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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 * cvar("g_balance_rune_speed_combo_atkrate");
23                         else
24                                 t = t * cvar("g_balance_rune_speed_atkrate");
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * cvar("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 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 not(inWarmupStage) {
163                 entity w;
164                 w = get_weaponinfo(ent.weapon);
165                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage
166                         ent.stats_fired[ent.weapon - 1] += maxdamage;
167                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
168                 }
169         }
170
171         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
172
173         if(ent.weaponentity.movedir_x > 0)
174                 vecs = ent.weaponentity.movedir;
175         else
176                 vecs = '0 0 0';
177         if(debug_shotorg != '0 0 0')
178                 vecs = debug_shotorg;
179
180         dv = v_right * -vecs_y + v_up * vecs_z;
181         w_shotorg = ent.origin + ent.view_ofs + dv;
182
183         // now move the shotorg forward as much as requested if possible
184         if(antilag)
185         {
186                 if(ent.antilag_debug)
187                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
188                 else
189                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190         }
191         else
192                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
193         w_shotorg = trace_endpos - v_forward * nudge;
194         // calculate the shotdir from the chosen shotorg
195         w_shotdir = normalize(w_shotend - w_shotorg);
196
197         if (antilag)
198         if (!ent.cvar_cl_noantilag)
199         {
200                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
201                 {
202                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
203                         if (!trace_ent.takedamage)
204                         {
205                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
206                                 if (trace_ent.takedamage && trace_ent.classname == "player")
207                                 {
208                                         entity e;
209                                         e = trace_ent;
210                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
211                                         if(trace_ent == e)
212                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
213                                 }
214                         }
215                 }
216                 else if(cvar("g_antilag") == 3) // client side hitscan
217                 {
218                         // this part MUST use prydon cursor
219                         if (ent.cursor_trace_ent)                 // client was aiming at someone
220                         if (ent.cursor_trace_ent != ent)         // just to make sure
221                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
222                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
223                         {
224                                 // verify that the shot would miss without antilag
225                                 // (avoids an issue where guns would always shoot at their origin)
226                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
227                                 if (!trace_ent.takedamage)
228                                 {
229                                         // verify that the shot would hit if altered
230                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
231                                         if (trace_ent == ent.cursor_trace_ent)
232                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
233                                         else
234                                                 print("antilag fail\n");
235                                 }
236                         }
237                 }
238         }
239
240         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
241
242         if (!g_norecoil)
243                 ent.punchangle_x = recoil * -1;
244
245         if (snd != "")
246         {
247                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
248         }
249
250         if(ent.items & IT_STRENGTH)
251         if(!g_minstagib)
252         if(
253                 (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
254                 ||
255                 (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
256         ) // prevent insane sound spam
257         {
258                 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
259                 ent.prevstrengthsound = time;
260         }
261         ent.prevstrengthsoundattempt = time;
262
263         // nudge w_shotend so a trace to w_shotend hits
264         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
265 };
266
267 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
268 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
269 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
270 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
271 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
272
273 float CL_Weaponentity_CustomizeEntityForClient()
274 {
275         self.viewmodelforclient = self.owner;
276         if(other.classname == "spectator")
277                 if(other.enemy == self.owner)
278                         self.viewmodelforclient = other;
279         return TRUE;
280 }
281
282 float qcweaponanimation;
283 vector weapon_offset = '0 -10 0';
284 vector weapon_adjust = '10 0 -15';
285 .vector weapon_morph0origin;
286 .vector weapon_morph0angles;
287 .float  weapon_morph0time;
288 .vector weapon_morph1origin;
289 .vector weapon_morph1angles;
290 .float  weapon_morph1time;
291 .vector weapon_morph2origin;
292 .vector weapon_morph2angles;
293 .float  weapon_morph2time;
294 .vector weapon_morph3origin;
295 .vector weapon_morph3angles;
296 .float  weapon_morph3time;
297 .vector weapon_morph4origin;
298 .vector weapon_morph4angles;
299 .float  weapon_morph4time;
300 .string weaponname;
301 #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)
302
303 /*
304  * supported formats:
305  *
306  * 1. simple animated model, muzzle flash handling on h_ model:
307  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
308  *      tags:
309  *        shot = muzzle end (shot origin, also used for muzzle flashes)
310  *        shell = casings ejection point (must be on the right hand side of the gun)
311  *        weapon = attachment for v_tuba.md3
312  *    v_tuba.md3 - first and third person model
313  *    g_tuba.md3 - pickup model
314  *
315  * 2. simple animated model, muzzle flash handling on v_ model:
316  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
317  *      tags:
318  *        weapon = attachment for v_tuba.md3
319  *    v_tuba.md3 - first and third person model
320  *      tags:
321  *        shot = muzzle end (shot origin, also used for muzzle flashes)
322  *        shell = casings ejection point (must be on the right hand side of the gun)
323  *    g_tuba.md3 - pickup model
324  *
325  * 3. fully animated model, muzzle flash handling on h_ model:
326  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
327  *      tags:
328  *        shot = muzzle end (shot origin, also used for muzzle flashes)
329  *        shell = casings ejection point (must be on the right hand side of the gun)
330  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
331  *    v_tuba.md3 - third person model
332  *    g_tuba.md3 - pickup model
333  *
334  * 4. fully animated model, muzzle flash handling on v_ model:
335  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
336  *      tags:
337  *        shot = muzzle end (shot origin)
338  *        shell = casings ejection point (must be on the right hand side of the gun)
339  *    v_tuba.md3 - third person model
340  *      tags:
