2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
20 void W_SwitchWeapon_Force(entity e, float w)
22 e.cnt = e.switchweapon;
29 // VorteX: static frame globals
30 float WFRAME_DONTCHANGE = -1;
31 float WFRAME_FIRE1 = 0;
32 float WFRAME_FIRE2 = 1;
33 float WFRAME_IDLE = 2;
34 float WFRAME_RELOAD = 3;
37 void(float fr, float t, void() func) weapon_thinkf;
39 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
42 ret_x = screenright * v;
44 ret_z = screenforward * v;
48 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
51 vector mi, ma, thisv, myv, ret;
53 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
55 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
57 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
58 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
61 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
62 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
63 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
64 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
67 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
68 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
69 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
79 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
80 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
81 ret_z = thisv_z - myv_z;
85 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
91 if(player.hitplotfh >= 0)
93 lag = ANTILAG_LATENCY(player);
96 if(clienttype(player) != CLIENTTYPE_REAL)
97 lag = 0; // only antilag for clients
99 org = player.origin + player.view_ofs;
100 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
101 if(trace_ent.flags & FL_CLIENT)
103 antilag_takeback(trace_ent, time - lag);
104 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
105 antilag_restore(trace_ent);
106 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
107 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
116 .float prevstrengthsound;
117 .float prevstrengthsoundattempt;
118 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
120 if(MUTATOR_CALLHOOK(PlayStrengthSound))
123 if((player.items & IT_STRENGTH)
124 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
125 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
127 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
128 player.prevstrengthsound = time;
130 player.prevstrengthsoundattempt = time;
133 // this function calculates w_shotorg and w_shotdir based on the weapon model
134 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
135 // make sure you call makevectors first (FIXME?)
136 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)
138 float nudge = 1; // added to traceline target and subtracted from result
141 oldsolid = ent.dphitcontentsmask;
142 if(ent.weapon == WEP_RIFLE)
143 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
145 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
147 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
148 // passing world, because we do NOT want it to touch dphitcontentsmask
150 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
151 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
157 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
162 // un-adjust trueaim if shotend is too close
163 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
164 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
167 if(accuracy_canbegooddamage(ent))
168 accuracy_add(ent, ent.weapon, maxdamage, 0);
170 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
172 if(ent.weaponentity.movedir_x > 0)
173 vecs = ent.weaponentity.movedir;
177 dv = v_right * -vecs_y + v_up * vecs_z;
178 w_shotorg = ent.origin + ent.view_ofs + dv;
180 // now move the shotorg forward as much as requested if possible
183 if(ent.antilag_debug)
184 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
186 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
189 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
190 w_shotorg = trace_endpos - v_forward * nudge;
191 // calculate the shotdir from the chosen shotorg
192 w_shotdir = normalize(w_shotend - w_shotorg);
195 if (!ent.cvar_cl_noantilag)
197 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
199 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
200 if (!trace_ent.takedamage)
202 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
203 if (trace_ent.takedamage && trace_ent.classname == "player")
