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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 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 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)
136 {
137         float nudge = 1; // added to traceline target and subtracted from result
138         local float oldsolid;
139         vector vecs, dv;
140         oldsolid = ent.dphitcontentsmask;
141         if(ent.weapon == WEP_CAMPINGRIFLE)
142                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143         else
144                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
145         if(antilag)
146                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147                 // passing world, because we do NOT want it to touch dphitcontentsmask
148         else
149                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
151
152         vector vf, vr, vu;
153         vf = v_forward;
154         vr = v_right;
155         vu = v_up;
156         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
157         v_forward = vf;
158         v_right = vr;
159         v_up = vu;
160
161         // track max damage
162         if(accuracy_canbegooddamage(ent))
163                 accuracy_add(ent, ent.weapon, maxdamage, 0);
164
165         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
166
167         if(ent.weaponentity.movedir_x > 0)
168                 vecs = ent.weaponentity.movedir;
169         else
170                 vecs = '0 0 0';
171         if(debug_shotorg != '0 0 0')
172                 vecs = debug_shotorg;
173
174         dv = v_right * -vecs_y + v_up * vecs_z;
175         w_shotorg = ent.origin + ent.view_ofs + dv;
176
177         // now move the shotorg forward as much as requested if possible
178         if(antilag)
179         {
180                 if(ent.antilag_debug)
181                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
182                 else
183                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
184         }
185         else
186                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
187         w_shotorg = trace_endpos - v_forward * nudge;
188         // calculate the shotdir from the chosen shotorg
189         w_shotdir = normalize(w_shotend - w_shotorg);
190
191         if (antilag)
192         if (!ent.cvar_cl_noantilag)
193         {
194                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
195                 {
196                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
197                         if (!trace_ent.takedamage)
198                         {
199                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
200                                 if (trace_ent.takedamage && trace_ent.classname == "player")
201                                 {
202                                         entity e;
203                                         e = trace_ent;
204                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
205                                         if(trace_ent == e)
206                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
207                                 }
208                         }
209                 }
210                 else if(autocvar_g_antilag == 3) // client side hitscan
211                 {
212                         // this part MUST use prydon cursor
213                         if (ent.cursor_trace_ent)                 // client was aiming at someone
214                         if (ent.cursor_trace_ent != ent)         // just to make sure
215                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
216                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
217                         {
218                                 // verify that the shot would miss without antilag
219                                 // (avoids an issue where guns would always shoot at their origin)
220                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
221                                 if (!trace_ent.takedamage)
222                                 {
223                                         // verify that the shot would hit if altered
224                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
225                                         if (trace_ent == ent.cursor_trace_ent)
226                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
227                                         else
228                                                 print("antilag fail\n");
229                                 }
230                         }
231                 }
232         }
233
234         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
235
236         if (!g_norecoil)
237                 ent.punchangle_x = recoil * -1;
238
239         if (snd != "")
240                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
241
242         if(ent.items & IT_STRENGTH)
243         if(!g_minstagib)
244         if(
245                 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
246                 ||
247                 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
248         ) // prevent insane sound spam
249         {
250                 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
251                 ent.prevstrengthsound = time;
252         }
253         ent.prevstrengthsoundattempt = time;
254
255         // nudge w_shotend so a trace to w_shotend hits
256         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
257 };
258
259 #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)
260 #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)
261 #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)
262 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
263 #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)
264
265 float CL_Weaponentity_CustomizeEntityForClient()
266 {
267         self.viewmodelforclient = self.owner;
268         if(other.classname == "spectator")
269                 if(other.enemy == self.owner)
270                         self.viewmodelforclient = other;
271         return TRUE;
272 }
273
274 float qcweaponanimation;
275 vector weapon_offset = '0 -10 0';
276 vector weapon_adjust = '10 0 -15';
277 .vector weapon_morph0origin;
278 .vector weapon_morph0angles;
279 .float  weapon_morph0time;
280 .vector weapon_morph1origin;
281 .vector weapon_morph1angles;
282 .float  weapon_morph1time;
283 .vector weapon_morph2origin;
284 .vector weapon_morph2angles;
285 .float  weapon_morph2time;
286 .vector weapon_morph3origin;
287 .vector weapon_morph3angles;
288 .float  weapon_morph3time;
289 .vector weapon_morph4origin;
290 .vector weapon_morph4angles;
291 .float  weapon_morph4time;
292 .string weaponname;
293 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
294
295 /*
296  * supported formats:
297  *
298  * 1. simple animated model, muzzle flash handling on h_ model:
299  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
300  *      tags:
301  *        shot = muzzle end (shot origin, also used for muzzle flashes)
302  *        shell = casings ejection point (must be on the right hand side of the gun)
303  *        weapon = attachment for v_tuba.md3
304  *    v_tuba.md3 - first and third person model
305  *    g_tuba.md3 - pickup model
306  *
307  * 2. simple animated model, muzzle flash handling on v_ model:
308  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
309  *      tags:
310  *        weapon = attachment for v_tuba.md3
311  *    v_tuba.md3 - first and third person model
312  *      tags:
313  *        shot = muzzle end (shot origin, also used for muzzle flashes)
314  *        shell = casings ejection point (must be on the right hand side of the gun)
315  *    g_tuba.md3 - pickup model
316  *
317  * 3. fully animated model, muzzle flash handling on h_ model:
318  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
319  *      tags:
320  *        shot = muzzle end (shot origin, also used for muzzle flashes)
321  *        shell = casings ejection point (must be on the right hand side of the gun)
322  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
323  *    v_tuba.md3 - third person model
324  *    g_tuba.md3 - pickup model
325  *
