');
348                 self.anim_fire2  = animfixfps(self, '1 1 0.01');
349                 self.anim_idle   = animfixfps(self, '2 1 0.01');
350                 self.anim_reload = animfixfps(self, '3 1 0.01');
351
352                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
353                 // if we don't, this is a "real" animated model
354                 if(gettagindex(self, "weapon"))
355                 {
356                         if (!self.weaponentity)
357                                 self.weaponentity = spawn();
358                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
359                         setattachment(self.weaponentity, self, "weapon");
360                 }
361                 else if(gettagindex(self, "tag_weapon"))
362                 {
363                         if (!self.weaponentity)
364                                 self.weaponentity = spawn();
365                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
366                         setattachment(self.weaponentity, self, "tag_weapon");
367                 }
368                 else
369                 {
370                         if(self.weaponentity)
371                                 remove(self.weaponentity);
372                         self.weaponentity = world;
373                 }
374
375                 setorigin(self,'0 0 0');
376                 self.angles = '0 0 0';
377                 self.frame = 0;
378                 self.viewmodelforclient = world;
379
380                 float idx;
381
382                 if(v_shot_idx) // v_ model attached to invisible h_ model
383                 {
384                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
385                 }
386                 else
387                 {
388                         idx = gettagindex(self, "shot");
389                         if(!idx)
390                                 idx = gettagindex(self, "tag_shot");
391                         if(idx)
392                                 self.movedir = gettaginfo(self, idx);
393                         else
394                         {
395                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
396                                 self.movedir = '0 0 0';
397                         }
398                 }
399
400                 if(self.weaponentity) // v_ model attached to invisible h_ model
401                 {
402                         idx = gettagindex(self.weaponentity, "shell");
403                         if(!idx)
404                                 idx = gettagindex(self.weaponentity, "tag_shell");
405                         if(idx)
406                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
407                 }
408                 else
409                         idx = 0;
410                 if(!idx)
411                 {
412                         idx = gettagindex(self, "shell");
413                         if(!idx)
414                                 idx = gettagindex(self, "tag_shell");
415                         if(idx)
416                                 self.spawnorigin = gettaginfo(self, idx);
417                         else
418                         {
419                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
420                                 self.spawnorigin = self.movedir;
421                         }
422                 }
423
424                 if(v_shot_idx)
425                 {
426                         self.oldorigin = '0 0 0'; // use regular attachment
427                 }
428                 else
429                 {
430                         if(self.weaponentity)
431                         {
432                                 idx = gettagindex(self, "weapon");
433                                 if(!idx)
434                                         idx = gettagindex(self, "tag_weapon");
435                         }
436                         else
437                         {
438                                 idx = gettagindex(self, "handle");
439                                 if(!idx)
440                                         idx = gettagindex(self, "tag_handle");
441                         }
442                         if(idx)
443                         {
444                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
445                         }
446                         else
447                         {
448                                 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");
449                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
450                         }
451                 }
452
453                 self.viewmodelforclient = self.owner;
454         }
455         else
456         {
457                 self.model = "";
458                 if(self.weaponentity)
459                         remove(self.weaponentity);
460                 self.weaponentity = world;
461                 self.movedir = '0 0 0';
462                 self.spawnorigin = '0 0 0';
463                 self.oldorigin = '0 0 0';
464                 self.anim_fire1  = '0 1 0.01';
465                 self.anim_fire2  = '0 1 0.01';
466                 self.anim_idle   = '0 1 0.01';
467                 self.anim_reload = '0 1 0.01';
468         }
469
470         self.view_ofs = '0 0 0';
471
472         if(self.movedir_x >= 0)
473         {
474                 vector v0;
475                 v0 = self.movedir;
476                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
477                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
478         }
479         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
480         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
