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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
23                         else
24                                 t = t * autocvar_g_balance_rune_speed_atkrate;
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * autocvar_g_balance_curse_slow_atkrate;
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
73         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74         {
75                 thisv = targ.origin;
76                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
77                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
78                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
79                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80                 if(i || j || k)
81                 {
82                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
83                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
84                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
85                 }
86                 else
87                 {
88                         // first run
89                         mi = ma = thisv;
90                 }
91         }
92
93         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
94         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
95         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
96         ret_z = thisv_z - myv_z;
97         return ret;
98 }
99
100 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
101 {
102         vector hitplot;
103         vector org;
104         float lag;
105
106         if(player.hitplotfh >= 0)
107         {
108                 lag = ANTILAG_LATENCY(player);
109                 if(lag < 0.001)
110                         lag = 0;
111                 if(clienttype(player) != CLIENTTYPE_REAL)
112                         lag = 0; // only antilag for clients
113
114                 org = player.origin + player.view_ofs;
115                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
116                 if(trace_ent.flags & FL_CLIENT)
117                 {
118                         antilag_takeback(trace_ent, time - lag);
119                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
120                         antilag_restore(trace_ent);
121                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
122                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
123                 }
124         }
125 }
126
127 vector w_shotorg;
128 vector w_shotdir;
129 vector w_shotend;
130
131 .float prevstrengthsound;
132 .float prevstrengthsoundattempt;
133 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
134 {
135                 if((!g_minstagib)
136                         && (player.items & IT_STRENGTH)
137                         && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
138                         || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
139                 {
140                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
141                         player.prevstrengthsound = time;
142                 }
143                 player.prevstrengthsoundattempt = time;
144 }
145
146 // this function calculates w_shotorg and w_shotdir based on the weapon model
147 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
148 // make sure you call makevectors first (FIXME?)
149 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)
150 {
151         float nudge = 1; // added to traceline target and subtracted from result
152         float oldsolid;
153         vector vecs, dv;
154         oldsolid = ent.dphitcontentsmask;
155         if(ent.weapon == WEP_RIFLE)
156                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
157         else
158                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
159         if(antilag)
160                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
161                 // passing world, because we do NOT want it to touch dphitcontentsmask
162         else
163                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
164         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
165
166         vector vf, vr, vu;
167         vf = v_forward;
168         vr = v_right;
169         vu = v_up;
170         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
171         v_forward = vf;
172         v_right = vr;
173         v_up = vu;
174
175         // un-adjust trueaim if shotend is too close
176         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
177                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
178
179         // track max damage
180         if(accuracy_canbegooddamage(ent))
181                 accuracy_add(ent, ent.weapon, maxdamage, 0);
182
183         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
184
185         if(ent.weaponentity.movedir_x > 0)
186                 vecs = ent.weaponentity.movedir;
187         else
188                 vecs = '0 0 0';
189
190         dv = v_right * -vecs_y + v_up * vecs_z;
191         w_shotorg = ent.origin + ent.view_ofs + dv;
192
193         // now move the shotorg forward as much as requested if possible
194         if(antilag)
195         {
196                 if(ent.antilag_debug)
197                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
198                 else
199                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
200         }
201         else
202                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
203         w_shotorg = trace_endpos - v_forward * nudge;
204         // calculate the shotdir from the chosen shotorg
205         w_shotdir = normalize(w_shotend - w_shotorg);
206
207         if (antilag)
208         if (!ent.cvar_cl_noantilag)
209         {
210                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
211                 {
212                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
213                         if (!trace_ent.takedamage)
214                         {
215                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
216                                 if (trace_ent.takedamage && trace_ent.classname == "player")
217                                 {
218                                         entity e;
219                                         e = trace_ent;
