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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         return t;
18 }
19
20 void W_SwitchWeapon_Force(entity e, float w)
21 {
22         e.cnt = e.switchweapon;
23         e.switchweapon = w;
24         e.selectweapon = w;
25 }
26
27 .float antilag_debug;
28
29 // VorteX: static frame globals
30 float WFRAME_DONTCHANGE = -1;
31 float WFRAME_FIRE1 = 0;
32 float WFRAME_FIRE2 = 1;
33 float WFRAME_IDLE = 2;
34 float WFRAME_RELOAD = 3;
35 .float wframe;
36
37 void(float fr, float t, void() func) weapon_thinkf;
38
39 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
40 {
41         vector ret;
42         ret_x = screenright * v;
43         ret_y = screenup * v;
44         ret_z = screenforward * v;
45         return ret;
46 }
47
48 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
49 {
50         float i, j, k;
51         vector mi, ma, thisv, myv, ret;
52
53         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
54
55         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
56
57         mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
58         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
59         {
60                 thisv = targ.origin;
61                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
62                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
63                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
64                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
65                 if(i || j || k)
66                 {
67                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
68                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
69                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
70                 }
71                 else
72                 {
73                         // first run
74                         mi = ma = thisv;
75                 }
76         }
77
78         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
79         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
80         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
81         ret_z = thisv_z - myv_z;
82         return ret;
83 }
84
85 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
86 {
87         vector hitplot;
88         vector org;
89         float lag;
90
91         if(player.hitplotfh >= 0)
92         {
93                 lag = ANTILAG_LATENCY(player);
94                 if(lag < 0.001)
95                         lag = 0;
96                 if(clienttype(player) != CLIENTTYPE_REAL)
97                         lag = 0; // only antilag for clients
98
99                 org = player.origin + player.view_ofs;
100                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
101                 if(trace_ent.flags & FL_CLIENT)
102                 {
103                         antilag_takeback(trace_ent, time - lag);
104                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
105                         antilag_restore(trace_ent);
106                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
107                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
108                 }
109         }
110 }
111
112 vector w_shotorg;
113 vector w_shotdir;
114 vector w_shotend;
115
116 .float prevstrengthsound;
117 .float prevstrengthsoundattempt;
118 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
119 {
120         if(MUTATOR_CALLHOOK(PlayStrengthSound))
121                 return;
122                 
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)))
126                 {
127                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
128                         player.prevstrengthsound = time;
129                 }
130                 player.prevstrengthsoundattempt = time;
131 }
132
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)
137 {
138         float nudge = 1; // added to traceline target and subtracted from result
139         float oldsolid;
140         vector vecs, dv;
141         oldsolid = ent.dphitcontentsmask;
142         if(ent.weapon == WEP_RIFLE)
143                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144         else
145                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146         if(antilag)
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
149         else
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;
152
153         vector vf, vr, vu;
154         vf = v_forward;
155         vr = v_right;
156         vu = v_up;
157         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
158         v_forward = vf;
159         v_right = vr;
160         v_up = vu;
161
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;
165
166         // track max damage
167         if(accuracy_canbegooddamage(ent))
168                 accuracy_add(ent, ent.weapon, maxdamage, 0);
169
170         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171
172         if(ent.weaponentity.movedir_x > 0)
173                 vecs = ent.weaponentity.movedir;
174         else
175                 vecs = '0 0 0';
176
177         dv = v_right * -vecs_y + v_up * vecs_z;
178         w_shotorg = ent.origin + ent.view_ofs + dv;
179
180         // now move the shotorg forward as much as requested if possible
181         if(antilag)
182         {
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);
185                 else
186                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
187         }
188         else
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);
193
194         if (antilag)
195         if (!ent.cvar_cl_noantilag)
196         {
197                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
198                 {
199                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
200                         if (!trace_ent.takedamage)
201                         {
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")