481
482         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
483
484         // check if an instant weapon switch occurred
485         setorigin(self, self.view_ofs);
486         // reset animstate now
487         self.wframe = WFRAME_IDLE;
488         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
489 }
490
491 vector CL_Weapon_GetShotOrg(float wpn)
492 {
493         entity wi, oldself;
494         vector ret;
495         wi = get_weaponinfo(wpn);
496         oldself = self;
497         self = spawn();
498         CL_WeaponEntity_SetModel(wi.mdl);
499         ret = self.movedir;
500         CL_WeaponEntity_SetModel("");
501         remove(self);
502         self = oldself;
503         return ret;
504 }
505
506 void CL_Weaponentity_Think()
507 {
508         float tb;
509         self.nextthink = time;
510         if (intermission_running)
511                 self.frame = self.anim_idle_x;
512         if (self.owner.weaponentity != self)
513         {
514                 if (self.weaponentity)
515                         remove(self.weaponentity);
516                 remove(self);
517                 return;
518         }
519         if (self.owner.deadflag != DEAD_NO)
520         {
521                 self.model = "";
522                 if (self.weaponentity)
523                         self.weaponentity.model = "";
524                 return;
525         }
526         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
527         {
528                 self.weaponname = self.owner.weaponname;
529                 self.dmg = self.owner.modelindex;
530                 self.deadflag = self.owner.deadflag;
531
532                 CL_WeaponEntity_SetModel(self.owner.weaponname);
533         }
534
535         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
536         self.effects = self.owner.effects & EFMASK_CHEAP;
537         self.effects &~= EF_LOWPRECISION;
538         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
539         self.effects &~= EF_TELEPORT_BIT;
540         self.effects &~= EF_RESTARTANIM_BIT;
541         self.effects |= tb;
542
543         if(self.owner.alpha == default_player_alpha)
544                 self.alpha = default_weapon_alpha;
545         else if(self.owner.alpha != 0)
546                 self.alpha = self.owner.alpha;
547         else
548                 self.alpha = 1;
549
550         self.glowmod = self.owner.weaponentity_glowmod;
551         self.colormap = self.owner.colormap;
552         if (self.weaponentity)
553         {
554                 self.weaponentity.effects = self.effects;
555                 self.weaponentity.alpha = self.alpha;
556                 self.weaponentity.colormap = self.colormap;
557                 self.weaponentity.glowmod = self.glowmod;
558         }
559
560         self.angles = '0 0 0';
561         float f;
562         f = 0;
563         if (self.state == WS_RAISE && !intermission_running)
564         {
565                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
566                 self.angles_x = -90 * f * f;
567         }
568         else if (self.state == WS_DROP && !intermission_running)
569         {
570                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
571                 self.angles_x = -90 * f * f;
572         }
573         else if (self.state == WS_CLEAR)
574         {
575                 f = 1;
576                 self.angles_x = -90 * f * f;
577         }
578 }
579
580 void CL_ExteriorWeaponentity_Think()
581 {
582         float tag_found;
583         vector ang;
584         self.nextthink = time;
585         if (self.owner.exteriorweaponentity != self)
586         {
587                 remove(self);
588                 return;
589         }
590         if (self.owner.deadflag != DEAD_NO)
591         {
592                 self.model = "";
593                 return;
594         }
595         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
596         {
597                 self.weaponname = self.owner.weaponname;
598                 self.dmg = self.owner.modelindex;
599                 self.deadflag = self.owner.deadflag;
600                 if (self.owner.weaponname != "")
601                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
602                 else
603                         self.model = "";
604
605                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
606                 {
607                         self.tag_index = tag_found;
608                         self.tag_entity = self.owner;
609                 }
610                 else
611                         setattachment(self, self.owner, "bip01 r hand");
612
613                 // if that didn't find a tag, hide the exterior weapon model
614                 if (!self.tag_index)
615                         self.model = "";
616         }
617         self.effects = self.owner.effects;
618         if(sv_pitch_min == sv_pitch_max)
619                 self.effects |= EF_LOWPRECISION;
620         else
621                 self.effects &~= EF_LOWPRECISION;
622         self.effects = self.effects & EFMASK_CHEAP; // eat performance
623         if(self.owner.alpha == default_player_alpha)
624                 self.alpha = default_weapon_alpha;
625         else if(self.owner.alpha != 0)
626                 self.alpha = self.owner.alpha;
627         else
628                 self.alpha = 1;
629
630         if (!intermission_running)
631         {
632                 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
633                 ang_y = 0;
634                 ang_z = 0;
635
636                 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
637                 {
638                         ang_y = self.owner.v_angle_y;