220                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
221                                         if(trace_ent == e)
222                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
223                                 }
224                         }
225                 }
226                 else if(autocvar_g_antilag == 3) // client side hitscan
227                 {
228                         // this part MUST use prydon cursor
229                         if (ent.cursor_trace_ent)                 // client was aiming at someone
230                         if (ent.cursor_trace_ent != ent)         // just to make sure
231                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
232                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
233                         {
234                                 // verify that the shot would miss without antilag
235                                 // (avoids an issue where guns would always shoot at their origin)
236                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
237                                 if (!trace_ent.takedamage)
238                                 {
239                                         // verify that the shot would hit if altered
240                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
241                                         if (trace_ent == ent.cursor_trace_ent)
242                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
243                                         else
244                                                 print("antilag fail\n");
245                                 }
246                         }
247                 }
248         }
249
250         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
251
252         if (!g_norecoil)
253                 ent.punchangle_x = recoil * -1;
254
255         if (snd != "")
256         {
257                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
258                 W_PlayStrengthSound(ent);
259         }
260
261         // nudge w_shotend so a trace to w_shotend hits
262         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
263 }
264
265 #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)
266 #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)
267 #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)
268 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
269 #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)
270
271 float CL_Weaponentity_CustomizeEntityForClient()
272 {
273         self.viewmodelforclient = self.owner;
274         if(other.classname == "spectator")
275                 if(other.enemy == self.owner)
276                         self.viewmodelforclient = other;
277         return TRUE;
278 }
279
280 /*
281  * supported formats:
282  *
283  * 1. simple animated model, muzzle flash handling on h_ model:
284  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
285  *      tags:
286  *        shot = muzzle end (shot origin, also used for muzzle flashes)
287  *        shell = casings ejection point (must be on the right hand side of the gun)
288  *        weapon = attachment for v_tuba.md3
289  *    v_tuba.md3 - first and third person model
290  *    g_tuba.md3 - pickup model
291  *
292  * 2. simple animated model, muzzle flash handling on v_ model:
293  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
294  *      tags:
295  *        weapon = attachment for v_tuba.md3
296  *    v_tuba.md3 - first and third person model
297  *      tags:
298  *        shot = muzzle end (shot origin, also used for muzzle flashes)
299  *        shell = casings ejection point (must be on the right hand side of the gun)
300  *    g_tuba.md3 - pickup model
301  *
302  * 3. fully animated model, muzzle flash handling on h_ model:
303  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
304  *      tags:
305  *        shot = muzzle end (shot origin, also used for muzzle flashes)
306  *        shell = casings ejection point (must be on the right hand side of the gun)
307  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
308  *    v_tuba.md3 - third person model
309  *    g_tuba.md3 - pickup model
310  *
311  * 4. fully animated model, muzzle flash handling on v_ model:
312  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
313  *      tags:
314  *        shot = muzzle end (shot origin)
315  *        shell = casings ejection point (must be on the right hand side of the gun)
316  *    v_tuba.md3 - third person model
317  *      tags:
318  *        shot = muzzle end (for muzzle flashes)
319  *    g_tuba.md3 - pickup model
320  */
321
322 // writes:
323 //   self.origin, self.angles
324 //   self.weaponentity
325 //   self.movedir, self.view_ofs
326 //   attachment stuff
327 //   anim stuff
328 // to free:
329 //   call again with ""
330 //   remove the ent
331 void CL_WeaponEntity_SetModel(string name)
332 {
333         float v_shot_idx;
334         if (name != "")
335         {
336                 // if there is a child entity, hide it until we're sure we use it
337                 if (self.weaponentity)
338                         self.weaponentity.model = "";
339                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
340                 v_shot_idx = gettagindex(self, "shot"); // used later
341                 if(!v_shot_idx)
342                         v_shot_idx = gettagindex(self, "tag_shot");
343
344                 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
345                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
346                 self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
347                 self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
348                 self.anim_idle   = animfixfps(self, '2 1 0.01', '0 0 0');
349                 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
350
351                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
352                 // if we don't, this is a "real" animated model
353                 if(gettagindex(self, "weapon"))
354                 {
355                         if (!self.weaponentity)
356                                 self.weaponentity = spawn();
357                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
358                         setattachment(self.weaponentity, self, "weapon");