207 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
209 w_shotdir = normalize(trace_ent.origin - w_shotorg);
213 else if(autocvar_g_antilag == 3) // client side hitscan
215 // this part MUST use prydon cursor
216 if (ent.cursor_trace_ent) // client was aiming at someone
217 if (ent.cursor_trace_ent != ent) // just to make sure
218 if (ent.cursor_trace_ent.takedamage) // and that person is killable
219 if (ent.cursor_trace_ent.classname == "player") // and actually a player
221 // verify that the shot would miss without antilag
222 // (avoids an issue where guns would always shoot at their origin)
223 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
224 if (!trace_ent.takedamage)
226 // verify that the shot would hit if altered
227 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
228 if (trace_ent == ent.cursor_trace_ent)
229 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
231 print("antilag fail\n");
237 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
240 ent.punchangle_x = recoil * -1;
244 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
245 W_PlayStrengthSound(ent);
248 // nudge w_shotend so a trace to w_shotend hits
249 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
252 #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)
253 #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)
254 #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)
255 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
256 #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)
258 float CL_Weaponentity_CustomizeEntityForClient()
260 self.viewmodelforclient = self.owner;
261 if(other.classname == "spectator")
262 if(other.enemy == self.owner)
263 self.viewmodelforclient = other;
270 * 1. simple animated model, muzzle flash handling on h_ model:
271 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
273 * shot = muzzle end (shot origin, also used for muzzle flashes)
274 * shell = casings ejection point (must be on the right hand side of the gun)
275 * weapon = attachment for v_tuba.md3
276 * v_tuba.md3 - first and third person model
277 * g_tuba.md3 - pickup model
279 * 2. simple animated model, muzzle flash handling on v_ model:
280 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
282 * weapon = attachment for v_tuba.md3
283 * v_tuba.md3 - first and third person model
285 * shot = muzzle end (shot origin, also used for muzzle flashes)
286 * shell = casings ejection point (must be on the right hand side of the gun)
287 * g_tuba.md3 - pickup model
289 * 3. fully animated model, muzzle flash handling on h_ model:
290 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
292 * shot = muzzle end (shot origin, also used for muzzle flashes)
293 * shell = casings ejection point (must be on the right hand side of the gun)
294 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
295 * v_tuba.md3 - third person model
296 * g_tuba.md3 - pickup model
298 * 4. fully animated model, muzzle flash handling on v_ model:
299 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
301 * shot = muzzle end (shot origin)
302 * shell = casings ejection point (must be on the right hand side of the gun)
303 * v_tuba.md3 - third person model
305 * shot = muzzle end (for muzzle flashes)
306 * g_tuba.md3 - pickup model
310 // self.origin, self.angles
312 // self.movedir, self.view_ofs
316 // call again with ""
318 void CL_WeaponEntity_SetModel(string name)
323 // if there is a child entity, hide it until we're sure we use it
324 if (self.weaponentity)
325 self.weaponentity.model = "";
326 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
327 v_shot_idx = gettagindex(self, "shot"); // used later
329 v_shot_idx = gettagindex(self, "tag_shot");
331 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
332 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
333 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
334 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
335 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
336 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
338 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
339 // if we don't, this is a "real" animated model
340 if(gettagindex(self, "weapon"))
342 if (!self.weaponentity)
343 self.weaponentity = spawn();
344 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
345 setattachment(self.weaponentity, self, "weapon");