639                         makevectors(ang);
640                         var vector v = v_forward;
641                         var float t = self.tag_entity.frame1time;
642                         var float f = self.tag_entity.frame;
643                         self.tag_entity.frame1time = time;
644                         self.tag_entity.frame = self.tag_entity.anim_idle_x;
645                         gettaginfo(self.tag_entity, self.tag_index);
646                         self.tag_entity.frame1time = t;
647                         self.tag_entity.frame = f;
648                         // untransform v according to this coordinate space
649                         vector w;
650                         w_x = v_forward * v;
651                         w_y = -v_right * v;
652                         w_z = v_up * v;
653                         self.angles = vectoangles(w);
654                 }
655                 else
656                 {
657                         ang_x = -/* don't ask */ang_x;
658                         self.angles = ang;
659                 }
660
661                 if(autocvar_g_loituma)
662                 {
663                         vector modangles;
664                         float t;
665
666                         t = time * autocvar_g_loituma;
667
668                         modangles_x = t * 360;
669                         modangles_y = 90;
670                         modangles_z = 0;
671
672                         self.angles =
673                                 AnglesTransform_ToAngles(
674                                         AnglesTransform_Multiply(
675                                                 AnglesTransform_FromAngles(self.angles),
676                                                 AnglesTransform_FromAngles(modangles)
677                                         )
678                                 );
679                 }
680         }
681
682         self.glowmod = self.owner.weaponentity_glowmod;
683         self.colormap = self.owner.colormap;
684
685         CSQCMODEL_AUTOUPDATE();
686 }
687
688 // spawning weaponentity for client
689 void CL_SpawnWeaponentity()
690 {
691         self.weaponentity = spawn();
692         self.weaponentity.classname = "weaponentity";
693         self.weaponentity.solid = SOLID_NOT;
694         self.weaponentity.owner = self;
695         setmodel(self.weaponentity, ""); // precision set when changed
696         setorigin(self.weaponentity, '0 0 0');
697         self.weaponentity.angles = '0 0 0';
698         self.weaponentity.viewmodelforclient = self;
699         self.weaponentity.flags = 0;
700         self.weaponentity.think = CL_Weaponentity_Think;
701         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
702         self.weaponentity.nextthink = time;
703
704         self.exteriorweaponentity = spawn();
705         self.exteriorweaponentity.classname = "exteriorweaponentity";
706         self.exteriorweaponentity.solid = SOLID_NOT;
707         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
708         self.exteriorweaponentity.owner = self;
709         setorigin(self.exteriorweaponentity, '0 0 0');
710         self.exteriorweaponentity.angles = '0 0 0';
711         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
712         self.exteriorweaponentity.nextthink = time;
713
714         {
715                 entity oldself = self;
716                 self = self.exteriorweaponentity;
717                 CSQCMODEL_AUTOINIT();
718                 self = oldself;
719         }
720 }
721
722 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
723 {
724         msg_entity = e;
725         WriteByte(MSG_ONE, SVC_TEMPENTITY);
726         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
727         WriteByte(MSG_ONE, wpn);
728         WriteString(MSG_ONE, wpnname);
729         WriteByte(MSG_ONE, type);
730 }
731
732 .float hasweapon_complain_spam;
733
734 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
735 {
736         float weaponbit, f;
737         entity oldself;
738
739         if(time < self.hasweapon_complain_spam)
740                 complain = 0;
741         if(complain)
742                 self.hasweapon_complain_spam = time + 0.2;
743
744         if (wpn < WEP_FIRST || wpn > WEP_LAST)
745         {
746                 if (complain)
747                         sprint(self, "Invalid weapon\n");
748                 return FALSE;
749         }
750         weaponbit = W_WeaponBit(wpn);
751         if (cl.weapons & weaponbit)
752         {
753                 if (andammo)
754                 {
755                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
756                         {
757                                 f = 1;
758                         }
759                         else
760                         {
761                                 oldself = self;
762                                 self = cl;
763                                 f = weapon_action(wpn, WR_CHECKAMMO1);
764                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
765
766                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
767                                 entity mine;
768                                 if(wpn == WEP_MINE_LAYER)
769                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
770                                         f = 1;
771
772                                 self = oldself;
773                         }
774                         if (!f)
775                         {
776                                 if (complain)
777                                 if(clienttype(cl) == CLIENTTYPE_REAL)
778                                 {
779                                         play2(cl, "weapons/unavailable.wav");