326  * 4. fully animated model, muzzle flash handling on v_ model:
327  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
328  *      tags:
329  *        shot = muzzle end (shot origin)
330  *        shell = casings ejection point (must be on the right hand side of the gun)
331  *    v_tuba.md3 - third person model
332  *      tags:
333  *        shot = muzzle end (for muzzle flashes)
334  *    g_tuba.md3 - pickup model
335  */
336
337 // writes:
338 //   self.origin, self.angles
339 //   self.weaponentity
340 //   self.movedir, self.view_ofs
341 //   attachment stuff
342 //   anim stuff
343 // to free:
344 //   call again with ""
345 //   remove the ent
346 void CL_WeaponEntity_SetModel(string name)
347 {
348         string animfilename;
349         float animfile;
350         float v_shot_idx;
351         if (name != "")
352         {
353                 // if there is a child entity, hide it until we're sure we use it
354                 if (self.weaponentity)
355                         self.weaponentity.model = "";
356                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
357                 v_shot_idx = gettagindex(self, "shot"); // used later
358                 if(!v_shot_idx)
359                         v_shot_idx = gettagindex(self, "tag_shot");
360
361                 if(qcweaponanimation)
362                 {
363                         self.angles = '0 0 0';
364                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
365                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
366                         self.movedir_x += 32;
367                         self.spawnorigin = self.movedir;
368                         // oldorigin - not calculated here
369                 }
370                 else
371                 {
372                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
373                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
374                         animfile = fopen(animfilename, FILE_READ);
375                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
376                         self.anim_fire1  = '0 1 0.01';
377                         self.anim_fire2  = '1 1 0.01';
378                         self.anim_idle   = '2 1 0.01';
379                         self.anim_reload = '3 1 0.01';
380                         if (animfile >= 0)
381                         {
382                                 animparseerror = FALSE;
383                                 self.anim_fire1  = animparseline(animfile);
384                                 self.anim_fire2  = animparseline(animfile);
385                                 self.anim_idle   = animparseline(animfile);
386                                 self.anim_reload = animparseline(animfile);
387                                 fclose(animfile);
388                                 if (animparseerror)
389                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
390                         }
391
392                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
393                         // if we don't, this is a "real" animated model
394                         if(gettagindex(self, "weapon"))
395                         {
396                                 if (!self.weaponentity)
397                                         self.weaponentity = spawn();
398                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
399                                 setattachment(self.weaponentity, self, "weapon");
400                         }
401                         else if(gettagindex(self, "tag_weapon"))
402                         {
403                                 if (!self.weaponentity)
404                                         self.weaponentity = spawn();
405                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
406                                 setattachment(self.weaponentity, self, "tag_weapon");
407                         }
408                         else
409                         {
410                                 if(self.weaponentity)
411                                         remove(self.weaponentity);
412                                 self.weaponentity = world;
413                         }
414
415                         setorigin(self,'0 0 0');
416                         self.angles = '0 0 0';
417                         self.frame = 0;
418                         self.viewmodelforclient = world;
419
420                         float idx;
421
422                         if(v_shot_idx) // v_ model attached to invisible h_ model
423                         {
424                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
425                         }
426                         else
427                         {
428                                 idx = gettagindex(self, "shot");
429                                 if(!idx)
430                                         idx = gettagindex(self, "tag_shot");
431                                 if(idx)
432                                         self.movedir = gettaginfo(self, idx);
433                                 else
434                                 {
435                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
436                                         self.movedir = '0 0 0';
437                                 }
438                         }
439
440                         if(self.weaponentity) // v_ model attached to invisible h_ model
441                         {
442                                 idx = gettagindex(self.weaponentity, "shell");
443                                 if(!idx)
444                                         idx = gettagindex(self.weaponentity, "tag_shell");
445                                 if(idx)
446                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
447                         }
448                         else
449                                 idx = 0;
450                         if(!idx)
451                         {
452                                 idx = gettagindex(self, "shell");
453                                 if(!idx)
454                                         idx = gettagindex(self, "tag_shell");
455                                 if(idx)
456                                         self.spawnorigin = gettaginfo(self, idx);
457                                 else
458                                 {
459                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
460                                         self.spawnorigin = self.movedir;
461                                 }
462                         }
463
464                         if(v_shot_idx)
465                         {
466                                 self.oldorigin = '0 0 0'; // use regular attachment
467                         }
468                         else
469                         {
470                                 if(self.weaponentity)
471                                 {
472                                         idx = gettagindex(self, "weapon");
473                                         if(!idx)
474                                                 idx = gettagindex(self, "tag_weapon");
475                                 }
476                                 else
477                                 {
478                                         idx = gettagindex(self, "handle");
479                                         if(!idx)
480                                                 idx = gettagindex(self, "tag_handle");
481                                 }
482                                 if(idx)
483                                 {
484                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
485                                 }
486                                 else
487                                 {
488                                         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");
489                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
490                                 }
491                         }
492
493                         self.viewmodelforclient = self.owner;
494                 }
495         }
496         else
497         {
498                 self.model = "";
499                 if(self.weaponentity)