204                                 {
205                                         entity e;
206                                         e = trace_ent;
207                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
208                                         if(trace_ent == e)
209                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
210                                 }
211                         }
212                 }
213                 else if(autocvar_g_antilag == 3) // client side hitscan
214                 {
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
220                         {
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)
225                                 {
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);
230                                         else
231                                                 print("antilag fail\n");
232                                 }
233                         }
234                 }
235         }
236
237         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
238
239         if (!g_norecoil)
240                 ent.punchangle_x = recoil * -1;
241
242         if (snd != "")
243         {
244                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
245                 W_PlayStrengthSound(ent);
246         }
247
248         // nudge w_shotend so a trace to w_shotend hits
249         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
250 }
251
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)
257
258 float CL_Weaponentity_CustomizeEntityForClient()
259 {
260         self.viewmodelforclient = self.owner;
261         if(other.classname == "spectator")
262                 if(other.enemy == self.owner)
263                         self.viewmodelforclient = other;
264         return TRUE;
265 }
266
267 /*
268  * supported formats:
269  *
270  * 1. simple animated model, muzzle flash handling on h_ model:
271  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
272  *      tags:
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
278  *
279  * 2. simple animated model, muzzle flash handling on v_ model:
280  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
281  *      tags:
282  *        weapon = attachment for v_tuba.md3
283  *    v_tuba.md3 - first and third person model
284  *      tags:
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
288  *
289  * 3. fully animated model, muzzle flash handling on h_ model:
290  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
291  *      tags:
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
297  *
298  * 4. fully animated model, muzzle flash handling on v_ model:
299  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
300  *      tags:
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
304  *      tags:
305  *        shot = muzzle end (for muzzle flashes)
306  *    g_tuba.md3 - pickup model
307  */
308
309 // writes:
310 //   self.origin, self.angles
311 //   self.weaponentity
312 //   self.movedir, self.view_ofs
313 //   attachment stuff
314 //   anim stuff
315 // to free:
316 //   call again with ""
317 //   remove the ent
318 void CL_WeaponEntity_SetModel(string name)
319 {
320         float v_shot_idx;
321         if (name != "")
322         {
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
328                 if(!v_shot_idx)
329                         v_shot_idx = gettagindex(self, "tag_shot");
330
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');
337
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"))
341                 {
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");
346                 }
347                 else if(gettagindex(self, "tag_weapon"))
348                 {
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");
353                 }
354                 else
355                 {
356                         if(self.weaponentity)
357                                 remove(self.weaponentity);
358                         self.weaponentity = world;
359                 }
360
361                 setorigin(self,'0 0 0');
362                 self.angles = '0 0 0';
363                 self.frame = 0;
364                 self.viewmodelforclient = world;
365
366                 float idx;
367
368                 if(v_shot_idx) // v_ model attached to invisible h_ model
369                 {
370                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
371                 }
372                 else
373                 {
374                         idx = gettagindex(self, "shot");
375                         if(!idx)
376                                 idx = gettagindex(self, "tag_shot");
377                         if(idx)
378                                 self.movedir = gettaginfo(self, idx);
379                         else
380                         {
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';
383                         }
384                 }
385
386                 if(self.weaponentity) // v_ model attached to invisible h_ model
387                 {
388                         idx = gettagindex(self.weaponentity, "shell");
389                         if(!idx)
390                                 idx = gettagindex(self.weaponentity, "tag_shell");
391                         if(idx)
392                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
393                 }
394                 else
395                         idx = 0;
396                 if(!idx)
397                 {
398                         idx = gettagindex(self, "shell");
399                         if(!idx)
400                                 idx = gettagindex(self, "tag_shell");
401                         if(idx)
402                                 self.spawnorigin = gettaginfo(self, idx);
403                         else
404                         {
405                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
406                                 self.spawnorigin = self.movedir;