341  *        shot = muzzle end (for muzzle flashes)
342  *    g_tuba.md3 - pickup model
343  */
344
345 // writes:
346 //   self.origin, self.angles
347 //   self.weaponentity
348 //   self.movedir, self.view_ofs
349 //   attachment stuff
350 //   anim stuff
351 // to free:
352 //   call again with ""
353 //   remove the ent
354 void CL_WeaponEntity_SetModel(string name)
355 {
356         string animfilename;
357         float animfile;
358         float v_shot_idx;
359         if (name != "")
360         {
361                 // if there is a child entity, hide it until we're sure we use it
362                 if (self.weaponentity)
363                         self.weaponentity.model = "";
364                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
365                 v_shot_idx = gettagindex(self, "shot"); // used later
366                 if(!v_shot_idx)
367                         v_shot_idx = gettagindex(self, "tag_shot");
368
369                 if(qcweaponanimation)
370                 {
371                         self.angles = '0 0 0';
372                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
373                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
374                         self.movedir_x += 32;
375                         self.spawnorigin = self.movedir;
376                         // oldorigin - not calculated here
377                 }
378                 else
379                 {
380                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
381                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
382                         animfile = fopen(animfilename, FILE_READ);
383                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
384                         self.anim_fire1  = '0 1 0.01';
385                         self.anim_fire2  = '1 1 0.01';
386                         self.anim_idle   = '2 1 0.01';
387                         self.anim_reload = '3 1 0.01';
388                         if (animfile >= 0)
389                         {
390                                 animparseerror = FALSE;
391                                 self.anim_fire1  = animparseline(animfile);
392                                 self.anim_fire2  = animparseline(animfile);
393                                 self.anim_idle   = animparseline(animfile);
394                                 self.anim_reload = animparseline(animfile);
395                                 fclose(animfile);
396                                 if (animparseerror)
397                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
398                         }
399
400                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
401                         // if we don't, this is a "real" animated model
402                         if(gettagindex(self, "weapon"))
403                         {
404                                 if (!self.weaponentity)
405                                         self.weaponentity = spawn();
406                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
407                                 setattachment(self.weaponentity, self, "weapon");
408                         }
409                         else if(gettagindex(self, "tag_weapon"))
410                         {
411                                 if (!self.weaponentity)
412                                         self.weaponentity = spawn();
413                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
414                                 setattachment(self.weaponentity, self, "tag_weapon");
415                         }
416                         else
417                         {
418                                 if(self.weaponentity)
419                                         remove(self.weaponentity);
420                                 self.weaponentity = world;
421                         }
422
423                         setorigin(self,'0 0 0');
424                         self.angles = '0 0 0';
425                         self.frame = 0;
426                         self.viewmodelforclient = world;
427
428                         float idx;
429
430                         if(v_shot_idx) // v_ model attached to invisible h_ model
431                         {
432                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
433                         }
434                         else
435                         {
436                                 idx = gettagindex(self, "shot");
437                                 if(!idx)
438                                         idx = gettagindex(self, "tag_shot");
439                                 if(idx)
440                                         self.movedir = gettaginfo(self, idx);
441                                 else
442                                 {
443                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
444                                         self.movedir = '0 0 0';
445                                 }
446                         }
447
448                         if(self.weaponentity) // v_ model attached to invisible h_ model
449                         {
450                                 idx = gettagindex(self.weaponentity, "shell");
451                                 if(!idx)
452                                         idx = gettagindex(self.weaponentity, "tag_shell");
453                                 if(idx)
454                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
455                         }
456                         else
457                                 idx = 0;
458                         if(!idx)
459                         {
460                                 idx = gettagindex(self, "shell");
461                                 if(!idx)
462                                         idx = gettagindex(self, "tag_shell");
463                                 if(idx)
464                                         self.spawnorigin = gettaginfo(self, idx);
465                                 else
466                                 {
467                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
468                                         self.spawnorigin = self.movedir;
469                                 }
470                         }
471
472                         if(v_shot_idx)
473                         {
474                                 self.oldorigin = '0 0 0'; // use regular attachment
475                         }
476                         else
477                         {
478                                 if(self.weaponentity)
479                                 {
480                                         idx = gettagindex(self, "weapon");
481                                         if(!idx)
482                                                 idx = gettagindex(self, "tag_weapon");
483                                 }
484                                 else
485                                 {
486                                         idx = gettagindex(self, "handle");
487                                         if(!idx)
488                                                 idx = gettagindex(self, "tag_handle");
489                                 }
490                                 if(idx)
491                                 {
492                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
493                                 }
494                                 else
495                                 {
496                                         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");
497                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
498                                 }
499                         }
500
501                         self.viewmodelforclient = self.owner;
502                 }
503         }
504         else
505         {
506                 self.model = "";
507                 if(self.weaponentity)
508                         remove(self.weaponentity);
509                 self.weaponentity = world;
510                 self.movedir = '0 0 0';
511                 self.spawnorigin = '0 0 0';