500                         remove(self.weaponentity);
501                 self.weaponentity = world;
502                 self.movedir = '0 0 0';
503                 self.spawnorigin = '0 0 0';
504                 self.oldorigin = '0 0 0';
505                 self.anim_fire1  = '0 1 0.01';
506                 self.anim_fire2  = '0 1 0.01';
507                 self.anim_idle   = '0 1 0.01';
508                 self.anim_reload = '0 1 0.01';
509         }
510
511         self.view_ofs = '0 0 0';
512
513         if(self.movedir_x >= 0)
514         {
515                 vector v0;
516                 v0 = self.movedir;
517                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
518                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
519         }
520         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
521         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
522
523         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
524
525         // check if an instant weapon switch occurred
526         if (qcweaponanimation)
527         {
528                 if (self.state == WS_READY)
529                 {
530                         self.angles = '0 0 0';
531                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
532                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
533                 }
534         }
535         else
536                 setorigin(self, self.view_ofs);
537         // reset animstate now
538         self.wframe = WFRAME_IDLE;
539         self.weapon_morph0time = 0;
540         self.weapon_morph1time = 0;
541         self.weapon_morph2time = 0;
542         self.weapon_morph3time = 0;
543         self.weapon_morph4time = 0;
544         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
545 }
546
547 vector CL_Weapon_GetShotOrg(float wpn)
548 {
549         entity wi, oldself;
550         vector ret;
551         wi = get_weaponinfo(wpn);
552         oldself = self;
553         self = spawn();
554         CL_WeaponEntity_SetModel(wi.mdl);
555         ret = self.movedir;
556         CL_WeaponEntity_SetModel("");
557         remove(self);
558         self = oldself;
559         return ret;
560 }
561
562 void CL_Weaponentity_Think()
563 {
564         float tb;
565         self.nextthink = time;
566         if (intermission_running)
567                 self.frame = self.anim_idle_x;
568         if (self.owner.weaponentity != self)
569         {
570                 if (self.weaponentity)
571                         remove(self.weaponentity);
572                 remove(self);
573                 return;
574         }
575         if (self.owner.deadflag != DEAD_NO)
576         {
577                 self.model = "";
578                 if (self.weaponentity)
579                         self.weaponentity.model = "";
580                 return;
581         }
582         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
583         {
584                 self.cnt = self.owner.weapon;
585                 self.dmg = self.owner.modelindex;
586                 self.deadflag = self.owner.deadflag;
587
588                 CL_WeaponEntity_SetModel(self.owner.weaponname);
589         }
590
591         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
592         self.effects = self.owner.effects & EFMASK_CHEAP;
593         self.effects &~= EF_LOWPRECISION;
594         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
595         self.effects &~= EF_TELEPORT_BIT;
596         self.effects &~= EF_RESTARTANIM_BIT;
597         self.effects |= tb;
598
599         if(self.owner.alpha == default_player_alpha)
600                 self.alpha = default_weapon_alpha;
601         else if(self.owner.alpha != 0)
602                 self.alpha = self.owner.alpha;
603         else
604                 self.alpha = 1;
605
606         self.colormap = self.owner.colormap;
607         if (self.weaponentity)
608         {
609                 self.weaponentity.effects = self.effects;
610                 self.weaponentity.alpha = self.alpha;
611                 self.weaponentity.colormap = self.colormap;
612         }
613
614         self.angles = '0 0 0';
615         local float f;
616         f = 0;
617         if (self.state == WS_RAISE && !intermission_running)
618         {
619                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
620                 self.angles_x = -90 * f * f;
621                 if (qcweaponanimation)
622                 {
623                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
624                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
625                 }
626         }
627         else if (self.state == WS_DROP && !intermission_running)
628         {
629                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
630                 self.angles_x = -90 * f * f;
631                 if (qcweaponanimation)
632                 {
633                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
634                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
635                 }
636         }
637         else if (self.state == WS_CLEAR)
638         {
639                 f = 1;
640                 self.angles_x = -90 * f * f;
641                 if (qcweaponanimation)
642                 {
643                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
644                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
645                 }
646         }
647         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
648         {
649                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
650                 f = 1 - pow(1 - f, 3);
651                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
652                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
653         }
654         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
655         {
656                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
657                 f = 1 - pow(1 - f, 3);
658                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
659                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
660         }
661         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
662         {
663                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
664                 f = 1 - pow(1 - f, 3);
665                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
666                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
667         }
668         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
669         {
670                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
671                 f = 1 - pow(1 - f, 3);
672                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
673                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
674         }
675         else if (qcweaponanimation)
676         {
677                 // begin a new idle morph
678                 self.owner.weapon_morph0time   = time;
679                 self.owner.weapon_morph0angles = self.angles;
680                 self.owner.weapon_morph0origin = self.origin;
681
682                 float r;
683                 float t;
684
685                 r = random();
686                 if (r < 0.1)
687                 {
688                         // turn gun to the left to look at it
689                         t = 2;
690                         self.owner.weapon_morph1time   = time + t * 0.2;
691                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
692                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
693                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
694
695                         self.owner.weapon_morph2time   = time + t * 0.6;
696                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
697                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
698                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
699
700                         self.owner.weapon_morph3time   = time + t;
701                         self.owner.weapon_morph3angles = '0 0 0';
702                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
703                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