407                         }
408                 }
409
410                 if(v_shot_idx)
411                 {
412                         self.oldorigin = '0 0 0'; // use regular attachment
413                 }
414                 else
415                 {
416                         if(self.weaponentity)
417                         {
418                                 idx = gettagindex(self, "weapon");
419                                 if(!idx)
420                                         idx = gettagindex(self, "tag_weapon");
421                         }
422                         else
423                         {
424                                 idx = gettagindex(self, "handle");
425                                 if(!idx)
426                                         idx = gettagindex(self, "tag_handle");
427                         }
428                         if(idx)
429                         {
430                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
431                         }
432                         else
433                         {
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
436                         }
437                 }
438
439                 self.viewmodelforclient = self.owner;
440         }
441         else
442         {
443                 self.model = "";
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';
454         }
455
456         self.view_ofs = '0 0 0';
457
458         if(self.movedir_x >= 0)
459         {
460                 vector v0;
461                 v0 = self.movedir;
462                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
463                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
464         }
465         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
466         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
467
468         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
469
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);
475 }
476
477 vector CL_Weapon_GetShotOrg(float wpn)
478 {
479         entity wi, oldself;
480         vector ret;
481         wi = get_weaponinfo(wpn);
482         oldself = self;
483         self = spawn();
484         CL_WeaponEntity_SetModel(wi.mdl);
485         ret = self.movedir;
486         CL_WeaponEntity_SetModel("");
487         remove(self);
488         self = oldself;
489         return ret;
490 }
491
492 void CL_Weaponentity_Think()
493 {
494         float tb;
495         self.nextthink = time;
496         if (intermission_running)
497                 self.frame = self.anim_idle_x;
498         if (self.owner.weaponentity != self)
499         {
500                 if (self.weaponentity)
501                         remove(self.weaponentity);
502                 remove(self);
503                 return;
504         }
505         if (self.owner.deadflag != DEAD_NO)
506         {
507                 self.model = "";
508                 if (self.weaponentity)
509                         self.weaponentity.model = "";
510                 return;
511         }
512         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
513         {
514                 self.weaponname = self.owner.weaponname;
515                 self.dmg = self.owner.modelindex;
516                 self.deadflag = self.owner.deadflag;
517
518                 CL_WeaponEntity_SetModel(self.owner.weaponname);
519         }
520
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;
527         self.effects |= tb;
528
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;
533         else
534                 self.alpha = 1;
535
536         self.glowmod = self.owner.weaponentity_glowmod;
537         self.colormap = self.owner.colormap;
538         if (self.weaponentity)
539         {
540                 self.weaponentity.effects = self.effects;
541                 self.weaponentity.alpha = self.alpha;
542                 self.weaponentity.colormap = self.colormap;
543                 self.weaponentity.glowmod = self.glowmod;
544         }
545
546         self.angles = '0 0 0';
547         float f;
548         if (self.state == WS_RAISE && !intermission_running)
549         {
550                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
551                 self.angles_x = -90 * f * f;
552         }
553         else if (self.state == WS_DROP && !intermission_running)
554         {
555                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
556                 self.angles_x = -90 * f * f;
557         }
558         else if (self.state == WS_CLEAR)
559         {
560                 f = 1;
561                 self.angles_x = -90 * f * f;
562         }
563 }
564
565 void CL_ExteriorWeaponentity_Think()
566 {
567         float tag_found;
568         self.nextthink = time;
569         if (self.owner.exteriorweaponentity != self)
570         {
571                 remove(self);
572                 return;
573         }
574         if (self.owner.deadflag != DEAD_NO)
575         {
576                 self.model = "";
577                 return;
578         }
579         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
580         {
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
586                 else
587                         self.model = "";
588
589                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
590                 {
591                         self.tag_index = tag_found;
592                         self.tag_entity = self.owner;
593                 }
594                 else
595                         setattachment(self, self.owner, "bip01 r hand");
596         }
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;
604         else
605                 self.alpha = 1;
606
607         self.glowmod = self.owner.weaponentity_glowmod;
608         self.colormap = self.owner.colormap;
609
610         CSQCMODEL_AUTOUPDATE();
611 }
612
613 // spawning weaponentity for client
614 void CL_SpawnWeaponentity()
615 {
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;
628