347 else if(gettagindex(self, "tag_weapon"))
349 if (!self.weaponentity)
350 self.weaponentity = spawn();
351 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
352 setattachment(self.weaponentity, self, "tag_weapon");
356 if(self.weaponentity)
357 remove(self.weaponentity);
358 self.weaponentity = world;
361 setorigin(self,'0 0 0');
362 self.angles = '0 0 0';
364 self.viewmodelforclient = world;
368 if(v_shot_idx) // v_ model attached to invisible h_ model
370 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
374 idx = gettagindex(self, "shot");
376 idx = gettagindex(self, "tag_shot");
378 self.movedir = gettaginfo(self, idx);
381 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
382 self.movedir = '0 0 0';
386 if(self.weaponentity) // v_ model attached to invisible h_ model
388 idx = gettagindex(self.weaponentity, "shell");
390 idx = gettagindex(self.weaponentity, "tag_shell");
392 self.spawnorigin = gettaginfo(self.weaponentity, idx);
398 idx = gettagindex(self, "shell");
400 idx = gettagindex(self, "tag_shell");
402 self.spawnorigin = gettaginfo(self, idx);
405 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
406 self.spawnorigin = self.movedir;
412 self.oldorigin = '0 0 0'; // use regular attachment
416 if(self.weaponentity)
418 idx = gettagindex(self, "weapon");
420 idx = gettagindex(self, "tag_weapon");
424 idx = gettagindex(self, "handle");
426 idx = gettagindex(self, "tag_handle");
430 self.oldorigin = self.movedir - gettaginfo(self, idx);
434 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");
435 self.oldorigin = '0 0 0'; // there is no way to recover from this
439 self.viewmodelforclient = self.owner;
444 if(self.weaponentity)
445 remove(self.weaponentity);
446 self.weaponentity = world;
447 self.movedir = '0 0 0';
448 self.spawnorigin = '0 0 0';
449 self.oldorigin = '0 0 0';
450 self.anim_fire1 = '0 1 0.01';
451 self.anim_fire2 = '0 1 0.01';
452 self.anim_idle = '0 1 0.01';
453 self.anim_reload = '0 1 0.01';
456 self.view_ofs = '0 0 0';
458 if(self.movedir_x >= 0)
462 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
463 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
465 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
466 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
468 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
470 // check if an instant weapon switch occurred
471 setorigin(self, self.view_ofs);
472 // reset animstate now
473 self.wframe = WFRAME_IDLE;
474 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
477 vector CL_Weapon_GetShotOrg(float wpn)
481 wi = get_weaponinfo(wpn);
484 CL_WeaponEntity_SetModel(wi.mdl);
486 CL_WeaponEntity_SetModel("");
492 void CL_Weaponentity_Think()
495 self.nextthink = time;
496 if (intermission_running)
497 self.frame = self.anim_idle_x;
498 if (self.owner.weaponentity != self)
500 if (self.weaponentity)
501 remove(self.weaponentity);
505 if (self.owner.deadflag != DEAD_NO)
508 if (self.weaponentity)
509 self.weaponentity.model = "";
512 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
514 self.weaponname = self.owner.weaponname;
515 self.dmg = self.owner.modelindex;
516 self.deadflag = self.owner.deadflag;
518 CL_WeaponEntity_SetModel(self.owner.weaponname);
521 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
522 self.effects = self.owner.effects & EFMASK_CHEAP;
523 self.effects &~= EF_LOWPRECISION;
524 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
525 self.effects &~= EF_TELEPORT_BIT;
526 self.effects &~= EF_RESTARTANIM_BIT;
529 if(self.owner.alpha == default_player_alpha)
530 self.alpha = default_weapon_alpha;
531 else if(self.owner.alpha != 0)
532 self.alpha = self.owner.alpha;
536 self.glowmod = self.owner.weaponentity_glowmod;
537 self.colormap = self.owner.colormap;
538 if (self.weaponentity)
540 self.weaponentity.effects = self.effects;
541 self.weaponentity.alpha = self.alpha;
542 self.weaponentity.colormap = self.colormap;
543 self.weaponentity.glowmod = self.glowmod;
546 self.angles = '0 0 0';
548 if (self.state == WS_RAISE && !intermission_running)
550 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
551 self.angles_x = -90 * f * f;
553 else if (self.state == WS_DROP && !intermission_running)
555 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
556 self.angles_x = -90 * f * f;
558 else if (self.state == WS_CLEAR)
561 self.angles_x = -90 * f * f;