704                 }
705                 else if (r < 0.2)
706                 {
707                         // raise the gun a bit
708                         t = 2;
709                         self.owner.weapon_morph1time   = time + t * 0.2;
710                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
711                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
712                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
713
714                         self.owner.weapon_morph2time   = time + t * 0.5;
715                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
716                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
717                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
718
719                         self.owner.weapon_morph3time   = time + t;
720                         self.owner.weapon_morph3angles = '0 0 0';
721                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
722                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
723                 }
724                 else if (r < 0.3)
725                 {
726                         // tweak it a bit
727                         t = 5;
728                         self.owner.weapon_morph1time   = time + t * 0.3;
729                         self.owner.weapon_morph1angles = randomvec() * 6;
730                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
731                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
732
733                         self.owner.weapon_morph2time   = time + t * 0.7;
734                         self.owner.weapon_morph2angles = randomvec() * 6;
735                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
736                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
737
738                         self.owner.weapon_morph3time   = time + t;
739                         self.owner.weapon_morph3angles = '0 0 0';
740                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
741                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
742                 }
743                 else
744                 {
745                         // hold it mostly steady
746                         t = random() * 6 + 4;
747                         self.owner.weapon_morph1time   = time + t * 0.2;
748                         self.owner.weapon_morph1angles = randomvec() * 1;
749                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
750                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
751
752                         self.owner.weapon_morph2time   = time + t * 0.5;
753                         self.owner.weapon_morph2angles = randomvec() * 1;
754                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
755                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
756
757                         self.owner.weapon_morph3time   = time + t * 0.7;
758                         self.owner.weapon_morph3angles = randomvec() * 1;
759                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
760                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
761                 }
762
763                 self.owner.weapon_morph4time   = time + t;
764                 self.owner.weapon_morph4angles = '0 0 0';
765                 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
766                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
767
768         }
769 };
770
771 void CL_ExteriorWeaponentity_Think()
772 {
773         float tag_found;
774         vector ang;
775         self.nextthink = time;
776         if (self.owner.exteriorweaponentity != self)
777         {
778                 remove(self);
779                 return;
780         }
781         if (self.owner.deadflag != DEAD_NO)
782         {
783                 self.model = "";
784                 return;
785         }
786         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
787         {
788                 self.cnt = self.owner.weapon;
789                 self.dmg = self.owner.modelindex;
790                 self.deadflag = self.owner.deadflag;
791                 if (self.owner.weaponname != "")
792                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
793                 else
794                         self.model = "";
795
796                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
797                 {
798                         self.tag_index = tag_found;
799                         self.tag_entity = self.owner;
800                 }
801                 else
802                         setattachment(self, self.owner, "bip01 r hand");
803
804                 // if that didn't find a tag, hide the exterior weapon model
805                 if (!self.tag_index)
806                         self.model = "";
807         }
808         self.effects = self.owner.effects;
809         if(sv_pitch_min == sv_pitch_max)
810                 self.effects |= EF_LOWPRECISION;
811         else
812                 self.effects &~= EF_LOWPRECISION;
813         self.effects = self.effects & EFMASK_CHEAP; // eat performance
814         if(self.owner.alpha == default_player_alpha)
815                 self.alpha = default_weapon_alpha;
816         else if(self.owner.alpha != 0)
817                 self.alpha = self.owner.alpha;
818         else
819                 self.alpha = 1;
820
821         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
822         ang_y = 0;
823         ang_z = 0;
824
825         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
826         {
827                 ang_y = self.owner.v_angle_y;
828                 makevectors(ang);
829                 var vector v = v_forward;
830                 var float t = self.tag_entity.frame1time;
831                 var float f = self.tag_entity.frame;
832                 self.tag_entity.frame1time = time;
833                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
834                 gettaginfo(self.tag_entity, self.tag_index);
835                 self.tag_entity.frame1time = t;
836                 self.tag_entity.frame = f;
837                 // untransform v according to this coordinate space
838                 vector w;
839                 w_x = v_forward * v;
840                 w_y = -v_right * v;
841                 w_z = v_up * v;
842                 self.angles = vectoangles(w);
843         }
844         else
845         {
846                 ang_x = -/* don't ask */ang_x;
847                 self.angles = ang;
848         }
849
850         self.colormap = self.owner.colormap;
851 };
852
853 // spawning weaponentity for client
854 void CL_SpawnWeaponentity()
855 {
856         self.weaponentity = spawn();
857         self.weaponentity.classname = "weaponentity";
858         self.weaponentity.solid = SOLID_NOT;
859         self.weaponentity.owner = self;
860         setmodel(self.weaponentity, ""); // precision set when changed
861         setorigin(self.weaponentity, '0 0 0');
862         self.weaponentity.angles = '0 0 0';
863         self.weaponentity.viewmodelforclient = self;
864         self.weaponentity.flags = 0;
865         self.weaponentity.think = CL_Weaponentity_Think;
866         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
867         self.weaponentity.nextthink = time;
868
869         self.exteriorweaponentity = spawn();
870         self.exteriorweaponentity.classname = "exteriorweaponentity";
871         self.exteriorweaponentity.solid = SOLID_NOT;
872         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
873         self.exteriorweaponentity.owner = self;
874         setorigin(self.exteriorweaponentity, '0 0 0');
875         self.exteriorweaponentity.angles = '0 0 0';
876         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
877         self.exteriorweaponentity.nextthink = time;
878 };
879
880 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
881 {
882         msg_entity = e;
883         WriteByte(MSG_ONE, SVC_TEMPENTITY);
884         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
885         WriteByte(MSG_ONE, wpn);
886         WriteString(MSG_ONE, wpnname);
887         WriteByte(MSG_ONE, type);
888 }
889
890 .float hasweapon_complain_spam;
891
892 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