780                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
781                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
782                                 }
783                                 return FALSE;
784                         }
785                 }
786                 return TRUE;
787         }
788         if (complain)
789         {
790                 // DRESK - 3/16/07
791                 // Report Proper Weapon Status / Modified Weapon Ownership Message
792                 if(weaponsInMap & weaponbit)
793                 {
794                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
795                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
796
797                         if(autocvar_g_showweaponspawns)
798                         {
799                                 entity e;
800                                 string s;
801
802                                 e = get_weaponinfo(wpn);
803                                 s = e.model2;
804
805                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
806                                 {
807                                         if(e.classname == "droppedweapon")
808                                                 continue;
809                                         if not(e.flags & FL_ITEM)
810                                                 continue;
811                                         WaypointSprite_Spawn(
812                                                 s,
813                                                 1, 0,
814                                                 world, e.origin,
815                                                 self, 0,
816                                                 world, enemy,
817                                                 0,
818                                                 RADARICON_NONE, '0 0 0'
819                                         );
820                                 }
821                         }
822                 }
823                 else
824                 {
825                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
826                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
827                 }
828
829                 play2(cl, "weapons/unavailable.wav");
830         }
831         return FALSE;
832 }
833
834 // Weapon subs
835 void w_clear()
836 {
837         if (self.weapon != -1)
838         {
839                 self.weapon = 0;
840                 self.switchingweapon = 0;
841         }
842         if (self.weaponentity)
843         {
844                 self.weaponentity.state = WS_CLEAR;
845                 self.weaponentity.effects = 0;
846         }
847 }
848
849 void w_ready()
850 {
851         if (self.weaponentity)
852                 self.weaponentity.state = WS_READY;
853         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
854 }
855
856 // Setup weapon for client (after this raise frame will be launched)
857 void weapon_setup(float windex)
858 {
859         entity e;
860         e = get_weaponinfo(windex);
861         self.items &~= IT_AMMO;
862         self.items = self.items | e.items;
863
864         // the two weapon entities will notice this has changed and update their models
865         self.weapon = windex;
866         self.switchingweapon = windex; // to make sure
867         self.weaponname = e.mdl;
868         self.bulletcounter = 0;
869 }
870
871 // perform weapon to attack (weaponstate and attack_finished check is here)
872 void W_SwitchToOtherWeapon(entity pl)
873 {
874         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
875         float w, ww;
876         w = W_WeaponBit(pl.weapon);
877         pl.weapons &~= w;
878         ww = w_getbestweapon(pl);
879         pl.weapons |= w;
880         if(ww)
881                 W_SwitchWeapon_Force(pl, ww);
882 }
883 .float prevdryfire;
884 float weapon_prepareattack_checkammo(float secondary)
885 {
886         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
887         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
888         {
889                 // always keep the Mine Layer if we placed mines, so that we can detonate them
890                 entity mine;
891                 if(self.weapon == WEP_MINE_LAYER)
892                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
893                         return FALSE;
894
895                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
896                 {
897                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
898                         self.prevdryfire = time;
899                 }
900
901                 W_SwitchToOtherWeapon(self);
902                 return FALSE;
903         }
904         return TRUE;
905 }
906 .float race_penalty;
907 float weapon_prepareattack_check(float secondary, float attacktime)
908 {
909         if(!weapon_prepareattack_checkammo(secondary))
910                 return FALSE;
911
912         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
913         //if all players readied up and the countdown is running
914         if(time < game_starttime || time < self.race_penalty) {
915                 return FALSE;
916         }
917
918         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
919                 return FALSE;
920
921         // do not even think about shooting if switching
922         if(self.switchweapon != self.weapon)
923                 return FALSE;
924
925         if(attacktime >= 0)
926         {
927                 // don't fire if previous attack is not finished
928                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
929                         return FALSE;