565 void CL_ExteriorWeaponentity_Think()
568 self.nextthink = time;
569 if (self.owner.exteriorweaponentity != self)
574 if (self.owner.deadflag != DEAD_NO)
579 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
581 self.weaponname = self.owner.weaponname;
582 self.dmg = self.owner.modelindex;
583 self.deadflag = self.owner.deadflag;
584 if (self.owner.weaponname != "")
585 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
589 if((tag_found = gettagindex(self.owner, "tag_weapon")))
591 self.tag_index = tag_found;
592 self.tag_entity = self.owner;
595 setattachment(self, self.owner, "bip01 r hand");
597 self.effects = self.owner.effects;
598 self.effects |= EF_LOWPRECISION;
599 self.effects = self.effects & EFMASK_CHEAP; // eat performance
600 if(self.owner.alpha == default_player_alpha)
601 self.alpha = default_weapon_alpha;
602 else if(self.owner.alpha != 0)
603 self.alpha = self.owner.alpha;
607 self.glowmod = self.owner.weaponentity_glowmod;
608 self.colormap = self.owner.colormap;
610 CSQCMODEL_AUTOUPDATE();
613 // spawning weaponentity for client
614 void CL_SpawnWeaponentity()
616 self.weaponentity = spawn();
617 self.weaponentity.classname = "weaponentity";
618 self.weaponentity.solid = SOLID_NOT;
619 self.weaponentity.owner = self;
620 setmodel(self.weaponentity, ""); // precision set when changed
621 setorigin(self.weaponentity, '0 0 0');
622 self.weaponentity.angles = '0 0 0';
623 self.weaponentity.viewmodelforclient = self;
624 self.weaponentity.flags = 0;
625 self.weaponentity.think = CL_Weaponentity_Think;
626 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
627 self.weaponentity.nextthink = time;
629 self.exteriorweaponentity = spawn();
630 self.exteriorweaponentity.classname = "exteriorweaponentity";
631 self.exteriorweaponentity.solid = SOLID_NOT;
632 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
633 self.exteriorweaponentity.owner = self;
634 setorigin(self.exteriorweaponentity, '0 0 0');
635 self.exteriorweaponentity.angles = '0 0 0';
636 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
637 self.exteriorweaponentity.nextthink = time;
640 entity oldself = self;
641 self = self.exteriorweaponentity;
642 CSQCMODEL_AUTOINIT();
647 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
650 WriteByte(MSG_ONE, SVC_TEMPENTITY);
651 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
652 WriteByte(MSG_ONE, wpn);
653 WriteString(MSG_ONE, wpnname);
654 WriteByte(MSG_ONE, type);
657 .float hasweapon_complain_spam;
659 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
664 if(time < self.hasweapon_complain_spam)
667 self.hasweapon_complain_spam = time + 0.2;
669 if (wpn < WEP_FIRST || wpn > WEP_LAST)
672 sprint(self, "Invalid weapon\n");
675 if (WEPSET_CONTAINS_EW(cl, wpn))
679 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
687 f = weapon_action(wpn, WR_CHECKAMMO1);
688 f = f + weapon_action(wpn, WR_CHECKAMMO2);
690 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
692 if(wpn == WEP_MINE_LAYER)
693 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
701 if(clienttype(cl) == CLIENTTYPE_REAL)
703 play2(cl, "weapons/unavailable.wav");
704 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
714 // Report Proper Weapon Status / Modified Weapon Ownership Message
715 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
717 Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
719 if(autocvar_g_showweaponspawns)
724 e = get_weaponinfo(wpn);
727 for(e = world; (e = findfloat(e, weapon, wpn)); )
729 if(e.classname == "droppedweapon")
731 if not(e.flags & FL_ITEM)
733 WaypointSprite_Spawn(
740 RADARICON_NONE, '0 0 0'
747 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
750 play2(cl, "weapons/unavailable.wav");
758 if (self.weapon != -1)
761 self.switchingweapon = 0;
763 if (self.weaponentity)
765 self.weaponentity.state = WS_CLEAR;
766 self.weaponentity.effects = 0;
772 if (self.weaponentity)
773 self.weaponentity.state = WS_READY;
774 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
777 // Setup weapon for client (after this raise frame will be launched)
778 void weapon_setup(float windex)
781 e = get_weaponinfo(windex);
782 self.items &~= IT_AMMO;
783 self.items = self.items | (e.items & IT_AMMO);
785 // the two weapon entities will notice this has changed and update their models
786 self.weapon = windex;
787 self.switchingweapon = windex; // to make sure