512                 self.oldorigin = '0 0 0';
513                 self.anim_fire1  = '0 1 0.01';
514                 self.anim_fire2  = '0 1 0.01';
515                 self.anim_idle   = '0 1 0.01';
516                 self.anim_reload = '0 1 0.01';
517         }
518
519         self.view_ofs = '0 0 0';
520
521         if(self.movedir_x >= 0)
522         {
523                 vector v0;
524                 v0 = self.movedir;
525                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
526                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
527         }
528         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
529         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
530
531         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
532
533         // check if an instant weapon switch occurred
534         if (qcweaponanimation)
535         {
536                 if (self.state == WS_READY)
537                 {
538                         self.angles = '0 0 0';
539                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
540                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
541                 }
542         }
543         else
544                 setorigin(self, self.view_ofs);
545         // reset animstate now
546         self.wframe = WFRAME_IDLE;
547         self.weapon_morph0time = 0;
548         self.weapon_morph1time = 0;
549         self.weapon_morph2time = 0;
550         self.weapon_morph3time = 0;
551         self.weapon_morph4time = 0;
552         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
553 }
554
555 vector CL_Weapon_GetShotOrg(float wpn)
556 {
557         entity wi, oldself;
558         vector ret;
559         wi = get_weaponinfo(wpn);
560         oldself = self;
561         self = spawn();
562         CL_WeaponEntity_SetModel(wi.mdl);
563         ret = self.movedir;
564         CL_WeaponEntity_SetModel("");
565         remove(self);
566         self = oldself;
567         return ret;
568 }
569
570 void CL_Weaponentity_Think()
571 {
572         float tb;
573         self.nextthink = time;
574         if (intermission_running)
575                 self.frame = self.anim_idle_x;
576         if (self.owner.weaponentity != self)
577         {
578                 if (self.weaponentity)
579                         remove(self.weaponentity);
580                 remove(self);
581                 return;
582         }
583         if (self.owner.deadflag != DEAD_NO)
584         {
585                 self.model = "";
586                 if (self.weaponentity)
587                         self.weaponentity.model = "";
588                 return;
589         }
590         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
591         {
592                 self.cnt = self.owner.weapon;
593                 self.dmg = self.owner.modelindex;
594                 self.deadflag = self.owner.deadflag;
595
596                 CL_WeaponEntity_SetModel(self.owner.weaponname);
597         }
598
599         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
600         self.effects = self.owner.effects & EFMASK_CHEAP;
601         self.effects &~= EF_LOWPRECISION;
602         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
603         self.effects &~= EF_TELEPORT_BIT;
604         self.effects &~= EF_RESTARTANIM_BIT;
605         self.effects |= tb;
606
607         if(self.owner.alpha == default_player_alpha)
608                 self.alpha = default_weapon_alpha;
609         else if(self.owner.alpha != 0)
610                 self.alpha = self.owner.alpha;
611         else
612                 self.alpha = 1;
613
614         self.colormap = self.owner.colormap;
615         if (self.weaponentity)
616         {
617                 self.weaponentity.effects = self.effects;
618                 self.weaponentity.alpha = self.alpha;
619                 self.weaponentity.colormap = self.colormap;
620         }
621
622         self.angles = '0 0 0';
623         local float f;
624         f = 0;
625         if (self.state == WS_RAISE && !intermission_running)
626         {
627                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
628                 self.angles_x = -90 * f * f;
629                 if (qcweaponanimation)
630                 {
631                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
632                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
633                 }
634         }
635         else if (self.state == WS_DROP && !intermission_running)
636         {
637                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
638                 self.angles_x = -90 * f * f;
639                 if (qcweaponanimation)
640                 {
641                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
642                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
643                 }
644         }
645         else if (self.state == WS_CLEAR)
646         {
647                 f = 1;
648                 self.angles_x = -90 * f * f;
649                 if (qcweaponanimation)
650                 {
651                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
653                 }
654         }
655         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
656         {
657                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
658                 f = 1 - pow(1 - f, 3);
659                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
660                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
661         }
662         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
663         {
664                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
665                 f = 1 - pow(1 - f, 3);
666                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
667                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
668         }
669         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
670         {
671                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
672                 f = 1 - pow(1 - f, 3);
673                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
674                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
675         }
676         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
677         {
678                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
679                 f = 1 - pow(1 - f, 3);
680                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
681                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
682         }
683         else if (qcweaponanimation)
684         {
685                 // begin a new idle morph
686                 self.owner.weapon_morph0time   = time;
687                 self.owner.weapon_morph0angles = self.angles;
688                 self.owner.weapon_morph0origin = self.origin;
689
690                 float r;
691                 float t;
692
693                 r = random();
694                 if (r < 0.1)
695                 {
696                         // turn gun to the left to look at it
697                         t = 2;
698                         self.owner.weapon_morph1time   = time + t * 0.2;
699                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
700                         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');
701                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
702
703                         self.owner.weapon_morph2time   = time + t * 0.6;
704                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
705                         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');
706                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
707
708                         self.owner.weapon_morph3time   = time + t;
709                         self.owner.weapon_morph3angles = '0 0 0';
710                         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');
711                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
712                 }
713                 else if (r < 0.2)
714                 {