930                 // don't fire while changing weapon
931                 if (self.weaponentity.state != WS_READY)
932                         return FALSE;
933         }
934
935         return TRUE;
936 }
937 float weapon_prepareattack_do(float secondary, float attacktime)
938 {
939         self.weaponentity.state = WS_INUSE;
940
941         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
942
943         // if the weapon hasn't been firing continuously, reset the timer
944         if(attacktime >= 0)
945         {
946                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
947                 {
948                         ATTACK_FINISHED(self) = time;
949                         //dprint("resetting attack finished to ", ftos(time), "\n");
950                 }
951                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
952         }
953         self.bulletcounter += 1;
954         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
955         return TRUE;
956 }
957 float weapon_prepareattack(float secondary, float attacktime)
958 {
959         if(weapon_prepareattack_check(secondary, attacktime))
960         {
961                 weapon_prepareattack_do(secondary, attacktime);
962                 return TRUE;
963         }
964         else
965                 return FALSE;
966 }
967
968 void weapon_thinkf(float fr, float t, void() func)
969 {
970         vector a;
971         vector of, or, ou;
972         float restartanim;
973
974         if(fr == WFRAME_DONTCHANGE)
975         {
976                 fr = self.weaponentity.wframe;
977                 restartanim = FALSE;
978         }
979         else if (fr == WFRAME_IDLE)
980                 restartanim = FALSE;
981         else
982                 restartanim = TRUE;
983
984         of = v_forward;
985         or = v_right;
986         ou = v_up;
987
988         if (self.weaponentity)
989         {
990                 self.weaponentity.wframe = fr;
991                 if (fr == WFRAME_IDLE)
992                         a = self.weaponentity.anim_idle;
993                 else if (fr == WFRAME_FIRE1)
994                         a = self.weaponentity.anim_fire1;
995                 else if (fr == WFRAME_FIRE2)
996                         a = self.weaponentity.anim_fire2;
997                 else if (fr == WFRAME_RELOAD)
998                         a = self.weaponentity.anim_reload;
999                 a_z *= g_weaponratefactor;
1000                 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1001         }
1002
1003         v_forward = of;
1004         v_right = or;
1005         v_up = ou;
1006
1007         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1008         {
1009                 backtrace("Tried to override initial weapon think function - should this really happen?");
1010         }
1011
1012         t *= W_WeaponRateFactor();
1013
1014         // VorteX: haste can be added here
1015         if (self.weapon_think == w_ready)
1016         {
1017                 self.weapon_nextthink = time;
1018                 //dprint("started firing at ", ftos(time), "\n");
1019         }
1020         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1021         {
1022                 self.weapon_nextthink = time;
1023                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1024         }
1025         self.weapon_nextthink = self.weapon_nextthink + t;
1026         self.weapon_think = func;
1027         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1028
1029         // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1030         //anim = self.anim_shoot;
1031         if (restartanim)
1032         if (t)
1033         if (!self.crouch) // shoot anim stands up, this looks bad
1034         {
1035                 vector anim;
1036                 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1037                 {
1038                         anim = self.anim_melee;
1039                         anim_z = anim_y / (t + sys_frametime);
1040                         setanim(self, anim, FALSE, TRUE, TRUE);
1041                 }
1042                 else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
1043                 {
1044                         anim = self.anim_shoot;
1045                         anim_z = anim_y / (t + sys_frametime);
1046                         setanim(self, anim, FALSE, TRUE, TRUE);
1047                 }
1048         }
1049 }
1050
1051 void weapon_boblayer1(float spd, vector org)
1052 {
1053         // VorteX: haste can be added here
1054 }
1055
1056 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1057 {
1058         vector mdirection;
1059         float mspeed;
1060         float outspeed;
1061         float nstyle;
1062         vector outvelocity;
1063
1064         mvelocity = mvelocity * g_weaponspeedfactor;
1065
1066         mdirection = normalize(mvelocity);
1067         mspeed = vlen(mvelocity);
1068
1069         nstyle = autocvar_g_projectiles_newton_style;
1070         if(nstyle == 0 || forceAbsolute)
1071         {
1072                 // absolute velocity
1073                 outvelocity = mvelocity;
1074         }
1075         else if(nstyle == 1)
1076         {
1077                 // true Newtonian projectiles
1078                 outvelocity = pvelocity + mvelocity;
1079         }
1080         else if(nstyle == 2)
1081         {
1082                 // true Newtonian projectiles with automatic aim adjustment
1083                 //
1084                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1085                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1086                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1087                 // PLUS SIGN!