788 self.weaponname = e.mdl;
789 self.bulletcounter = 0;
792 // perform weapon to attack (weaponstate and attack_finished check is here)
793 void W_SwitchToOtherWeapon(entity pl)
795 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
798 if(WEPSET_CONTAINS_EW(pl, w))
800 WEPSET_ANDNOT_EW(pl, w);
801 ww = w_getbestweapon(pl);
805 ww = w_getbestweapon(pl);
807 W_SwitchWeapon_Force(pl, ww);
812 float weapon_prepareattack_checkammo(float secondary)
814 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
815 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
817 // always keep the Mine Layer if we placed mines, so that we can detonate them
819 if(self.weapon == WEP_MINE_LAYER)
820 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
823 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
825 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
826 self.prevdryfire = time;
829 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
831 if(time - self.prevwarntime > 1)
837 ITEM_WEAPON_PRIMORSEC,
843 self.prevwarntime = time;
845 else // this weapon is totally unable to fire, switch to another one
847 W_SwitchToOtherWeapon(self);
855 float weapon_prepareattack_check(float secondary, float attacktime)
857 if(!weapon_prepareattack_checkammo(secondary))
860 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
861 //if all players readied up and the countdown is running
862 if(time < game_starttime || time < self.race_penalty) {
866 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
869 // do not even think about shooting if switching
870 if(self.switchweapon != self.weapon)
875 // don't fire if previous attack is not finished
876 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
878 // don't fire while changing weapon
879 if (self.weaponentity.state != WS_READY)
885 float weapon_prepareattack_do(float secondary, float attacktime)
887 self.weaponentity.state = WS_INUSE;
889 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
891 // if the weapon hasn't been firing continuously, reset the timer
894 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
896 ATTACK_FINISHED(self) = time;
897 //dprint("resetting attack finished to ", ftos(time), "\n");
899 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
901 self.bulletcounter += 1;
902 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
905 float weapon_prepareattack(float secondary, float attacktime)
907 if(weapon_prepareattack_check(secondary, attacktime))
909 weapon_prepareattack_do(secondary, attacktime);
916 void weapon_thinkf(float fr, float t, void() func)
922 if(fr == WFRAME_DONTCHANGE)
924 fr = self.weaponentity.wframe;
927 else if (fr == WFRAME_IDLE)
936 if (self.weaponentity)
938 self.weaponentity.wframe = fr;
940 if (fr == WFRAME_IDLE)
941 a = self.weaponentity.anim_idle;
942 else if (fr == WFRAME_FIRE1)
943 a = self.weaponentity.anim_fire1;
944 else if (fr == WFRAME_FIRE2)
945 a = self.weaponentity.anim_fire2;
946 else // if (fr == WFRAME_RELOAD)
947 a = self.weaponentity.anim_reload;
948 a_z *= g_weaponratefactor;
949 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
956 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
958 backtrace("Tried to override initial weapon think function - should this really happen?");
961 t *= W_WeaponRateFactor();
963 // VorteX: haste can be added here
964 if (self.weapon_think == w_ready)
966 self.weapon_nextthink = time;
967 //dprint("started firing at ", ftos(time), "\n");
969 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
971 self.weapon_nextthink = time;
972 //dprint("reset weapon animation timer at ", ftos(time), "\n");
974 self.weapon_nextthink = self.weapon_nextthink + t;
975 self.weapon_think = func;
976 //dprint("next ", ftos(self.weapon_nextthink), "\n");
978 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
980 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
981 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
983 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
987 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
988 self.anim_upper_action = 0;
992 void weapon_boblayer1(float spd, vector org)
994 // VorteX: haste can be added here
997 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1003 mvelocity = mvelocity * g_weaponspeedfactor;
1005 mdirection = normalize(mvelocity);
1006 mspeed = vlen(mvelocity);