359                 }
360                 else if(gettagindex(self, "tag_weapon"))
361                 {
362                         if (!self.weaponentity)
363                                 self.weaponentity = spawn();
364                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
365                         setattachment(self.weaponentity, self, "tag_weapon");
366                 }
367                 else
368                 {
369                         if(self.weaponentity)
370                                 remove(self.weaponentity);
371                         self.weaponentity = world;
372                 }
373
374                 setorigin(self,'0 0 0');
375                 self.angles = '0 0 0';
376                 self.frame = 0;
377                 self.viewmodelforclient = world;
378
379                 float idx;
380
381                 if(v_shot_idx) // v_ model attached to invisible h_ model
382                 {
383                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
384                 }
385                 else
386                 {
387                         idx = gettagindex(self, "shot");
388                         if(!idx)
389                                 idx = gettagindex(self, "tag_shot");
390                         if(idx)
391                                 self.movedir = gettaginfo(self, idx);
392                         else
393                         {
394                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
395                                 self.movedir = '0 0 0';
396                         }
397                 }
398
399                 if(self.weaponentity) // v_ model attached to invisible h_ model
400                 {
401                         idx = gettagindex(self.weaponentity, "shell");
402                         if(!idx)
403                                 idx = gettagindex(self.weaponentity, "tag_shell");
404                         if(idx)
405                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
406                 }
407                 else
408                         idx = 0;
409                 if(!idx)
410                 {
411                         idx = gettagindex(self, "shell");
412                         if(!idx)
413                                 idx = gettagindex(self, "tag_shell");
414                         if(idx)
415                                 self.spawnorigin = gettaginfo(self, idx);
416                         else
417                         {
418                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
419                                 self.spawnorigin = self.movedir;
420                         }
421                 }
422
423                 if(v_shot_idx)
424                 {
425                         self.oldorigin = '0 0 0'; // use regular attachment
426                 }
427                 else
428                 {
429                         if(self.weaponentity)
430                         {
431                                 idx = gettagindex(self, "weapon");
432                                 if(!idx)
433                                         idx = gettagindex(self, "tag_weapon");
434                         }
435                         else
436                         {
437                                 idx = gettagindex(self, "handle");
438                                 if(!idx)
439                                         idx = gettagindex(self, "tag_handle");
440                         }
441                         if(idx)
442                         {
443                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
444                         }
445                         else
446                         {
447                                 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");
448                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
449                         }
450                 }
451
452                 self.viewmodelforclient = self.owner;
453         }
454         else
455         {
456                 self.model = "";
457                 if(self.weaponentity)
458                         remove(self.weaponentity);
459                 self.weaponentity = world;
460                 self.movedir = '0 0 0';
461                 self.spawnorigin = '0 0 0';
462                 self.oldorigin = '0 0 0';
463                 self.anim_fire1  = '0 1 0.01';
464                 self.anim_fire2  = '0 1 0.01';
465                 self.anim_idle   = '0 1 0.01';
466                 self.anim_reload = '0 1 0.01';
467         }
468
469         self.view_ofs = '0 0 0';
470
471         if(self.movedir_x >= 0)
472         {
473                 vector v0;
474                 v0 = self.movedir;
475                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
476                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
477         }
478         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
479         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
480
481         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
482
483         // check if an instant weapon switch occurred
484         setorigin(self, self.view_ofs);
485         // reset animstate now
486         self.wframe = WFRAME_IDLE;
487         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
488 }
489
490 vector CL_Weapon_GetShotOrg(float wpn)
491 {
492         entity wi, oldself;
493         vector ret;
494         wi = get_weaponinfo(wpn);
495         oldself = self;
496         self = spawn();
497         CL_WeaponEntity_SetModel(wi.mdl);
498         ret = self.movedir;
499         CL_WeaponEntity_SetModel("");
500         remove(self);
501         self = oldself;
502         return ret;
503 }
504
505 void CL_Weaponentity_Think()
506 {
507         float tb;
508         self.nextthink = time;
509         if (intermission_running)
510                 self.frame = self.anim_idle_x;
511         if (self.owner.weaponentity != self)
512         {
513                 if (self.weaponentity)
514                         remove(self.weaponentity);
515                 remove(self);
516                 return;
517         }
518         if (self.owner.deadflag != DEAD_NO)
519         {
520                 self.model = "";
521                 if (self.weaponentity)
522                         self.weaponentity.model = "";