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;
638
639         {
640                 entity oldself = self;
641                 self = self.exteriorweaponentity;
642                 CSQCMODEL_AUTOINIT();
643                 self = oldself;
644         }
645 }
646
647 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
648 {
649         msg_entity = e;
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);
655 }
656
657 .float hasweapon_complain_spam;
658
659 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
660 {
661         float f;
662         entity oldself;
663
664         if(time < self.hasweapon_complain_spam)
665                 complain = 0;
666         if(complain)
667                 self.hasweapon_complain_spam = time + 0.2;
668
669         if (wpn < WEP_FIRST || wpn > WEP_LAST)
670         {
671                 if (complain)
672                         sprint(self, "Invalid weapon\n");
673                 return FALSE;
674         }
675         if (WEPSET_CONTAINS_EW(cl, wpn))
676         {
677                 if (andammo)
678                 {
679                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
680                         {
681                                 f = 1;
682                         }
683                         else
684                         {
685                                 oldself = self;
686                                 self = cl;
687                                 f = weapon_action(wpn, WR_CHECKAMMO1);
688                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
689
690                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
691                                 entity mine;
692                                 if(wpn == WEP_MINE_LAYER)
693                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
694                                         f = 1;
695
696                                 self = oldself;
697                         }
698                         if (!f)
699                         {
700                                 if (complain)
701                                 if(clienttype(cl) == CLIENTTYPE_REAL)
702                                 {
703                                         play2(cl, "weapons/unavailable.wav");
704                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
705                                 }
706                                 return FALSE;
707                         }
708                 }
709                 return TRUE;
710         }
711         if (complain)
712         {
713                 // DRESK - 3/16/07
714                 // Report Proper Weapon Status / Modified Weapon Ownership Message
715                 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
716                 {
717                         Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
718
719                         if(autocvar_g_showweaponspawns)
720                         {
721                                 entity e;
722                                 string s;
723
724                                 e = get_weaponinfo(wpn);
725                                 s = e.model2;
726
727                                 for(e = world; (e = findfloat(e, weapon, wpn)); )
728                                 {
729                                         if(e.classname == "droppedweapon")
730                                                 continue;
731                                         if not(e.flags & FL_ITEM)
732                                                 continue;
733                                         WaypointSprite_Spawn(
734                                                 s,
735                                                 1, 0,
736                                                 world, e.origin,
737                                                 self, 0,
738                                                 world, enemy,
739                                                 0,
740                                                 RADARICON_NONE, '0 0 0'
741                                         );
742                                 }
743                         }
744                 }
745                 else
746                 {
747                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
748                 }
749
750                 play2(cl, "weapons/unavailable.wav");
751         }
752         return FALSE;
753 }
754
755 // Weapon subs
756 void w_clear()
757 {
758         if (self.weapon != -1)
759         {
760                 self.weapon = 0;
761                 self.switchingweapon = 0;
762         }
763         if (self.weaponentity)
764         {
765                 self.weaponentity.state = WS_CLEAR;
766                 self.weaponentity.effects = 0;
767         }
768 }
769
770 void w_ready()
771 {
772         if (self.weaponentity)
773                 self.weaponentity.state = WS_READY;
774         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
775 }
776
777 // Setup weapon for client (after this raise frame will be launched)
778 void weapon_setup(float windex)
779 {
780         entity e;
781         e = get_weaponinfo(windex);
782         self.items &~= IT_AMMO;
783         self.items = self.items | (e.items & IT_AMMO);
784
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;
790 }
791
792 // perform weapon to attack (weaponstate and attack_finished check is here)
793 void W_SwitchToOtherWeapon(entity pl)
794 {
795         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
796         float w, ww;
797         w = pl.weapon;
798         if(WEPSET_CONTAINS_EW(pl, w))
799         {
800                 WEPSET_ANDNOT_EW(pl, w);
801                 ww = w_getbestweapon(pl);
802                 WEPSET_OR_EW(pl, w);
803         }
804         else
805                 ww = w_getbestweapon(pl);
806         if(ww)
807                 W_SwitchWeapon_Force(pl, ww);
808 }
809
810 .float prevdryfire;
811 .float prevwarntime;