893 {
894         local float weaponbit, f;
895         local entity oldself;
896
897         if(time < self.hasweapon_complain_spam)
898                 complain = 0;
899         if(complain)
900                 self.hasweapon_complain_spam = time + 0.2;
901
902         if (wpn < WEP_FIRST || wpn > WEP_LAST)
903         {
904                 if (complain)
905                         sprint(self, "Invalid weapon\n");
906                 return FALSE;
907         }
908         weaponbit = W_WeaponBit(wpn);
909         if (cl.weapons & weaponbit)
910         {
911                 if (andammo)
912                 {
913                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
914                         {
915                                 f = 1;
916                         }
917                         else
918                         {
919                                 oldself = self;
920                                 self = cl;
921                                 f = weapon_action(wpn, WR_CHECKAMMO1);
922                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
923
924                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
925                                 local entity mine;
926                                 if(wpn == WEP_MINE_LAYER)
927                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
928                                         f = 1;
929
930                                 self = oldself;
931                         }
932                         if (!f)
933                         {
934                                 if (complain)
935                                 if(clienttype(cl) == CLIENTTYPE_REAL)
936                                 {
937                                         play2(cl, "weapons/unavailable.wav");
938                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
939                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
940                                 }
941                                 return FALSE;
942                         }
943                 }
944                 return TRUE;
945         }
946         if (complain)
947         {
948                 // DRESK - 3/16/07
949                 // Report Proper Weapon Status / Modified Weapon Ownership Message
950                 if(weaponsInMap & weaponbit)
951                 {
952                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
953                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
954
955                         if(autocvar_g_showweaponspawns)
956                         {
957                                 entity e;
958                                 string s;
959
960                                 e = get_weaponinfo(wpn);
961                                 s = e.model2;
962
963                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
964                                 {
965                                         if(e.classname == "droppedweapon")
966                                                 continue;
967                                         if not(e.flags & FL_ITEM)
968                                                 continue;
969                                         WaypointSprite_Spawn(
970                                                 s,
971                                                 1, 0,
972                                                 world, e.origin,
973                                                 self, 0,
974                                                 world, enemy,
975                                                 0
976                                         );
977                                 }
978                         }
979                 }
980                 else
981                 {
982                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
983                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
984                 }
985
986                 play2(cl, "weapons/unavailable.wav");
987         }
988         return FALSE;
989 };
990
991 // Weapon subs
992 void w_clear()
993 {
994         if (self.weapon != -1)
995                 self.weapon = 0;
996         if (self.weaponentity)
997         {
998                 self.weaponentity.state = WS_CLEAR;
999                 self.weaponentity.effects = 0;
1000         }
1001 };
1002
1003 void w_ready()
1004 {
1005         if (self.weaponentity)
1006                 self.weaponentity.state = WS_READY;
1007         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1008 };
1009
1010 // Setup weapon for client (after this raise frame will be launched)
1011 void weapon_setup(float windex)
1012 {
1013         entity e;
1014         qcweaponanimation = autocvar_sv_qcweaponanimation;
1015         e = get_weaponinfo(windex);
1016         self.items &~= IT_AMMO;
1017         self.items = self.items | e.items;
1018
1019         // the two weapon entities will notice this has changed and update their models
1020         self.weapon = windex;
1021         self.weaponname = e.mdl;
1022         self.bulletcounter = 0;
1023 };
1024
1025 // perform weapon to attack (weaponstate and attack_finished check is here)
1026 void W_SwitchToOtherWeapon(entity pl)
1027 {
1028         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1029         float w, ww;
1030         w = W_WeaponBit(pl.weapon);
1031         pl.weapons &~= w;
1032         ww = w_getbestweapon(pl);
1033         pl.weapons |= w;
1034         if(ww)
1035                 W_SwitchWeapon_Force(pl, ww);
1036 }
1037 .float prevdryfire;
1038 float weapon_prepareattack_checkammo(float secondary)
1039 {
1040         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1041         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1042         {
1043                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1044                 local entity mine;
1045                 if(self.weapon == WEP_MINE_LAYER)
1046                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1047                         return FALSE;
1048
1049                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1050                 {
1051                         sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1052                         self.prevdryfire = time;
1053                 }
1054
1055                 W_SwitchToOtherWeapon(self);
1056                 return FALSE;
1057         }
1058         return TRUE;
1059 }
1060 .float race_penalty;
1061 float weapon_prepareattack_check(float secondary, float attacktime)
1062 {
1063         if(!weapon_prepareattack_checkammo(secondary))
1064                 return FALSE;
1065
1066         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1067         //if all players readied up and the countdown is running
1068         if(time < game_starttime || time < self.race_penalty) {
1069                 return FALSE;
1070         }
1071
1072         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1073                 return FALSE;
1074
1075         // do not even think about shooting if switching
1076         if(self.switchweapon != self.weapon)
1077                 return FALSE;
1078
1079         if(attacktime >= 0)
1080         {
1081                 // don't fire if previous attack is not finished
1082                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1083                         return FALSE;
1084                 // don't fire while changing weapon
1085                 if (self.weaponentity.state != WS_READY)
1086                         return FALSE;
1087         }
1088
1089         return TRUE;
1090 }
1091 float weapon_prepareattack_do(float secondary, float attacktime)
1092 {
1093         self.weaponentity.state = WS_INUSE;
1094
1095         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1096
1097         // if the weapon hasn't been firing continuously, reset the timer
1098         if(attacktime >= 0)
1099         {
1100                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1101                 {
1102                         ATTACK_FINISHED(self) = time;
1103                         //dprint("resetting attack finished to ", ftos(time), "\n");
1104                 }