715                         // raise the gun a bit
716                         t = 2;
717                         self.owner.weapon_morph1time   = time + t * 0.2;
718                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
719                         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');
720                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
721
722                         self.owner.weapon_morph2time   = time + t * 0.5;
723                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
724                         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');
725                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
726
727                         self.owner.weapon_morph3time   = time + t;
728                         self.owner.weapon_morph3angles = '0 0 0';
729                         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');
730                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
731                 }
732                 else if (r < 0.3)
733                 {
734                         // tweak it a bit
735                         t = 5;
736                         self.owner.weapon_morph1time   = time + t * 0.3;
737                         self.owner.weapon_morph1angles = randomvec() * 6;
738                         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');
739                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
740
741                         self.owner.weapon_morph2time   = time + t * 0.7;
742                         self.owner.weapon_morph2angles = randomvec() * 6;
743                         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');
744                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
745
746                         self.owner.weapon_morph3time   = time + t;
747                         self.owner.weapon_morph3angles = '0 0 0';
748                         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');
749                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
750                 }
751                 else
752                 {
753                         // hold it mostly steady
754                         t = random() * 6 + 4;
755                         self.owner.weapon_morph1time   = time + t * 0.2;
756                         self.owner.weapon_morph1angles = randomvec() * 1;
757                         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');
758                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
759
760                         self.owner.weapon_morph2time   = time + t * 0.5;
761                         self.owner.weapon_morph2angles = randomvec() * 1;
762                         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');
763                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
764
765                         self.owner.weapon_morph3time   = time + t * 0.7;
766                         self.owner.weapon_morph3angles = randomvec() * 1;
767                         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');
768                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
769                 }
770
771                 self.owner.weapon_morph4time   = time + t;
772                 self.owner.weapon_morph4angles = '0 0 0';
773                 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');
774                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
775
776         }
777 };
778
779 void CL_ExteriorWeaponentity_Think()
780 {
781         float tag_found;
782         vector ang;
783         self.nextthink = time;
784         if (self.owner.exteriorweaponentity != self)
785         {
786                 remove(self);
787                 return;
788         }
789         if (self.owner.deadflag != DEAD_NO)
790         {
791                 self.model = "";
792                 return;
793         }
794         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
795         {
796                 self.cnt = self.owner.weapon;
797                 self.dmg = self.owner.modelindex;
798                 self.deadflag = self.owner.deadflag;
799                 if (self.owner.weaponname != "")
800                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
801                 else
802                         self.model = "";
803
804                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
805                 {
806                         self.tag_index = tag_found;
807                         self.tag_entity = self.owner;
808                 }
809                 else
810                         setattachment(self, self.owner, "bip01 r hand");
811
812                 // if that didn't find a tag, hide the exterior weapon model
813                 if (!self.tag_index)
814                         self.model = "";
815         }
816         self.effects = self.owner.effects;
817         if(sv_pitch_min == sv_pitch_max)
818                 self.effects |= EF_LOWPRECISION;
819         else
820                 self.effects &~= EF_LOWPRECISION;
821         self.effects = self.effects & EFMASK_CHEAP; // eat performance
822         if(self.owner.alpha == default_player_alpha)
823                 self.alpha = default_weapon_alpha;
824         else if(self.owner.alpha != 0)
825                 self.alpha = self.owner.alpha;
826         else
827                 self.alpha = 1;
828
829         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
830         ang_y = 0;
831         ang_z = 0;
832
833         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
834         {
835                 ang_y = self.owner.v_angle_y;
836                 makevectors(ang);
837                 var vector v = v_forward;
838                 var float t = self.tag_entity.frame1time;
839                 var float f = self.tag_entity.frame;
840                 self.tag_entity.frame1time = time;
841                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
842                 gettaginfo(self.tag_entity, self.tag_index);
843                 self.tag_entity.frame1time = t;
844                 self.tag_entity.frame = f;
845                 // untransform v according to this coordinate space
846                 vector w;
847                 w_x = v_forward * v;
848                 w_y = -v_right * v;
849                 w_z = v_up * v;
850                 self.angles = vectoangles(w);
851         }
852         else
853         {
854                 ang_x = -/* don't ask */ang_x;
855                 self.angles = ang;
856         }
857
858         self.colormap = self.owner.colormap;
859 };
860
861 // spawning weaponentity for client
862 void CL_SpawnWeaponentity()
863 {
864         self.weaponentity = spawn();
865         self.weaponentity.classname = "weaponentity";
866         self.weaponentity.solid = SOLID_NOT;
867         self.weaponentity.owner = self;
868         setmodel(self.weaponentity, ""); // precision set when changed
869         setorigin(self.weaponentity, '0 0 0');
870         self.weaponentity.angles = '0 0 0';
871         self.weaponentity.viewmodelforclient = self;
872         self.weaponentity.flags = 0;
873         self.weaponentity.think = CL_Weaponentity_Think;
874         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
875         self.weaponentity.nextthink = time;
876
877         self.exteriorweaponentity = spawn();
878         self.exteriorweaponentity.classname = "exteriorweaponentity";
879         self.exteriorweaponentity.solid = SOLID_NOT;
880         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
881         self.exteriorweaponentity.owner = self;
882         setorigin(self.exteriorweaponentity, '0 0 0');
883         self.exteriorweaponentity.angles = '0 0 0';
884         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
885         self.exteriorweaponentity.nextthink = time;
886 };
887
888 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
889 {
890         msg_entity = e;
891         WriteByte(MSG_ONE, SVC_TEMPENTITY);
892         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
893         WriteByte(MSG_ONE, wpn);