523                 return;
524         }
525         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
526         {
527                 self.weaponname = self.owner.weaponname;
528                 self.dmg = self.owner.modelindex;
529                 self.deadflag = self.owner.deadflag;
530
531                 CL_WeaponEntity_SetModel(self.owner.weaponname);
532         }
533
534         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
535         self.effects = self.owner.effects & EFMASK_CHEAP;
536         self.effects &~= EF_LOWPRECISION;
537         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
538         self.effects &~= EF_TELEPORT_BIT;
539         self.effects &~= EF_RESTARTANIM_BIT;
540         self.effects |= tb;
541
542         if(self.owner.alpha == default_player_alpha)
543                 self.alpha = default_weapon_alpha;
544         else if(self.owner.alpha != 0)
545                 self.alpha = self.owner.alpha;
546         else
547                 self.alpha = 1;
548
549         self.glowmod = self.owner.weaponentity_glowmod;
550         self.colormap = self.owner.colormap;
551         if (self.weaponentity)
552         {
553                 self.weaponentity.effects = self.effects;
554                 self.weaponentity.alpha = self.alpha;
555                 self.weaponentity.colormap = self.colormap;
556                 self.weaponentity.glowmod = self.glowmod;
557         }
558
559         self.angles = '0 0 0';
560         float f;
561         if (self.state == WS_RAISE && !intermission_running)
562         {
563                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
564                 self.angles_x = -90 * f * f;
565         }
566         else if (self.state == WS_DROP && !intermission_running)
567         {
568                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
569                 self.angles_x = -90 * f * f;
570         }
571         else if (self.state == WS_CLEAR)
572         {
573                 f = 1;
574                 self.angles_x = -90 * f * f;
575         }
576 }
577
578 void CL_ExteriorWeaponentity_Think()
579 {
580         float tag_found;
581         self.nextthink = time;
582         if (self.owner.exteriorweaponentity != self)
583         {
584                 remove(self);
585                 return;
586         }
587         if (self.owner.deadflag != DEAD_NO)
588         {
589                 self.model = "";
590                 return;
591         }
592         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
593         {
594                 self.weaponname = self.owner.weaponname;
595                 self.dmg = self.owner.modelindex;
596                 self.deadflag = self.owner.deadflag;
597                 if (self.owner.weaponname != "")
598                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
599                 else
600                         self.model = "";
601
602                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
603                 {
604                         self.tag_index = tag_found;
605                         self.tag_entity = self.owner;
606                 }
607                 else
608                         setattachment(self, self.owner, "bip01 r hand");
609         }
610         self.effects = self.owner.effects;
611         self.effects |= EF_LOWPRECISION;
612         self.effects = self.effects & EFMASK_CHEAP; // eat performance
613         if(self.owner.alpha == default_player_alpha)
614                 self.alpha = default_weapon_alpha;
615         else if(self.owner.alpha != 0)
616                 self.alpha = self.owner.alpha;
617         else
618                 self.alpha = 1;
619
620         self.glowmod = self.owner.weaponentity_glowmod;
621         self.colormap = self.owner.colormap;
622
623         CSQCMODEL_AUTOUPDATE();
624 }
625
626 // spawning weaponentity for client
627 void CL_SpawnWeaponentity()
628 {
629         self.weaponentity = spawn();
630         self.weaponentity.classname = "weaponentity";
631         self.weaponentity.solid = SOLID_NOT;
632         self.weaponentity.owner = self;
633         setmodel(self.weaponentity, ""); // precision set when changed
634         setorigin(self.weaponentity, '0 0 0');
635         self.weaponentity.angles = '0 0 0';
636         self.weaponentity.viewmodelforclient = self;
637         self.weaponentity.flags = 0;
638         self.weaponentity.think = CL_Weaponentity_Think;
639         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
640         self.weaponentity.nextthink = time;
641
642         self.exteriorweaponentity = spawn();
643         self.exteriorweaponentity.classname = "exteriorweaponentity";
644         self.exteriorweaponentity.solid = SOLID_NOT;
645         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
646         self.exteriorweaponentity.owner = self;
647         setorigin(self.exteriorweaponentity, '0 0 0');
648         self.exteriorweaponentity.angles = '0 0 0';
649         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
650         self.exteriorweaponentity.nextthink = time;
651
652         {
653                 entity oldself = self;
654                 self = self.exteriorweaponentity;
655                 CSQCMODEL_AUTOINIT();
656                 self = oldself;
657         }
658 }
659
660 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
661 {
662         msg_entity = e;
663         WriteByte(MSG_ONE, SVC_TEMPENTITY);
664         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
665         WriteByte(MSG_ONE, wpn);
666         WriteString(MSG_ONE, wpnname);
667         WriteByte(MSG_ONE, type);
668 }
669
670 .float hasweapon_complain_spam;
671
672 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
673 {
674         float f;
675         entity oldself;
676
677         if(time < self.hasweapon_complain_spam)
678                 complain = 0;
679         if(complain)
680                 self.hasweapon_complain_spam = time + 0.2;
681
682         if (wpn < WEP_FIRST || wpn > WEP_LAST)
683         {
684                 if (complain)
685                         sprint(self, "Invalid weapon\n");
686                 return FALSE;
687         }
688         if (WEPSET_CONTAINS_EW(cl, wpn))
689         {
690                 if (andammo)
691                 {
692                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