812 float weapon_prepareattack_checkammo(float secondary)
813 {
814         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
815         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
816         {
817                 // always keep the Mine Layer if we placed mines, so that we can detonate them
818                 entity mine;
819                 if(self.weapon == WEP_MINE_LAYER)
820                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
821                         return FALSE;
822
823                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
824                 {
825                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
826                         self.prevdryfire = time;
827                 }
828
829                 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
830                 {
831                         if(time - self.prevwarntime > 1)
832                         {
833                                 Send_Notification(
834                                         NOTIF_ONE,
835                                         self,
836                                         MSG_MULTI,
837                                         ITEM_WEAPON_PRIMORSEC,
838                                         self.weapon,
839                                         secondary,
840                                         (1 - secondary)
841                                 );
842                         }
843                         self.prevwarntime = time;
844                 }
845                 else // this weapon is totally unable to fire, switch to another one
846                 {
847                         W_SwitchToOtherWeapon(self);
848                 }
849                 
850                 return FALSE;
851         }
852         return TRUE;
853 }
854 .float race_penalty;
855 float weapon_prepareattack_check(float secondary, float attacktime)
856 {
857         if(!weapon_prepareattack_checkammo(secondary))
858                 return FALSE;
859
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) {
863                 return FALSE;
864         }
865
866         if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
867                 return FALSE;
868
869         // do not even think about shooting if switching
870         if(self.switchweapon != self.weapon)
871                 return FALSE;
872
873         if(attacktime >= 0)
874         {
875                 // don't fire if previous attack is not finished
876                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
877                         return FALSE;
878                 // don't fire while changing weapon
879                 if (self.weaponentity.state != WS_READY)
880                         return FALSE;
881         }
882
883         return TRUE;
884 }
885 float weapon_prepareattack_do(float secondary, float attacktime)
886 {
887         self.weaponentity.state = WS_INUSE;
888
889         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
890
891         // if the weapon hasn't been firing continuously, reset the timer
892         if(attacktime >= 0)
893         {
894                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
895                 {
896                         ATTACK_FINISHED(self) = time;
897                         //dprint("resetting attack finished to ", ftos(time), "\n");
898                 }
899                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
900         }
901         self.bulletcounter += 1;
902         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
903         return TRUE;
904 }
905 float weapon_prepareattack(float secondary, float attacktime)
906 {
907         if(weapon_prepareattack_check(secondary, attacktime))
908         {
909                 weapon_prepareattack_do(secondary, attacktime);
910                 return TRUE;
911         }
912         else
913                 return FALSE;
914 }
915
916 void weapon_thinkf(float fr, float t, void() func)
917 {
918         vector a;
919         vector of, or, ou;
920         float restartanim;
921
922         if(fr == WFRAME_DONTCHANGE)
923         {
924                 fr = self.weaponentity.wframe;
925                 restartanim = FALSE;
926         }
927         else if (fr == WFRAME_IDLE)
928                 restartanim = FALSE;
929         else
930                 restartanim = TRUE;
931
932         of = v_forward;
933         or = v_right;
934         ou = v_up;
935
936         if (self.weaponentity)
937         {
938                 self.weaponentity.wframe = fr;
939                 a = '0 0 0';
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);
950         }
951
952         v_forward = of;
953         v_right = or;
954         v_up = ou;
955
956         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
957         {
958                 backtrace("Tried to override initial weapon think function - should this really happen?");
959         }
960
961         t *= W_WeaponRateFactor();
962
963         // VorteX: haste can be added here
964         if (self.weapon_think == w_ready)
965         {
966                 self.weapon_nextthink = time;
967                 //dprint("started firing at ", ftos(time), "\n");
968         }
969         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
970         {
971                 self.weapon_nextthink = time;
972                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
973         }
974         self.weapon_nextthink = self.weapon_nextthink + t;
975         self.weapon_think = func;
976         //dprint("next ", ftos(self.weapon_nextthink), "\n");
977
978         if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
979         {
980                 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
981                         animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
982                 else
983                         animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
984         }
985         else
986         {