894         WriteString(MSG_ONE, wpnname);
895         WriteByte(MSG_ONE, type);
896 }
897
898 .float hasweapon_complain_spam;
899
900 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
901 {
902         local float weaponbit, f;
903         local entity oldself;
904
905         if(time < self.hasweapon_complain_spam)
906                 complain = 0;
907         if(complain)
908                 self.hasweapon_complain_spam = time + 0.2;
909
910         if (wpn < WEP_FIRST || wpn > WEP_LAST)
911         {
912                 if (complain)
913                         sprint(self, "Invalid weapon\n");
914                 return FALSE;
915         }
916         weaponbit = W_WeaponBit(wpn);
917         if (cl.weapons & weaponbit)
918         {
919                 if (andammo)
920                 {
921                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
922                         {
923                                 f = 1;
924                         }
925                         else
926                         {
927                                 oldself = self;
928                                 self = cl;
929                                 f = weapon_action(wpn, WR_CHECKAMMO1);
930                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
931
932                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
933                                 local entity mine;
934                                 if(wpn == WEP_MINE_LAYER)
935                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
936                                         f = 1;
937
938                                 self = oldself;
939                         }
940                         if (!f)
941                         {
942                                 if (complain)
943                                 if(clienttype(cl) == CLIENTTYPE_REAL)
944                                 {
945                                         play2(cl, "weapons/unavailable.wav");
946                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
947                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
948                                 }
949                                 return FALSE;
950                         }
951                 }
952                 return TRUE;
953         }
954         if (complain)
955         {
956                 // DRESK - 3/16/07
957                 // Report Proper Weapon Status / Modified Weapon Ownership Message
958                 if(weaponsInMap & weaponbit)
959                 {
960                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
961                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
962
963                         if(cvar("g_showweaponspawns"))
964                         {
965                                 entity e;
966                                 string s;
967
968                                 e = get_weaponinfo(wpn);
969                                 s = e.model2;
970
971                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
972                                 {
973                                         if(e.classname == "droppedweapon")
974                                                 continue;
975                                         if not(e.flags & FL_ITEM)
976                                                 continue;
977                                         WaypointSprite_Spawn(
978                                                 s,
979                                                 1, 0,
980                                                 world, e.origin,
981                                                 self, 0,
982                                                 world, enemy,
983                                                 0
984                                         );
985                                 }
986                         }
987                 }
988                 else
989                 {
990                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
991                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
992                 }
993
994                 play2(cl, "weapons/unavailable.wav");
995         }
996         return FALSE;
997 };
998
999 // Weapon subs
1000 void w_clear()
1001 {
1002         if (self.weapon != -1)
1003                 self.weapon = 0;
1004         if (self.weaponentity)
1005         {
1006                 self.weaponentity.state = WS_CLEAR;
1007                 self.weaponentity.effects = 0;
1008         }
1009 };
1010
1011 void w_ready()
1012 {
1013         if (self.weaponentity)
1014                 self.weaponentity.state = WS_READY;
1015         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1016 };
1017
1018 // Setup weapon for client (after this raise frame will be launched)
1019 void weapon_setup(float windex)
1020 {
1021         entity e;
1022         qcweaponanimation = cvar("sv_qcweaponanimation");
1023         e = get_weaponinfo(windex);
1024         self.items &~= IT_AMMO;
1025         self.items = self.items | e.items;
1026
1027         // the two weapon entities will notice this has changed and update their models
1028         self.weapon = windex;
1029         self.weaponname = e.mdl;
1030         self.bulletcounter = 0;
1031 };
1032
1033 // perform weapon to attack (weaponstate and attack_finished check is here)
1034 void W_SwitchToOtherWeapon(entity pl)
1035 {
1036         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1037         float w, ww;
1038         w = W_WeaponBit(pl.weapon);
1039         pl.weapons &~= w;
1040         ww = w_getbestweapon(pl);
1041         pl.weapons |= w;
1042         if(ww)
1043                 W_SwitchWeapon_Force(pl, ww);
1044 }
1045 .float prevdryfire;
1046 float weapon_prepareattack_checkammo(float secondary)
1047 {
1048         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1049         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1050         {
1051                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1052                 local entity mine;
1053                 if(self.weapon == WEP_MINE_LAYER)
1054                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1055                         return FALSE;
1056
1057                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1058                 {
1059                         sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1060                         self.prevdryfire = time;
1061                 }
1062
1063                 W_SwitchToOtherWeapon(self);
1064                 return FALSE;
1065         }
1066         return TRUE;
1067 }
1068 .float race_penalty;
1069 float weapon_prepareattack_check(float secondary, float attacktime)
1070 {
1071         if(!weapon_prepareattack_checkammo(secondary))
1072                 return FALSE;
1073
1074         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1075         //if all players readied up and the countdown is running
1076         if(time < game_starttime || time < self.race_penalty) {
1077                 return FALSE;
1078         }
1079
1080         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1081                 return FALSE;
1082
1083         // do not even think about shooting if switching
1084         if(self.switchweapon != self.weapon)
1085                 return FALSE;
1086
1087         if(attacktime >= 0)
1088         {
1089                 // don't fire if previous attack is not finished
1090                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1091                         return FALSE;
1092                 // don't fire while changing weapon
1093                 if (self.weaponentity.state != WS_READY)
1094                         return FALSE;
1095         }
1096
1097         return TRUE;
1098 }
1099 float weapon_prepareattack_do(float secondary, float attacktime)
1100 {
1101         self.weaponentity.state = WS_INUSE;
1102
1103         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1104
1105         // if the weapon hasn't been firing continuously, reset the timer
1106         if(attacktime >= 0)