1008 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1013 void W_AttachToShotorg(entity flash, vector offset)
1017 flash.angles_z = random() * 360;
1019 if(gettagindex(self.weaponentity, "shot"))
1020 setattachment(flash, self.weaponentity, "shot");
1022 setattachment(flash, self.weaponentity, "tag_shot");
1023 setorigin(flash, offset);
1026 copyentity(flash, xflash);
1028 flash.viewmodelforclient = self;
1030 if(self.weaponentity.oldorigin_x > 0)
1032 setattachment(xflash, self.exteriorweaponentity, "");
1033 setorigin(xflash, self.weaponentity.oldorigin + offset);
1037 if(gettagindex(self.exteriorweaponentity, "shot"))
1038 setattachment(xflash, self.exteriorweaponentity, "shot");
1040 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1041 setorigin(xflash, offset);
1045 vector cliptoplane(vector v, vector p)
1047 return v - (v * p) * p;
1050 vector solve_cubic_pq(float p, float q)
1053 D = q*q/4.0 + p*p*p/27.0;
1057 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1058 u = sqrt(-4.0/3.0 * p);
1059 // a in range 0..pi/3
1066 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1068 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1081 return '1 1 0' * v + '0 0 1' * u;
1083 return '0 1 1' * v + '1 0 0' * u;
1088 u = cbrt(-q/2.0 + sqrt(D));
1089 v = cbrt(-q/2.0 - sqrt(D));
1090 return '1 1 1' * (u + v);
1093 vector solve_cubic_abcd(float a, float b, float c, float d)
1099 p = (9*a*c - 3*b*b);
1100 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1101 v = solve_cubic_pq(p, q);
1102 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1104 v += '1 0 -1' * (v_z - v_x); // swap x, z
1108 vector findperpendicular(vector v)
1114 return normalize(cliptoplane(p, v));
1117 vector W_CalculateProjectileSpread(vector forward, float spread)
1120 vector v1 = '0 0 0', v2;
1123 spread *= g_weaponspreadfactor;
1126 sstyle = autocvar_g_projectiles_spread_style;
1130 // this is the baseline for the spread value!
1131 // standard deviation: sqrt(2/5)
1132 // density function: sqrt(1-r^2)
1133 return forward + randomvec() * spread;
1135 else if(sstyle == 1)
1137 // same thing, basically
1138 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1140 else if(sstyle == 2)
1142 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1143 sigma = spread * 0.89442719099991587855; // match baseline stddev
1144 v1 = findperpendicular(forward);
1145 v2 = cross(forward, v1);
1146 // random point on unit circle
1147 dx = random() * 2 * M_PI;
1150 // radius in our dist function
1153 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1155 else if(sstyle == 3) // gauss 3d
1157 sigma = spread * 0.44721359549996; // match baseline stddev
1158 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1160 v1_x += gsl_ran_gaussian(sigma);
1161 v1_y += gsl_ran_gaussian(sigma);
1162 v1_z += gsl_ran_gaussian(sigma);
1165 else if(sstyle == 4) // gauss 2d
1167 sigma = spread * 0.44721359549996; // match baseline stddev
1168 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1169 v1_x = gsl_ran_gaussian(sigma);
1170 v1_y = gsl_ran_gaussian(sigma);
1171 v1_z = gsl_ran_gaussian(sigma);
1172 return normalize(forward + cliptoplane(v1, forward));
1174 else if(sstyle == 5) // 1-r
1176 sigma = spread * 1.154700538379252; // match baseline stddev
1177 v1 = findperpendicular(forward);
1178 v2 = cross(forward, v1);
1179 // random point on unit circle
1180 dx = random() * 2 * M_PI;
1183 // radius in our dist function
1185 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1186 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1188 else if(sstyle == 6) // 1-r^2
1190 sigma = spread * 1.095445115010332; // match baseline stddev
1191 v1 = findperpendicular(forward);
1192 v2 = cross(forward, v1);
1193 // random point on unit circle
1194 dx = random() * 2 * M_PI;
1197 // radius in our dist function
1201 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1203 else if(sstyle == 7) // (1-r) (2-r)
1205 sigma = spread * 1.224744871391589; // match baseline stddev
1206 v1 = findperpendicular(forward);
1207 v2 = cross(forward, v1);
1208 // random point on unit circle
1209 dx = random() * 2 * M_PI;
1212 // radius in our dist function
1216 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1219 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)!");
1222 * how to derive falloff functions:
1223 * rho(r) := (2-r) * (1-r);
1226 * rhor(r) := r * rho(r);
1227 * cr(t) := integrate(rhor(r), r, a, t);