987                 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
988                         self.anim_upper_action = 0;
989         }
990 }
991
992 void weapon_boblayer1(float spd, vector org)
993 {
994         // VorteX: haste can be added here
995 }
996
997 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
998 {
999         vector mdirection;
1000         float mspeed;
1001         vector outvelocity;
1002
1003         mvelocity = mvelocity * g_weaponspeedfactor;
1004
1005         mdirection = normalize(mvelocity);
1006         mspeed = vlen(mvelocity);
1007
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);
1009
1010         return outvelocity;
1011 }
1012
1013 void W_AttachToShotorg(entity flash, vector offset)
1014 {
1015         entity xflash;
1016         flash.owner = self;
1017         flash.angles_z = random() * 360;
1018
1019         if(gettagindex(self.weaponentity, "shot"))
1020                 setattachment(flash, self.weaponentity, "shot");
1021         else
1022                 setattachment(flash, self.weaponentity, "tag_shot");
1023         setorigin(flash, offset);
1024
1025         xflash = spawn();
1026         copyentity(flash, xflash);
1027
1028         flash.viewmodelforclient = self;
1029
1030         if(self.weaponentity.oldorigin_x > 0)
1031         {
1032                 setattachment(xflash, self.exteriorweaponentity, "");
1033                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1034         }
1035         else
1036         {
1037                 if(gettagindex(self.exteriorweaponentity, "shot"))
1038                         setattachment(xflash, self.exteriorweaponentity, "shot");
1039                 else
1040                         setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1041                 setorigin(xflash, offset);
1042         }
1043 }
1044
1045 vector cliptoplane(vector v, vector p)
1046 {
1047         return v - (v * p) * p;
1048 }
1049
1050 vector solve_cubic_pq(float p, float q)
1051 {
1052         float D, u, v, a;
1053         D = q*q/4.0 + p*p*p/27.0;
1054         if(D < 0)
1055         {
1056                 // irreducibilis
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
1060                 // cos(a)
1061                 // cos(a + 2pi/3)
1062                 // cos(a + 4pi/3)
1063                 return
1064                         u *
1065                         (
1066                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1067                                 +
1068                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1069                                 +
1070                                 '0 0 1' * cos(a)
1071                         );
1072         }
1073         else if(D == 0)
1074         {
1075                 // simple
1076                 if(p == 0)
1077                         return '0 0 0';
1078                 u = 3*q/p;
1079                 v = -u/2;
1080                 if(u >= v)
1081                         return '1 1 0' * v + '0 0 1' * u;
1082                 else
1083                         return '0 1 1' * v + '1 0 0' * u;
1084         }
1085         else
1086         {
1087                 // cardano
1088                 u = cbrt(-q/2.0 + sqrt(D));
1089                 v = cbrt(-q/2.0 - sqrt(D));
1090                 return '1 1 1' * (u + v);
1091         }
1092 }
1093 vector solve_cubic_abcd(float a, float b, float c, float d)
1094 {
1095         // y = 3*a*x + b
1096         // x = (y - b) / 3a
1097         float p, q;
1098         vector v;
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));
1103         if(a < 0)
1104                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1105         return v;
1106 }
1107
1108 vector findperpendicular(vector v)
1109 {
1110         vector p;
1111         p_x = v_z;
1112         p_y = -v_x;
1113         p_z = v_y;
1114         return normalize(cliptoplane(p, v));
1115 }
1116
1117 vector W_CalculateProjectileSpread(vector forward, float spread)
1118 {
1119         float sigma;
1120         vector v1 = '0 0 0', v2;
1121         float dx, dy, r;
1122         float sstyle;
1123         spread *= g_weaponspreadfactor;
1124         if(spread <= 0)
1125                 return forward;
1126         sstyle = autocvar_g_projectiles_spread_style;
1127         
1128         if(sstyle == 0)
1129         {
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;
1134         }
1135         else if(sstyle == 1)
1136         {
1137                 // same thing, basically
1138                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1139         }
1140         else if(sstyle == 2)
1141         {
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;
1148                 dy = sin(dx);
1149                 dx = cos(dx);
1150                 // radius in our dist function
1151                 r = random();
1152                 r = sqrt(r);
1153                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1154         }
1155         else if(sstyle == 3) // gauss 3d
1156         {
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
1159                 v1 = forward;
1160                 v1_x += gsl_ran_gaussian(sigma);
1161                 v1_y += gsl_ran_gaussian(sigma);
1162                 v1_z += gsl_ran_gaussian(sigma);
1163                 return v1;
1164         }
1165         else if(sstyle == 4) // gauss 2d
1166         {
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));
1173         }
1174         else if(sstyle == 5) // 1-r
1175         {
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;
1181                 dy = sin(dx);
1182                 dx = cos(dx);
1183                 // radius in our dist function
1184                 r = random();
1185                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1186                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1187         }
1188         else if(sstyle == 6) // 1-r^2
1189         {
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;