693                         {
694                                 f = 1;
695                         }
696                         else
697                         {
698                                 oldself = self;
699                                 self = cl;
700                                 f = weapon_action(wpn, WR_CHECKAMMO1);
701                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
702
703                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
704                                 entity mine;
705                                 if(wpn == WEP_MINE_LAYER)
706                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
707                                         f = 1;
708
709                                 self = oldself;
710                         }
711                         if (!f)
712                         {
713                                 if (complain)
714                                 if(clienttype(cl) == CLIENTTYPE_REAL)
715                                 {
716                                         play2(cl, "weapons/unavailable.wav");
717                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
718                                 }
719                                 return FALSE;
720                         }
721                 }
722                 return TRUE;
723         }
724         if (complain)
725         {
726                 // DRESK - 3/16/07
727                 // Report Proper Weapon Status / Modified Weapon Ownership Message
728                 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
729                 {
730                         Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
731
732                         if(autocvar_g_showweaponspawns)
733                         {
734                                 entity e;
735                                 string s;
736
737                                 e = get_weaponinfo(wpn);
738                                 s = e.model2;
739
740                                 for(e = world; (e = findfloat(e, weapon, wpn)); )
741                                 {
742                                         if(e.classname == "droppedweapon")
743                                                 continue;
744                                         if not(e.flags & FL_ITEM)
745                                                 continue;
746                                         WaypointSprite_Spawn(
747                                                 s,
748                                                 1, 0,
749                                                 world, e.origin,
750                                                 self, 0,
751                                                 world, enemy,
752                                                 0,
753                                                 RADARICON_NONE, '0 0 0'
754                                         );
755                                 }
756                         }
757                 }
758                 else
759                 {
760                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
761                 }
762
763                 play2(cl, "weapons/unavailable.wav");
764         }
765         return FALSE;
766 }
767
768 // Weapon subs
769 void w_clear()
770 {
771         if (self.weapon != -1)
772         {
773                 self.weapon = 0;
774                 self.switchingweapon = 0;
775         }
776         if (self.weaponentity)
777         {
778                 self.weaponentity.state = WS_CLEAR;
779                 self.weaponentity.effects = 0;
780         }
781 }
782
783 void w_ready()
784 {
785         if (self.weaponentity)
786                 self.weaponentity.state = WS_READY;
787         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
788 }
789
790 // Setup weapon for client (after this raise frame will be launched)
791 void weapon_setup(float windex)
792 {
793         entity e;
794         e = get_weaponinfo(windex);
795         self.items &~= IT_AMMO;
796         self.items = self.items | (e.items & IT_AMMO);
797
798         // the two weapon entities will notice this has changed and update their models
799         self.weapon = windex;
800         self.switchingweapon = windex; // to make sure
801         self.weaponname = e.mdl;
802         self.bulletcounter = 0;
803 }
804
805 // perform weapon to attack (weaponstate and attack_finished check is here)
806 void W_SwitchToOtherWeapon(entity pl)
807 {
808         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
809         float w, ww;
810         w = pl.weapon;
811         if(WEPSET_CONTAINS_EW(pl, w))
812         {
813                 WEPSET_ANDNOT_EW(pl, w);
814                 ww = w_getbestweapon(pl);
815                 WEPSET_OR_EW(pl, w);
816         }
817         else
818                 ww = w_getbestweapon(pl);
819         if(ww)
820                 W_SwitchWeapon_Force(pl, ww);
821 }
822
823 .float prevdryfire;
824 .float prevwarntime;
825 float weapon_prepareattack_checkammo(float secondary)
826 {
827         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
828         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
829         {
830                 // always keep the Mine Layer if we placed mines, so that we can detonate them
831                 entity mine;
832                 if(self.weapon == WEP_MINE_LAYER)
833                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
834                         return FALSE;
835
836                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
837                 {
838                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
839                         self.prevdryfire = time;
840                 }
841
842                 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
843                 {
844                         if(time - self.prevwarntime > 1)
845                         {
846                                 Send_Notification(
847                                         NOTIF_ONE,
848                                         self,
849                                         MSG_MULTI,
850                                         ITEM_WEAPON_PRIMORSEC,
851                                         self.weapon,
852                                         secondary,