1105                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1106         }
1107         self.bulletcounter += 1;
1108         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1109         return TRUE;
1110 }
1111 float weapon_prepareattack(float secondary, float attacktime)
1112 {
1113         if(weapon_prepareattack_check(secondary, attacktime))
1114         {
1115                 weapon_prepareattack_do(secondary, attacktime);
1116                 return TRUE;
1117         }
1118         else
1119                 return FALSE;
1120 }
1121
1122 void weapon_thinkf(float fr, float t, void() func)
1123 {
1124         vector a;
1125         vector of, or, ou;
1126         float restartanim;
1127
1128         if(fr == WFRAME_DONTCHANGE)
1129         {
1130                 fr = self.weaponentity.wframe;
1131                 restartanim = FALSE;
1132         }
1133         else if (fr == WFRAME_IDLE)
1134                 restartanim = FALSE;
1135         else
1136                 restartanim = TRUE;
1137
1138         of = v_forward;
1139         or = v_right;
1140         ou = v_up;
1141
1142         if (self.weaponentity)
1143         {
1144                 self.weaponentity.wframe = fr;
1145                 if (qcweaponanimation)
1146                 {
1147                         if (fr != WFRAME_IDLE)
1148                         {
1149                                 self.weapon_morph0time = time;
1150                                 self.weapon_morph0angles = self.weaponentity.angles;
1151                                 self.weapon_morph0origin = self.weaponentity.origin;
1152
1153                                 self.weapon_morph1angles = '0 0 0';
1154                                 self.weapon_morph1time = time + t;
1155                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1156                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1157
1158                                 self.weapon_morph2angles = '0 0 0';
1159                                 self.weapon_morph2time = time + t;
1160                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1161                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1162
1163                                 self.weapon_morph3angles = '0 0 0';
1164                                 self.weapon_morph3time = time + t;
1165                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1166                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1167
1168                                 self.weapon_morph4angles = '0 0 0';
1169                                 self.weapon_morph4time = time + t;
1170                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1171                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1172
1173                                 if (fr == WFRAME_FIRE1)
1174                                 {
1175                                         self.weapon_morph1angles = '5 0 0';
1176                                         self.weapon_morph1time = time + t * 0.1;
1177                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1178                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1179                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1180                                 }
1181                                 else if (fr == WFRAME_FIRE2)
1182                                 {
1183                                         self.weapon_morph1angles = '10 0 0';
1184                                         self.weapon_morph1time = time + t * 0.1;
1185                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1186                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1187                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1188                                 }
1189                                 else if (fr == WFRAME_RELOAD)
1190                                 {
1191                                         self.weapon_morph1time = time + t * 0.05;
1192                                         self.weapon_morph1angles = '-10 40 0';
1193                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1194                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1195
1196                                         self.weapon_morph2time = time + t * 0.15;
1197                                         self.weapon_morph2angles = '-10 40 5';
1198                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1199                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1200
1201                                         self.weapon_morph3time = time + t * 0.25;
1202                                         self.weapon_morph3angles = '-10 40 0';
1203                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1204                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1205                                 }
1206                         }
1207                 }
1208                 else
1209                 {
1210                         if (fr == WFRAME_IDLE)
1211                                 a = self.weaponentity.anim_idle;
1212                         else if (fr == WFRAME_FIRE1)
1213                                 a = self.weaponentity.anim_fire1;
1214                         else if (fr == WFRAME_FIRE2)
1215                                 a = self.weaponentity.anim_fire2;
1216                         else if (fr == WFRAME_RELOAD)
1217                                 a = self.weaponentity.anim_reload;
1218                         a_z *= g_weaponratefactor;
1219                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1220                 }
1221         }
1222
1223         v_forward = of;
1224         v_right = or;
1225         v_up = ou;
1226
1227         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1228         {
1229                 backtrace("Tried to override initial weapon think function - should this really happen?");
1230         }
1231
1232         t *= W_WeaponRateFactor();
1233
1234         // VorteX: haste can be added here
1235         if (self.weapon_think == w_ready)
1236         {
1237                 self.weapon_nextthink = time;
1238                 //dprint("started firing at ", ftos(time), "\n");
1239         }
1240         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1241         {
1242                 self.weapon_nextthink = time;
1243                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1244         }
1245         self.weapon_nextthink = self.weapon_nextthink + t;
1246         self.weapon_think = func;
1247         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1248
1249         if (restartanim)
1250         if (t)
1251         if (!self.crouch) // shoot anim stands up, this looks bad
1252         {
1253                 local vector anim;
1254                 anim = self.anim_shoot;
1255                 anim_z = anim_y / (t + sys_frametime);
1256                 setanim(self, anim, FALSE, TRUE, TRUE);
1257         }
1258 };
1259
1260 void weapon_boblayer1(float spd, vector org)
1261 {
1262         // VorteX: haste can be added here
1263 };
1264
1265 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1266 {
1267         vector mdirection;
1268         float mspeed;
1269         float outspeed;
1270         float nstyle;
1271         vector outvelocity;
1272
1273         mvelocity = mvelocity * g_weaponspeedfactor;
1274
1275         mdirection = normalize(mvelocity);
1276         mspeed = vlen(mvelocity);
1277
1278         nstyle = autocvar_g_projectiles_newton_style;
1279         if(nstyle == 0 || forceAbsolute)
1280         {
1281                 // absolute velocity
1282                 outvelocity = mvelocity;
1283         }
1284         else if(nstyle == 1)
1285         {
1286                 // true Newtonian projectiles
1287                 outvelocity = pvelocity + mvelocity;
1288         }
1289         else if(nstyle == 2)
1290         {
1291                 // true Newtonian projectiles with automatic aim adjustment
1292                 //
1293                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1294                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1295                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1296                 // PLUS SIGN!