1195                 dy = sin(dx);
1196                 dx = cos(dx);
1197                 // radius in our dist function
1198                 r = random();
1199                 r = sqrt(1 - r);
1200                 r = sqrt(1 - r);
1201                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1202         }
1203         else if(sstyle == 7) // (1-r) (2-r)
1204         {
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;
1210                 dy = sin(dx);
1211                 dx = cos(dx);
1212                 // radius in our dist function
1213                 r = random();
1214                 r = 1 - sqrt(r);
1215                 r = 1 - sqrt(r);
1216                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1217         }
1218         else
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)!");
1220         return '0 0 0';
1221         /*
1222          * how to derive falloff functions:
1223          * rho(r) := (2-r) * (1-r);
1224          * a : 0;
1225          * b : 1;
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;
1232          */
1233 }
1234
1235 #if 0
1236 float mspercallsum;
1237 float mspercallsstyle;
1238 float mspercallcount;
1239 #endif
1240 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1241 {
1242         if(missile.owner == world)
1243                 error("Unowned missile");
1244
1245         dir = dir + upDir * (pUpSpeed / pSpeed);
1246         dir_z += pZSpeed / pSpeed;
1247         pSpeed *= vlen(dir);
1248         dir = normalize(dir);
1249
1250 #if 0
1251         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1252         {
1253                 mspercallsum = mspercallcount = 0;
1254                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1255         }
1256         mspercallsum -= gettime(GETTIME_HIRES);
1257 #endif
1258         dir = W_CalculateProjectileSpread(dir, spread);
1259 #if 0
1260         mspercallsum += gettime(GETTIME_HIRES);
1261         mspercallcount += 1;
1262         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1263 #endif
1264
1265         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1266 }
1267
1268 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1269 {
1270         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1271 }
1272
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)
1275
1276 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1277 {
1278         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1279                 return;
1280
1281         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1282         if(ammo_reload)
1283         {
1284                 self.clip_load -= ammo_use;
1285                 self.(weapon_load[self.weapon]) = self.clip_load;
1286         }
1287         else
1288                 self.(self.current_ammo) -= ammo_use;
1289 }
1290
1291 // weapon reloading code
1292
1293 .float reload_ammo_amount, reload_ammo_min, reload_time;
1294 .float reload_complain;
1295 .string reload_sound;
1296
1297 void W_ReloadedAndReady()
1298 {
1299         // finish the reloading process, and do the ammo transfer
1300
1301         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1302
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;
1306         else
1307         {
1308                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1309                 {
1310                         self.clip_load += 1;
1311                         self.(self.current_ammo) -= 1;
1312                 }
1313         }
1314         self.(weapon_load[self.weapon]) = self.clip_load;
1315
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
1319
1320         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1321
1322         w_ready();
1323 }
1324
1325 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1326 {
1327         // set global values to work with
1328
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;
1333
1334         // check if we meet the necessary conditions to reload
1335
1336         entity e;
1337         e = get_weaponinfo(self.weapon);
1338
1339         // don't reload weapons that don't have the RELOADABLE flag
1340         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1341         {
1342                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1343                 return;
1344         }
1345
1346         // return if reloading is disabled for this weapon
1347         if(!self.reload_ammo_amount)
1348                 return;
1349
1350         // our weapon is fully loaded, no need to reload
1351         if (self.clip_load >= self.reload_ammo_amount)
1352                 return;
1353
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)
1357         {
1358                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1359                 {
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;
1363                 }
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))
1366                 {
1367                         self.clip_load = -1; // reload later
1368                         W_SwitchToOtherWeapon(self);
1369                 }
1370                 return;
1371         }
1372
1373         if (self.weaponentity)
1374         {
1375                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1376                         return;
1377
1378                 // allow switching away while reloading, but this will cause a new reload!
1379                 self.weaponentity.state = WS_READY;
1380         }
1381
1382         // now begin the reloading process
1383
1384         sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1385
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
1389
1390         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1391
1392         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1393
1394         if(self.clip_load < 0)
1395                 self.clip_load = 0;
1396         self.old_clip_load = self.clip_load;
1397         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1398 }