1107         {
1108                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1109                 {
1110                         ATTACK_FINISHED(self) = time;
1111                         //dprint("resetting attack finished to ", ftos(time), "\n");
1112                 }
1113                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1114         }
1115         self.bulletcounter += 1;
1116         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1117         return TRUE;
1118 }
1119 float weapon_prepareattack(float secondary, float attacktime)
1120 {
1121         if(weapon_prepareattack_check(secondary, attacktime))
1122         {
1123                 weapon_prepareattack_do(secondary, attacktime);
1124                 return TRUE;
1125         }
1126         else
1127                 return FALSE;
1128 }
1129
1130 void weapon_thinkf(float fr, float t, void() func)
1131 {
1132         vector a;
1133         vector of, or, ou;
1134         float restartanim;
1135
1136         if(fr == WFRAME_DONTCHANGE)
1137         {
1138                 fr = self.weaponentity.wframe;
1139                 restartanim = FALSE;
1140         }
1141         else if (fr == WFRAME_IDLE)
1142                 restartanim = FALSE;
1143         else
1144                 restartanim = TRUE;
1145
1146         of = v_forward;
1147         or = v_right;
1148         ou = v_up;
1149
1150         if (self.weaponentity)
1151         {
1152                 self.weaponentity.wframe = fr;
1153                 if (qcweaponanimation)
1154                 {
1155                         if (fr != WFRAME_IDLE)
1156                         {
1157                                 self.weapon_morph0time = time;
1158                                 self.weapon_morph0angles = self.weaponentity.angles;
1159                                 self.weapon_morph0origin = self.weaponentity.origin;
1160
1161                                 self.weapon_morph1angles = '0 0 0';
1162                                 self.weapon_morph1time = time + t;
1163                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1164                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1165
1166                                 self.weapon_morph2angles = '0 0 0';
1167                                 self.weapon_morph2time = time + t;
1168                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1169                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1170
1171                                 self.weapon_morph3angles = '0 0 0';
1172                                 self.weapon_morph3time = time + t;
1173                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1174                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1175
1176                                 self.weapon_morph4angles = '0 0 0';
1177                                 self.weapon_morph4time = time + t;
1178                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1179                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1180
1181                                 if (fr == WFRAME_FIRE1)
1182                                 {
1183                                         self.weapon_morph1angles = '5 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_FIRE2)
1190                                 {
1191                                         self.weapon_morph1angles = '10 0 0';
1192                                         self.weapon_morph1time = time + t * 0.1;
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                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1196                                 }
1197                                 else if (fr == WFRAME_RELOAD)
1198                                 {
1199                                         self.weapon_morph1time = time + t * 0.05;
1200                                         self.weapon_morph1angles = '-10 40 0';
1201                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1202                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1203
1204                                         self.weapon_morph2time = time + t * 0.15;
1205                                         self.weapon_morph2angles = '-10 40 5';
1206                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1207                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1208
1209                                         self.weapon_morph3time = time + t * 0.25;
1210                                         self.weapon_morph3angles = '-10 40 0';
1211                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1212                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1213                                 }
1214                         }
1215                 }
1216                 else
1217                 {
1218                         if (fr == WFRAME_IDLE)
1219                                 a = self.weaponentity.anim_idle;
1220                         else if (fr == WFRAME_FIRE1)
1221                                 a = self.weaponentity.anim_fire1;
1222                         else if (fr == WFRAME_FIRE2)
1223                                 a = self.weaponentity.anim_fire2;
1224                         else if (fr == WFRAME_RELOAD)
1225                                 a = self.weaponentity.anim_reload;
1226                         a_z *= g_weaponratefactor;
1227                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1228                 }
1229         }
1230
1231         v_forward = of;
1232         v_right = or;
1233         v_up = ou;
1234
1235         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1236         {
1237                 backtrace("Tried to override initial weapon think function - should this really happen?");
1238         }
1239
1240         t *= W_WeaponRateFactor();
1241
1242         // VorteX: haste can be added here
1243         if (self.weapon_think == w_ready)
1244         {
1245                 self.weapon_nextthink = time;
1246                 //dprint("started firing at ", ftos(time), "\n");
1247         }
1248         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1249         {
1250                 self.weapon_nextthink = time;
1251                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1252         }
1253         self.weapon_nextthink = self.weapon_nextthink + t;
1254         self.weapon_think = func;
1255         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1256
1257         if (restartanim)
1258         if (t)
1259         if (!self.crouch) // shoot anim stands up, this looks bad
1260         {
1261                 local vector anim;
1262                 anim = self.anim_shoot;
1263                 anim_z = anim_y / (t + sys_frametime);
1264                 setanim(self, anim, FALSE, TRUE, TRUE);
1265         }
1266 };
1267
1268 void weapon_boblayer1(float spd, vector org)
1269 {
1270         // VorteX: haste can be added here
1271 };
1272
1273 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1274 {
1275         vector mdirection;
1276         float mspeed;
1277         float outspeed;
1278         float nstyle;
1279         vector outvelocity;
1280
1281         mvelocity = mvelocity * g_weaponspeedfactor;
1282
1283         mdirection = normalize(mvelocity);
1284         mspeed = vlen(mvelocity);
1285
1286         nstyle = cvar("g_projectiles_newton_style");
1287         if(nstyle == 0)
1288         {
1289                 // absolute velocity
1290                 outvelocity = mvelocity;
1291         }
1292         else if(nstyle == 1)
1293         {
1294                 // true Newtonian projectiles
1295                 outvelocity = pvelocity + mvelocity;
1296         }
1297         else if(nstyle == 2)
1298         {
1299                 // true Newtonian projectiles with automatic aim adjustment
1300                 //
1301                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1302                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1303                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1304                 // PLUS SIGN!