853                                         (1 - secondary)
854                                 );
855                         }
856                         self.prevwarntime = time;
857                 }
858                 else // this weapon is totally unable to fire, switch to another one
859                 {
860                         W_SwitchToOtherWeapon(self);
861                 }
862                 
863                 return FALSE;
864         }
865         return TRUE;
866 }
867 .float race_penalty;
868 float weapon_prepareattack_check(float secondary, float attacktime)
869 {
870         if(!weapon_prepareattack_checkammo(secondary))
871                 return FALSE;
872
873         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
874         //if all players readied up and the countdown is running
875         if(time < game_starttime || time < self.race_penalty) {
876                 return FALSE;
877         }
878
879         if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
880                 return FALSE;
881
882         // do not even think about shooting if switching
883         if(self.switchweapon != self.weapon)
884                 return FALSE;
885
886         if(attacktime >= 0)
887         {
888                 // don't fire if previous attack is not finished
889                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
890                         return FALSE;
891                 // don't fire while changing weapon
892                 if (self.weaponentity.state != WS_READY)
893                         return FALSE;
894         }
895
896         return TRUE;
897 }
898 float weapon_prepareattack_do(float secondary, float attacktime)
899 {
900         self.weaponentity.state = WS_INUSE;
901
902         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
903
904         // if the weapon hasn't been firing continuously, reset the timer
905         if(attacktime >= 0)
906         {
907                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
908                 {
909                         ATTACK_FINISHED(self) = time;
910                         //dprint("resetting attack finished to ", ftos(time), "\n");
911                 }
912                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
913         }
914         self.bulletcounter += 1;
915         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
916         return TRUE;
917 }
918 float weapon_prepareattack(float secondary, float attacktime)
919 {
920         if(weapon_prepareattack_check(secondary, attacktime))
921         {
922                 weapon_prepareattack_do(secondary, attacktime);
923                 return TRUE;
924         }
925         else
926                 return FALSE;
927 }
928
929 void weapon_thinkf(float fr, float t, void() func)
930 {
931         vector a;
932         vector of, or, ou;
933         float restartanim;
934
935         if(fr == WFRAME_DONTCHANGE)
936         {
937                 fr = self.weaponentity.wframe;
938                 restartanim = FALSE;
939         }
940         else if (fr == WFRAME_IDLE)
941                 restartanim = FALSE;
942         else
943                 restartanim = TRUE;
944
945         of = v_forward;
946         or = v_right;
947         ou = v_up;
948
949         if (self.weaponentity)
950         {
951                 self.weaponentity.wframe = fr;
952                 a = '0 0 0';
953                 if (fr == WFRAME_IDLE)
954                         a = self.weaponentity.anim_idle;
955                 else if (fr == WFRAME_FIRE1)
956                         a = self.weaponentity.anim_fire1;
957                 else if (fr == WFRAME_FIRE2)
958                         a = self.weaponentity.anim_fire2;
959                 else // if (fr == WFRAME_RELOAD)
960                         a = self.weaponentity.anim_reload;
961                 a_z *= g_weaponratefactor;
962                 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
963         }
964
965         v_forward = of;
966         v_right = or;
967         v_up = ou;
968
969         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
970         {
971                 backtrace("Tried to override initial weapon think function - should this really happen?");
972         }
973
974         t *= W_WeaponRateFactor();
975
976         // VorteX: haste can be added here
977         if (self.weapon_think == w_ready)
978         {
979                 self.weapon_nextthink = time;
980                 //dprint("started firing at ", ftos(time), "\n");
981         }
982         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
983         {
984                 self.weapon_nextthink = time;
985                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
986         }
987         self.weapon_nextthink = self.weapon_nextthink + t;
988         self.weapon_think = func;
989         //dprint("next ", ftos(self.weapon_nextthink), "\n");
990
991         if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
992         {
993                 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
994                         animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
995                 else
996                         animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
997         }
998         else
999         {
1000                 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
1001                         self.anim_upper_action = 0;
1002         }
1003 }
1004
1005 void weapon_boblayer1(float spd, vector org)
1006 {
1007         // VorteX: haste can be added here
1008 }
1009
1010 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1011 {
1012         vector mdirection;
1013         float mspeed;
1014         vector outvelocity;
1015
1016         mvelocity = mvelocity * g_weaponspeedfactor;
1017
1018         mdirection = normalize(mvelocity);
1019         mspeed = vlen(mvelocity);
1020
1021         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);
1022
1023         return outvelocity;
1024 }
1025
1026 void W_AttachToShotorg(entity flash, vector offset)
1027 {
1028         entity xflash;
1029         flash.owner = self;
1030         flash.angles_z = random() * 360;
1031
1032         if(gettagindex(self.weaponentity, "shot"))
1033                 setattachment(flash, self.weaponentity, "shot");
1034         else