1088                 // not defined?
1089                 // then...
1090                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1091                 // velocity without mdirection component > mspeed
1092                 // fire at smallest possible mspeed that works?
1093                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1094
1095                 vector solution;
1096                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1097                 if(solution_z)
1098                         outspeed = solution_y; // the larger one
1099                 else
1100                 {
1101                         //outspeed = 0; // slowest possible shot
1102                         outspeed = solution_x; // the real part (that is, the average!)
1103                         //dprint("impossible shot, adjusting\n");
1104                 }
1105
1106                 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1107                 outvelocity = mdirection * outspeed;
1108         }
1109         else if(nstyle == 3)
1110         {
1111                 // pseudo-Newtonian:
1112                 outspeed = mspeed + mdirection * pvelocity;
1113                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1114                 outvelocity = mdirection * outspeed;
1115         }
1116         else if(nstyle == 4)
1117         {
1118                 // tZorkian:
1119                 outspeed = mspeed + vlen(pvelocity);
1120                 outvelocity = mdirection * outspeed;
1121         }
1122         else
1123                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1124
1125         return outvelocity;
1126 }
1127
1128 void W_AttachToShotorg(entity flash, vector offset)
1129 {
1130         entity xflash;
1131         flash.owner = self;
1132         flash.angles_z = random() * 360;
1133
1134         if(gettagindex(self.weaponentity, "shot"))
1135                 setattachment(flash, self.weaponentity, "shot");
1136         else
1137                 setattachment(flash, self.weaponentity, "tag_shot");
1138         setorigin(flash, offset);
1139
1140         xflash = spawn();
1141         copyentity(flash, xflash);
1142
1143         flash.viewmodelforclient = self;
1144
1145         if(self.weaponentity.oldorigin_x > 0)
1146         {
1147                 setattachment(xflash, self.exteriorweaponentity, "");
1148                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1149         }
1150         else
1151         {
1152                 if(gettagindex(self.exteriorweaponentity, "shot"))
1153                         setattachment(xflash, self.exteriorweaponentity, "shot");
1154                 else
1155                         setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1156                 setorigin(xflash, offset);
1157         }
1158 }
1159
1160 vector cliptoplane(vector v, vector p)
1161 {
1162         return v - (v * p) * p;
1163 }
1164
1165 vector solve_cubic_pq(float p, float q)
1166 {
1167         float D, u, v, a;
1168         D = q*q/4.0 + p*p*p/27.0;
1169         if(D < 0)
1170         {
1171                 // irreducibilis
1172                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1173                 u = sqrt(-4.0/3.0 * p);
1174                 // a in range 0..pi/3
1175                 // cos(a)
1176                 // cos(a + 2pi/3)
1177                 // cos(a + 4pi/3)
1178                 return
1179                         u *
1180                         (
1181                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1182                                 +
1183                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1184                                 +
1185                                 '0 0 1' * cos(a)
1186                         );
1187         }
1188         else if(D == 0)
1189         {
1190                 // simple
1191                 if(p == 0)
1192                         return '0 0 0';
1193                 u = 3*q/p;
1194                 v = -u/2;
1195                 if(u >= v)
1196                         return '1 1 0' * v + '0 0 1' * u;
1197                 else
1198                         return '0 1 1' * v + '1 0 0' * u;
1199         }
1200         else
1201         {
1202                 // cardano
1203                 u = cbrt(-q/2.0 + sqrt(D));
1204                 v = cbrt(-q/2.0 - sqrt(D));
1205                 return '1 1 1' * (u + v);
1206         }
1207 }
1208 vector solve_cubic_abcd(float a, float b, float c, float d)
1209 {
1210         // y = 3*a*x + b
1211         // x = (y - b) / 3a
1212         float p, q;
1213         vector v;
1214         p = (9*a*c - 3*b*b);
1215         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1216         v = solve_cubic_pq(p, q);
1217         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1218         if(a < 0)
1219                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1220         return v;
1221 }
1222
1223 vector findperpendicular(vector v)
1224 {
1225         vector p;
1226         p_x = v_z;
1227         p_y = -v_x;
1228         p_z = v_y;
1229         return normalize(cliptoplane(p, v));
1230 }
1231
1232 vector W_CalculateProjectileSpread(vector forward, float spread)
1233 {
1234         float sigma;
1235         vector v1, v2;
1236         float dx, dy, r;
1237         float sstyle;
1238         spread *= g_weaponspreadfactor;
1239         if(spread <= 0)
1240                 return forward;
1241         sstyle = autocvar_g_projectiles_spread_style;
1242         
1243         if(sstyle == 0)
1244         {
1245                 // this is the baseline for the spread value!