1228 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1229 * variance : scr(b) / cr(b);
1230 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1231 * sqrt(0.4 / variance), numer;
1237 float mspercallsstyle;
1238 float mspercallcount;
1240 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1242 if(missile.owner == world)
1243 error("Unowned missile");
1245 dir = dir + upDir * (pUpSpeed / pSpeed);
1246 dir_z += pZSpeed / pSpeed;
1247 pSpeed *= vlen(dir);
1248 dir = normalize(dir);
1251 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1253 mspercallsum = mspercallcount = 0;
1254 mspercallsstyle = autocvar_g_projectiles_spread_style;
1256 mspercallsum -= gettime(GETTIME_HIRES);
1258 dir = W_CalculateProjectileSpread(dir, spread);
1260 mspercallsum += gettime(GETTIME_HIRES);
1261 mspercallcount += 1;
1262 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1265 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1268 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1270 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1273 #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)
1274 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1276 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1278 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1281 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1284 self.clip_load -= ammo_use;
1285 self.(weapon_load[self.weapon]) = self.clip_load;
1288 self.(self.current_ammo) -= ammo_use;
1291 // weapon reloading code
1293 .float reload_ammo_amount, reload_ammo_min, reload_time;
1294 .float reload_complain;
1295 .string reload_sound;
1297 void W_ReloadedAndReady()
1299 // finish the reloading process, and do the ammo transfer
1301 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1303 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1304 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1305 self.clip_load = self.reload_ammo_amount;
1308 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1310 self.clip_load += 1;
1311 self.(self.current_ammo) -= 1;
1314 self.(weapon_load[self.weapon]) = self.clip_load;
1316 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1317 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1318 // so your weapon is disabled for a few seconds without reason
1320 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1325 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1327 // set global values to work with
1329 self.reload_ammo_min = sent_ammo_min;
1330 self.reload_ammo_amount = sent_ammo_amount;
1331 self.reload_time = sent_time;
1332 self.reload_sound = sent_sound;
1334 // check if we meet the necessary conditions to reload
1337 e = get_weaponinfo(self.weapon);
1339 // don't reload weapons that don't have the RELOADABLE flag
1340 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1342 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1346 // return if reloading is disabled for this weapon
1347 if(!self.reload_ammo_amount)
1350 // our weapon is fully loaded, no need to reload
1351 if (self.clip_load >= self.reload_ammo_amount)
1354 // no ammo, so nothing to load
1355 if(!self.(self.current_ammo) && self.reload_ammo_min)
1356 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1358 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1360 play2(self, "weapons/unavailable.wav");
1361 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1362 self.reload_complain = time + 1;
1364 // switch away if the amount of ammo is not enough to keep using this weapon
1365 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1367 self.clip_load = -1; // reload later
1368 W_SwitchToOtherWeapon(self);
1373 if (self.weaponentity)
1375 if (self.weaponentity.wframe == WFRAME_RELOAD)
1378 // allow switching away while reloading, but this will cause a new reload!
1379 self.weaponentity.state = WS_READY;
1382 // now begin the reloading process
1384 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1386 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1387 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1388 // so your weapon is disabled for a few seconds without reason
1390 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1392 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1394 if(self.clip_load < 0)
1396 self.old_clip_load = self.clip_load;
1397 self.clip_load = self.(weapon_load[self.weapon]) = -1;