1035                 setattachment(flash, self.weaponentity, "tag_shot");
1036         setorigin(flash, offset);
1037
1038         xflash = spawn();
1039         copyentity(flash, xflash);
1040
1041         flash.viewmodelforclient = self;
1042
1043         if(self.weaponentity.oldorigin_x > 0)
1044         {
1045                 setattachment(xflash, self.exteriorweaponentity, "");
1046                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1047         }
1048         else
1049         {
1050                 if(gettagindex(self.exteriorweaponentity, "shot"))
1051                         setattachment(xflash, self.exteriorweaponentity, "shot");
1052                 else
1053                         setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1054                 setorigin(xflash, offset);
1055         }
1056 }
1057
1058 vector cliptoplane(vector v, vector p)
1059 {
1060         return v - (v * p) * p;
1061 }
1062
1063 vector solve_cubic_pq(float p, float q)
1064 {
1065         float D, u, v, a;
1066         D = q*q/4.0 + p*p*p/27.0;
1067         if(D < 0)
1068         {
1069                 // irreducibilis
1070                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1071                 u = sqrt(-4.0/3.0 * p);
1072                 // a in range 0..pi/3
1073                 // cos(a)
1074                 // cos(a + 2pi/3)
1075                 // cos(a + 4pi/3)
1076                 return
1077                         u *
1078                         (
1079                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1080                                 +
1081                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1082                                 +
1083                                 '0 0 1' * cos(a)
1084                         );
1085         }
1086         else if(D == 0)
1087         {
1088                 // simple
1089                 if(p == 0)
1090                         return '0 0 0';
1091                 u = 3*q/p;
1092                 v = -u/2;
1093                 if(u >= v)
1094                         return '1 1 0' * v + '0 0 1' * u;
1095                 else
1096                         return '0 1 1' * v + '1 0 0' * u;
1097         }
1098         else
1099         {
1100                 // cardano
1101                 u = cbrt(-q/2.0 + sqrt(D));
1102                 v = cbrt(-q/2.0 - sqrt(D));
1103                 return '1 1 1' * (u + v);
1104         }
1105 }
1106 vector solve_cubic_abcd(float a, float b, float c, float d)
1107 {
1108         // y = 3*a*x + b
1109         // x = (y - b) / 3a
1110         float p, q;
1111         vector v;
1112         p = (9*a*c - 3*b*b);
1113         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1114         v = solve_cubic_pq(p, q);
1115         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1116         if(a < 0)
1117                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1118         return v;
1119 }
1120
1121 vector findperpendicular(vector v)
1122 {
1123         vector p;
1124         p_x = v_z;
1125         p_y = -v_x;
1126         p_z = v_y;
1127         return normalize(cliptoplane(p, v));
1128 }
1129
1130 vector W_CalculateProjectileSpread(vector forward, float spread)
1131 {
1132         float sigma;
1133         vector v1 = '0 0 0', v2;
1134         float dx, dy, r;
1135         float sstyle;
1136         spread *= g_weaponspreadfactor;
1137         if(spread <= 0)
1138                 return forward;
1139         sstyle = autocvar_g_projectiles_spread_style;
1140         
1141         if(sstyle == 0)
1142         {
1143                 // this is the baseline for the spread value!
1144                 // standard deviation: sqrt(2/5)
1145                 // density function: sqrt(1-r^2)
1146                 return forward + randomvec() * spread;
1147         }
1148         else if(sstyle == 1)
1149         {
1150                 // same thing, basically
1151                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1152         }
1153         else if(sstyle == 2)
1154         {
1155                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1156                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1157                 v1 = findperpendicular(forward);
1158                 v2 = cross(forward, v1);
1159                 // random point on unit circle
1160                 dx = random() * 2 * M_PI;
1161                 dy = sin(dx);
1162                 dx = cos(dx);
1163                 // radius in our dist function
1164                 r = random();
1165                 r = sqrt(r);
1166                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1167         }
1168         else if(sstyle == 3) // gauss 3d
1169         {
1170                 sigma = spread * 0.44721359549996; // match baseline stddev
1171                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1172                 v1 = forward;
1173                 v1_x += gsl_ran_gaussian(sigma);
1174                 v1_y += gsl_ran_gaussian(sigma);
1175                 v1_z += gsl_ran_gaussian(sigma);
1176                 return v1;
1177         }
1178         else if(sstyle == 4) // gauss 2d
1179         {
1180                 sigma = spread * 0.44721359549996; // match baseline stddev
1181                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1182                 v1_x = gsl_ran_gaussian(sigma);
1183                 v1_y = gsl_ran_gaussian(sigma);
1184                 v1_z = gsl_ran_gaussian(sigma);
1185                 return normalize(forward + cliptoplane(v1, forward));
1186         }
1187         else if(sstyle == 5) // 1-r
1188         {
1189                 sigma = spread * 1.154700538379252; // match baseline stddev
1190                 v1 = findperpendicular(forward);
1191                 v2 = cross(forward, v1);
1192                 // random point on unit circle
1193                 dx = random() * 2 * M_PI;
1194                 dy = sin(dx);
1195                 dx = cos(dx);
1196                 // radius in our dist function
1197                 r = random();
1198                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1199                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1200         }
1201         else if(sstyle == 6) // 1-r^2
1202         {
1203                 sigma = spread * 1.095445115010332; // match baseline stddev