1246                 // standard deviation: sqrt(2/5)
1247                 // density function: sqrt(1-r^2)
1248                 return forward + randomvec() * spread;
1249         }
1250         else if(sstyle == 1)
1251         {
1252                 // same thing, basically
1253                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1254         }
1255         else if(sstyle == 2)
1256         {
1257                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1258                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1259                 v1 = findperpendicular(forward);
1260                 v2 = cross(forward, v1);
1261                 // random point on unit circle
1262                 dx = random() * 2 * M_PI;
1263                 dy = sin(dx);
1264                 dx = cos(dx);
1265                 // radius in our dist function
1266                 r = random();
1267                 r = sqrt(r);
1268                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1269         }
1270         else if(sstyle == 3) // gauss 3d
1271         {
1272                 sigma = spread * 0.44721359549996; // match baseline stddev
1273                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1274                 v1 = forward;
1275                 v1_x += gsl_ran_gaussian(sigma);
1276                 v1_y += gsl_ran_gaussian(sigma);
1277                 v1_z += gsl_ran_gaussian(sigma);
1278                 return v1;
1279         }
1280         else if(sstyle == 4) // gauss 2d
1281         {
1282                 sigma = spread * 0.44721359549996; // match baseline stddev
1283                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1284                 v1_x = gsl_ran_gaussian(sigma);
1285                 v1_y = gsl_ran_gaussian(sigma);
1286                 v1_z = gsl_ran_gaussian(sigma);
1287                 return normalize(forward + cliptoplane(v1, forward));
1288         }
1289         else if(sstyle == 5) // 1-r
1290         {
1291                 sigma = spread * 1.154700538379252; // match baseline stddev
1292                 v1 = findperpendicular(forward);
1293                 v2 = cross(forward, v1);
1294                 // random point on unit circle
1295                 dx = random() * 2 * M_PI;
1296                 dy = sin(dx);
1297                 dx = cos(dx);
1298                 // radius in our dist function
1299                 r = random();
1300                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1301                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1302         }
1303         else if(sstyle == 6) // 1-r^2
1304         {
1305                 sigma = spread * 1.095445115010332; // match baseline stddev
1306                 v1 = findperpendicular(forward);
1307                 v2 = cross(forward, v1);
1308                 // random point on unit circle
1309                 dx = random() * 2 * M_PI;
1310                 dy = sin(dx);
1311                 dx = cos(dx);
1312                 // radius in our dist function
1313                 r = random();
1314                 r = sqrt(1 - r);
1315                 r = sqrt(1 - r);
1316                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1317         }
1318         else if(sstyle == 7) // (1-r) (2-r)
1319         {
1320                 sigma = spread * 1.224744871391589; // match baseline stddev
1321                 v1 = findperpendicular(forward);
1322                 v2 = cross(forward, v1);
1323                 // random point on unit circle
1324                 dx = random() * 2 * M_PI;
1325                 dy = sin(dx);
1326                 dx = cos(dx);
1327                 // radius in our dist function
1328                 r = random();
1329                 r = 1 - sqrt(r);
1330                 r = 1 - sqrt(r);
1331                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1332         }
1333         else
1334                 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)!");
1335         return '0 0 0';
1336         /*
1337          * how to derive falloff functions:
1338          * rho(r) := (2-r) * (1-r);
1339          * a : 0;
1340          * b : 1;
1341          * rhor(r) := r * rho(r);
1342          * cr(t) := integrate(rhor(r), r, a, t);
1343          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1344          * variance : scr(b) / cr(b);
1345          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1346          * sqrt(0.4 / variance), numer;
1347          */
1348 }
1349
1350 #if 0
1351 float mspercallsum;
1352 float mspercallsstyle;
1353 float mspercallcount;
1354 #endif
1355 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1356 {
1357         if(missile.owner == world)
1358                 error("Unowned missile");
1359
1360         dir = dir + upDir * (pUpSpeed / pSpeed);
1361         dir_z += pZSpeed / pSpeed;
1362         pSpeed *= vlen(dir);
1363         dir = normalize(dir);
1364
1365 #if 0
1366         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1367         {
1368                 mspercallsum = mspercallcount = 0;
1369                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1370         }
1371         mspercallsum -= gettime(GETTIME_HIRES);