1297                 // not defined?
1298                 // then...
1299                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1300                 // velocity without mdirection component > mspeed
1301                 // fire at smallest possible mspeed that works?
1302                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1303
1304                 vector solution;
1305                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1306                 if(solution_z)
1307                         outspeed = solution_y; // the larger one
1308                 else
1309                 {
1310                         //outspeed = 0; // slowest possible shot
1311                         outspeed = solution_x; // the real part (that is, the average!)
1312                         //dprint("impossible shot, adjusting\n");
1313                 }
1314
1315                 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1316                 outvelocity = mdirection * outspeed;
1317         }
1318         else if(nstyle == 3)
1319         {
1320                 // pseudo-Newtonian:
1321                 outspeed = mspeed + mdirection * pvelocity;
1322                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1323                 outvelocity = mdirection * outspeed;
1324         }
1325         else if(nstyle == 4)
1326         {
1327                 // tZorkian:
1328                 outspeed = mspeed + vlen(pvelocity);
1329                 outvelocity = mdirection * outspeed;
1330         }
1331         else
1332                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1333
1334         return outvelocity;
1335 }
1336
1337 void W_AttachToShotorg(entity flash, vector offset)
1338 {
1339         entity xflash;
1340         flash.owner = self;
1341         flash.angles_z = random() * 360;
1342         if(qcweaponanimation)
1343         {
1344                 setorigin(flash, w_shotorg + w_shotdir * 50);
1345                 flash.angles = vectoangles(w_shotdir);
1346                 flash.angles_z = random() * 360;
1347         }
1348         else
1349         {
1350                 if(gettagindex(self.weaponentity, "shot"))
1351                         setattachment(flash, self.weaponentity, "shot");
1352                 else
1353                         setattachment(flash, self.weaponentity, "tag_shot");
1354                 setorigin(flash, offset);
1355
1356                 xflash = spawn();
1357                 copyentity(flash, xflash);
1358
1359                 flash.viewmodelforclient = self;
1360
1361                 if(self.weaponentity.oldorigin_x > 0)
1362                 {
1363                         setattachment(xflash, self.exteriorweaponentity, "");
1364                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1365                 }
1366                 else
1367                 {
1368                         if(gettagindex(self.exteriorweaponentity, "shot"))
1369                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1370                         else
1371                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1372                         setorigin(xflash, offset);
1373                 }
1374         }
1375 }
1376
1377 vector cliptoplane(vector v, vector p)
1378 {
1379         return v - (v * p) * p;
1380 }
1381
1382 vector solve_cubic_pq(float p, float q)
1383 {
1384         float D, u, v, a;
1385         D = q*q/4.0 + p*p*p/27.0;
1386         if(D < 0)
1387         {
1388                 // irreducibilis
1389                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1390                 u = sqrt(-4.0/3.0 * p);
1391                 // a in range 0..pi/3
1392                 // cos(a)
1393                 // cos(a + 2pi/3)
1394                 // cos(a + 4pi/3)
1395                 return
1396                         u *
1397                         (
1398                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1399                                 +
1400                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1401                                 +
1402                                 '0 0 1' * cos(a)
1403                         );
1404         }
1405         else if(D == 0)
1406         {
1407                 // simple
1408                 if(p == 0)
1409                         return '0 0 0';
1410                 u = 3*q/p;
1411                 v = -u/2;
1412                 if(u >= v)
1413                         return '1 1 0' * v + '0 0 1' * u;
1414                 else
1415                         return '0 1 1' * v + '1 0 0' * u;
1416         }
1417         else
1418         {
1419                 // cardano
1420                 u = cbrt(-q/2.0 + sqrt(D));
1421                 v = cbrt(-q/2.0 - sqrt(D));
1422                 return '1 1 1' * (u + v);
1423         }
1424 }
1425 vector solve_cubic_abcd(float a, float b, float c, float d)
1426 {
1427         // y = 3*a*x + b
1428         // x = (y - b) / 3a
1429         float p, q;
1430         vector v;
1431         p = (9*a*c - 3*b*b);
1432         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1433         v = solve_cubic_pq(p, q);
1434         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1435         if(a < 0)
1436                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1437         return v;
1438 }
1439
1440 vector findperpendicular(vector v)
1441 {
1442         vector p;
1443         p_x = v_z;
1444         p_y = -v_x;
1445         p_z = v_y;
1446         return normalize(cliptoplane(p, v));
1447 }
1448
1449 vector W_CalculateProjectileSpread(vector forward, float spread)
1450 {
1451         float sigma;
1452         vector v1, v2;
1453         float dx, dy, r;
1454         float sstyle;
1455         spread *= g_weaponspreadfactor;
1456         if(spread <= 0)
1457                 return forward;
1458         sstyle = autocvar_g_projectiles_spread_style;
1459         
1460         if(sstyle == 0)
1461         {
1462                 // this is the baseline for the spread value!