1305                 // not defined?
1306                 // then...
1307                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1308                 // velocity without mdirection component > mspeed
1309                 // fire at smallest possible mspeed that works?
1310                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1311
1312                 vector solution;
1313                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1314                 if(solution_z)
1315                         outspeed = solution_y; // the larger one
1316                 else
1317                 {
1318                         //outspeed = 0; // slowest possible shot
1319                         outspeed = solution_x; // the real part (that is, the average!)
1320                         //dprint("impossible shot, adjusting\n");
1321                 }
1322
1323                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1324                 outvelocity = mdirection * outspeed;
1325         }
1326         else if(nstyle == 3)
1327         {
1328                 // pseudo-Newtonian:
1329                 outspeed = mspeed + mdirection * pvelocity;
1330                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1331                 outvelocity = mdirection * outspeed;
1332         }
1333         else if(nstyle == 4)
1334         {
1335                 // tZorkian:
1336                 outspeed = mspeed + vlen(pvelocity);
1337                 outvelocity = mdirection * outspeed;
1338         }
1339         else
1340                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1341
1342         return outvelocity;
1343 }
1344
1345 void W_AttachToShotorg(entity flash, vector offset)
1346 {
1347         entity xflash;
1348         flash.owner = self;
1349         flash.angles_z = random() * 360;
1350         if(qcweaponanimation)
1351         {
1352                 setorigin(flash, w_shotorg + w_shotdir * 50);
1353                 flash.angles = vectoangles(w_shotdir);
1354                 flash.angles_z = random() * 360;
1355         }
1356         else
1357         {
1358                 if(gettagindex(self.weaponentity, "shot"))
1359                         setattachment(flash, self.weaponentity, "shot");
1360                 else
1361                         setattachment(flash, self.weaponentity, "tag_shot");
1362                 setorigin(flash, offset);
1363
1364                 xflash = spawn();
1365                 copyentity(flash, xflash);
1366
1367                 flash.viewmodelforclient = self;
1368
1369                 if(self.weaponentity.oldorigin_x > 0)
1370                 {
1371                         setattachment(xflash, self.exteriorweaponentity, "");
1372                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1373                 }
1374                 else
1375                 {
1376                         if(gettagindex(self.exteriorweaponentity, "shot"))
1377                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1378                         else
1379                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1380                         setorigin(xflash, offset);
1381                 }
1382         }
1383 }
1384
1385 vector cliptoplane(vector v, vector p)
1386 {
1387         return v - (v * p) * p;
1388 }
1389
1390 vector solve_cubic_pq(float p, float q)
1391 {
1392         float D, u, v, a;
1393         D = q*q/4.0 + p*p*p/27.0;
1394         if(D < 0)
1395         {
1396                 // irreducibilis
1397                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1398                 u = sqrt(-4.0/3.0 * p);
1399                 // a in range 0..pi/3
1400                 // cos(a)
1401                 // cos(a + 2pi/3)
1402                 // cos(a + 4pi/3)
1403                 return
1404                         u *
1405                         (
1406                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1407                                 +
1408                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1409                                 +
1410                                 '0 0 1' * cos(a)
1411                         );
1412         }
1413         else if(D == 0)
1414         {
1415                 // simple
1416                 if(p == 0)
1417                         return '0 0 0';
1418                 u = 3*q/p;
1419                 v = -u/2;
1420                 if(u >= v)
1421                         return '1 1 0' * v + '0 0 1' * u;
1422                 else
1423                         return '0 1 1' * v + '1 0 0' * u;
1424         }
1425         else
1426         {
1427                 // cardano
1428                 u = cbrt(-q/2.0 + sqrt(D));
1429                 v = cbrt(-q/2.0 - sqrt(D));
1430                 return '1 1 1' * (u + v);
1431         }
1432 }
1433 vector solve_cubic_abcd(float a, float b, float c, float d)
1434 {
1435         // y = 3*a*x + b
1436         // x = (y - b) / 3a
1437         float p, q;
1438         vector v;
1439         p = (9*a*c - 3*b*b);
1440         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1441         v = solve_cubic_pq(p, q);
1442         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1443         if(a < 0)
1444                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1445         return v;
1446 }
1447
1448 vector findperpendicular(vector v)
1449 {
1450         vector p;
1451         p_x = v_z;
1452         p_y = -v_x;
1453         p_z = v_y;
1454         return normalize(cliptoplane(p, v));
1455 }
1456
1457 vector W_CalculateProjectileSpread(vector forward, float spread)
1458 {
1459         float sigma;
1460         vector v1, v2;
1461         float dx, dy, r;
1462         float sstyle;
1463         spread *= g_weaponspreadfactor;
1464         if(spread <= 0)
1465                 return forward;
1466         sstyle = cvar("g_projectiles_spread_style");
1467         
1468         if(sstyle == 0)
1469         {
1470                 // this is the baseline for the spread value!