1372 #endif
1373         dir = W_CalculateProjectileSpread(dir, spread);
1374 #if 0
1375         mspercallsum += gettime(GETTIME_HIRES);
1376         mspercallcount += 1;
1377         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1378 #endif
1379
1380         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1381 }
1382
1383 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1384 {
1385         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1386 }
1387
1388 #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)
1389 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1390
1391 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1392 {
1393         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1394                 return;
1395
1396         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1397         if(ammo_reload)
1398         {
1399                 self.clip_load -= ammo_use;
1400                 self.(weapon_load[self.weapon]) = self.clip_load;
1401         }
1402         else
1403                 self.(self.current_ammo) -= ammo_use;
1404 }
1405
1406 // weapon reloading code
1407
1408 .float reload_ammo_amount, reload_ammo_min, reload_time;
1409 .float reload_complain;
1410 .string reload_sound;
1411
1412 void W_ReloadedAndReady()
1413 {
1414         // finish the reloading process, and do the ammo transfer
1415
1416         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1417
1418         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1419         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1420                 self.clip_load = self.reload_ammo_amount;
1421         else
1422         {
1423                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1424                 {
1425                         self.clip_load += 1;
1426                         self.(self.current_ammo) -= 1;
1427                 }
1428         }
1429         self.(weapon_load[self.weapon]) = self.clip_load;
1430
1431         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1432         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1433         // so your weapon is disabled for a few seconds without reason
1434
1435         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1436
1437         w_ready();
1438 }
1439
1440 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1441 {
1442         // set global values to work with
1443
1444         self.reload_ammo_min = sent_ammo_min;
1445         self.reload_ammo_amount = sent_ammo_amount;
1446         self.reload_time = sent_time;
1447         self.reload_sound = sent_sound;
1448
1449         // check if we meet the necessary conditions to reload
1450
1451         entity e;
1452         e = get_weaponinfo(self.weapon);
1453
1454         // don't reload weapons that don't have the RELOADABLE flag
1455         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1456         {
1457                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1458                 return;
1459         }
1460
1461         // return if reloading is disabled for this weapon
1462         if(!self.reload_ammo_amount)
1463                 return;
1464
1465         // our weapon is fully loaded, no need to reload
1466         if (self.clip_load >= self.reload_ammo_amount)
1467                 return;
1468
1469         // no ammo, so nothing to load
1470         if(!self.(self.current_ammo) && self.reload_ammo_min)
1471         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1472         {
1473                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1474                 {
1475                         play2(self, "weapons/unavailable.wav");
1476                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1477                         self.reload_complain = time + 1;
1478                 }
1479                 // switch away if the amount of ammo is not enough to keep using this weapon
1480                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1481                 {
1482                         self.clip_load = -1; // reload later
1483                         W_SwitchToOtherWeapon(self);
1484                 }
1485                 return;
1486         }
1487
1488         if (self.weaponentity)
1489         {
1490                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1491                         return;
1492
1493                 // allow switching away while reloading, but this will cause a new reload!
1494                 self.weaponentity.state = WS_READY;
1495         }
1496
1497         // now begin the reloading process
1498
1499         sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1500
1501         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1502         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1503         // so your weapon is disabled for a few seconds without reason
1504
1505         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1506
1507         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1508
1509         if(self.clip_load < 0)
1510                 self.clip_load = 0;
1511         self.old_clip_load = self.clip_load;
1512         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1513 }