1463                 // standard deviation: sqrt(2/5)
1464                 // density function: sqrt(1-r^2)
1465                 return forward + randomvec() * spread;
1466         }
1467         else if(sstyle == 1)
1468         {
1469                 // same thing, basically
1470                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1471         }
1472         else if(sstyle == 2)
1473         {
1474                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1475                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1476                 v1 = findperpendicular(forward);
1477                 v2 = cross(forward, v1);
1478                 // random point on unit circle
1479                 dx = random() * 2 * M_PI;
1480                 dy = sin(dx);
1481                 dx = cos(dx);
1482                 // radius in our dist function
1483                 r = random();
1484                 r = sqrt(r);
1485                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1486         }
1487         else if(sstyle == 3) // gauss 3d
1488         {
1489                 sigma = spread * 0.44721359549996; // match baseline stddev
1490                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1491                 v1 = forward;
1492                 v1_x += gsl_ran_gaussian(sigma);
1493                 v1_y += gsl_ran_gaussian(sigma);
1494                 v1_z += gsl_ran_gaussian(sigma);
1495                 return v1;
1496         }
1497         else if(sstyle == 4) // gauss 2d
1498         {
1499                 sigma = spread * 0.44721359549996; // match baseline stddev
1500                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1501                 v1_x = gsl_ran_gaussian(sigma);
1502                 v1_y = gsl_ran_gaussian(sigma);
1503                 v1_z = gsl_ran_gaussian(sigma);
1504                 return normalize(forward + cliptoplane(v1, forward));
1505         }
1506         else if(sstyle == 5) // 1-r
1507         {
1508                 sigma = spread * 1.154700538379252; // match baseline stddev
1509                 v1 = findperpendicular(forward);
1510                 v2 = cross(forward, v1);
1511                 // random point on unit circle
1512                 dx = random() * 2 * M_PI;
1513                 dy = sin(dx);
1514                 dx = cos(dx);
1515                 // radius in our dist function
1516                 r = random();
1517                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1518                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1519         }
1520         else if(sstyle == 6) // 1-r^2
1521         {
1522                 sigma = spread * 1.095445115010332; // match baseline stddev
1523                 v1 = findperpendicular(forward);
1524                 v2 = cross(forward, v1);
1525                 // random point on unit circle
1526                 dx = random() * 2 * M_PI;
1527                 dy = sin(dx);
1528                 dx = cos(dx);
1529                 // radius in our dist function
1530                 r = random();
1531                 r = sqrt(1 - r);
1532                 r = sqrt(1 - r);
1533                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1534         }
1535         else if(sstyle == 7) // (1-r) (2-r)
1536         {
1537                 sigma = spread * 1.224744871391589; // match baseline stddev
1538                 v1 = findperpendicular(forward);
1539                 v2 = cross(forward, v1);
1540                 // random point on unit circle
1541                 dx = random() * 2 * M_PI;
1542                 dy = sin(dx);
1543                 dx = cos(dx);
1544                 // radius in our dist function
1545                 r = random();
1546                 r = 1 - sqrt(r);
1547                 r = 1 - sqrt(r);
1548                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1549         }
1550         else
1551                 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)!");
1552         return '0 0 0';
1553         /*
1554          * how to derive falloff functions:
1555          * rho(r) := (2-r) * (1-r);
1556          * a : 0;
1557          * b : 1;
1558          * rhor(r) := r * rho(r);
1559          * cr(t) := integrate(rhor(r), r, a, t);
1560          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1561          * variance : scr(b) / cr(b);
1562          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1563          * sqrt(0.4 / variance), numer;
1564          */
1565 }
1566
1567 #if 0
1568 float mspercallsum;
1569 float mspercallsstyle;
1570 float mspercallcount;
1571 #endif
1572 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1573 {
1574         if(missile.owner == world)
1575                 error("Unowned missile");
1576
1577         dir = dir + upDir * (pUpSpeed / pSpeed);
1578         dir_z += pZSpeed / pSpeed;
1579         pSpeed *= vlen(dir);
1580         dir = normalize(dir);
1581
1582 #if 0
1583         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1584         {
1585                 mspercallsum = mspercallcount = 0;
1586                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1587         }
1588         mspercallsum -= gettime(GETTIME_HIRES);
1589 #endif
1590         dir = W_CalculateProjectileSpread(dir, spread);
1591 #if 0
1592         mspercallsum += gettime(GETTIME_HIRES);
1593         mspercallcount += 1;
1594         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1595 #endif
1596
1597         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1598 }
1599
1600 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1601 {
1602         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1603 }
1604
1605 #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)
1606 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)