1471                 // standard deviation: sqrt(2/5)
1472                 // density function: sqrt(1-r^2)
1473                 return forward + randomvec() * spread;
1474         }
1475         else if(sstyle == 1)
1476         {
1477                 // same thing, basically
1478                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1479         }
1480         else if(sstyle == 2)
1481         {
1482                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1483                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1484                 v1 = findperpendicular(forward);
1485                 v2 = cross(forward, v1);
1486                 // random point on unit circle
1487                 dx = random() * 2 * M_PI;
1488                 dy = sin(dx);
1489                 dx = cos(dx);
1490                 // radius in our dist function
1491                 r = random();
1492                 r = sqrt(r);
1493                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1494         }
1495         else if(sstyle == 3) // gauss 3d
1496         {
1497                 sigma = spread * 0.44721359549996; // match baseline stddev
1498                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1499                 v1 = forward;
1500                 v1_x += gsl_ran_gaussian(sigma);
1501                 v1_y += gsl_ran_gaussian(sigma);
1502                 v1_z += gsl_ran_gaussian(sigma);
1503                 return v1;
1504         }
1505         else if(sstyle == 4) // gauss 2d
1506         {
1507                 sigma = spread * 0.44721359549996; // match baseline stddev
1508                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1509                 v1_x = gsl_ran_gaussian(sigma);
1510                 v1_y = gsl_ran_gaussian(sigma);
1511                 v1_z = gsl_ran_gaussian(sigma);
1512                 return normalize(forward + cliptoplane(v1, forward));
1513         }
1514         else if(sstyle == 5) // 1-r
1515         {
1516                 sigma = spread * 1.154700538379252; // match baseline stddev
1517                 v1 = findperpendicular(forward);
1518                 v2 = cross(forward, v1);
1519                 // random point on unit circle
1520                 dx = random() * 2 * M_PI;
1521                 dy = sin(dx);
1522                 dx = cos(dx);
1523                 // radius in our dist function
1524                 r = random();
1525                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1526                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1527         }
1528         else if(sstyle == 6) // 1-r^2
1529         {
1530                 sigma = spread * 1.095445115010332; // match baseline stddev
1531                 v1 = findperpendicular(forward);
1532                 v2 = cross(forward, v1);
1533                 // random point on unit circle
1534                 dx = random() * 2 * M_PI;
1535                 dy = sin(dx);
1536                 dx = cos(dx);
1537                 // radius in our dist function
1538                 r = random();
1539                 r = sqrt(1 - r);
1540                 r = sqrt(1 - r);
1541                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1542         }
1543         else if(sstyle == 7) // (1-r) (2-r)
1544         {
1545                 sigma = spread * 1.224744871391589; // match baseline stddev
1546                 v1 = findperpendicular(forward);
1547                 v2 = cross(forward, v1);
1548                 // random point on unit circle
1549                 dx = random() * 2 * M_PI;
1550                 dy = sin(dx);
1551                 dx = cos(dx);
1552                 // radius in our dist function
1553                 r = random();
1554                 r = 1 - sqrt(r);
1555                 r = 1 - sqrt(r);
1556                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1557         }
1558         else
1559                 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)!");
1560         return '0 0 0';
1561         /*
1562          * how to derive falloff functions:
1563          * rho(r) := (2-r) * (1-r);
1564          * a : 0;
1565          * b : 1;
1566          * rhor(r) := r * rho(r);
1567          * cr(t) := integrate(rhor(r), r, a, t);
1568          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1569          * variance : scr(b) / cr(b);
1570          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1571          * sqrt(0.4 / variance), numer;
1572          */
1573 }
1574
1575 #if 0
1576 float mspercallsum;
1577 float mspercallsstyle;
1578 float mspercallcount;
1579 #endif
1580 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1581 {
1582         if(missile.owner == world)
1583                 error("Unowned missile");
1584
1585         dir = dir + upDir * (pUpSpeed / pSpeed);
1586         dir_z += pZSpeed / pSpeed;
1587         pSpeed *= vlen(dir);
1588         dir = normalize(dir);
1589
1590 #if 0
1591         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1592         {
1593                 mspercallsum = mspercallcount = 0;
1594                 mspercallsstyle = cvar("g_projectiles_spread_style");
1595         }
1596         mspercallsum -= gettime(GETTIME_HIRES);
1597 #endif
1598         dir = W_CalculateProjectileSpread(dir, spread);
1599 #if 0
1600         mspercallsum += gettime(GETTIME_HIRES);
1601         mspercallcount += 1;
1602         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1603 #endif
1604
1605         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1606 }
1607
1608 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1609 {
1610         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1611 }
1612
1613 #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"))
1614 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))