1204                 v1 = findperpendicular(forward);
1205                 v2 = cross(forward, v1);
1206                 // random point on unit circle
1207                 dx = random() * 2 * M_PI;
1208                 dy = sin(dx);
1209                 dx = cos(dx);
1210                 // radius in our dist function
1211                 r = random();
1212                 r = sqrt(1 - r);
1213                 r = sqrt(1 - r);
1214                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1215         }
1216         else if(sstyle == 7) // (1-r) (2-r)
1217         {
1218                 sigma = spread * 1.224744871391589; // match baseline stddev
1219                 v1 = findperpendicular(forward);
1220                 v2 = cross(forward, v1);
1221                 // random point on unit circle
1222                 dx = random() * 2 * M_PI;
1223                 dy = sin(dx);
1224                 dx = cos(dx);
1225                 // radius in our dist function
1226                 r = random();
1227                 r = 1 - sqrt(r);
1228                 r = 1 - sqrt(r);
1229                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1230         }
1231         else
1232                 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)!");
1233         return '0 0 0';
1234         /*
1235          * how to derive falloff functions:
1236          * rho(r) := (2-r) * (1-r);
1237          * a : 0;
1238          * b : 1;
1239          * rhor(r) := r * rho(r);
1240          * cr(t) := integrate(rhor(r), r, a, t);
1241          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1242          * variance : scr(b) / cr(b);
1243          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1244          * sqrt(0.4 / variance), numer;
1245          */
1246 }
1247
1248 #if 0
1249 float mspercallsum;
1250 float mspercallsstyle;
1251 float mspercallcount;
1252 #endif
1253 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1254 {
1255         if(missile.owner == world)
1256                 error("Unowned missile");
1257
1258         dir = dir + upDir * (pUpSpeed / pSpeed);
1259         dir_z += pZSpeed / pSpeed;
1260         pSpeed *= vlen(dir);
1261         dir = normalize(dir);
1262
1263 #if 0
1264         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1265         {
1266                 mspercallsum = mspercallcount = 0;
1267                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1268         }
1269         mspercallsum -= gettime(GETTIME_HIRES);
1270 #endif
1271         dir = W_CalculateProjectileSpread(dir, spread);
1272 #if 0
1273         mspercallsum += gettime(GETTIME_HIRES);
1274         mspercallcount += 1;
1275         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1276 #endif
1277
1278         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1279 }
1280
1281 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1282 {
1283         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1284 }
1285
1286 #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)
1287 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1288
1289 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1290 {
1291         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1292                 return;
1293
1294         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1295         if(ammo_reload)
1296         {
1297                 self.clip_load -= ammo_use;
1298                 self.(weapon_load[self.weapon]) = self.clip_load;
1299         }
1300         else
1301                 self.(self.current_ammo) -= ammo_use;
1302 }
1303
1304 // weapon reloading code
1305
1306 .float reload_ammo_amount, reload_ammo_min, reload_time;
1307 .float reload_complain;
1308 .string reload_sound;
1309
1310 void W_ReloadedAndReady()
1311 {
1312         // finish the reloading process, and do the ammo transfer
1313
1314         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1315
1316         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1317         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1318                 self.clip_load = self.reload_ammo_amount;
1319         else
1320         {
1321                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1322                 {
1323                         self.clip_load += 1;
1324                         self.(self.current_ammo) -= 1;
1325                 }
1326         }
1327         self.(weapon_load[self.weapon]) = self.clip_load;
1328
1329         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1330         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1331         // so your weapon is disabled for a few seconds without reason
1332
1333         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1334
1335         w_ready();
1336 }
1337
1338 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1339 {
1340         // set global values to work with
1341
1342         self.reload_ammo_min = sent_ammo_min;
1343         self.reload_ammo_amount = sent_ammo_amount;
1344         self.reload_time = sent_time;
1345         self.reload_sound = sent_sound;
1346
1347         // check if we meet the necessary conditions to reload
1348
1349         entity e;
1350         e = get_weaponinfo(self.weapon);
1351
1352         // don't reload weapons that don't have the RELOADABLE flag
1353         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1354         {
1355                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1356                 return;
1357         }
1358
1359         // return if reloading is disabled for this weapon
1360         if(!self.reload_ammo_amount)
1361                 return;
1362
1363         // our weapon is fully loaded, no need to reload
1364         if (self.clip_load >= self.reload_ammo_amount)
1365                 return;
1366
1367         // no ammo, so nothing to load
1368         if(!self.(self.current_ammo) && self.reload_ammo_min)
1369         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1370         {
1371                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1372                 {
1373                         play2(self, "weapons/unavailable.wav");
1374                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1375                         self.reload_complain = time + 1;
1376                 }
1377                 // switch away if the amount of ammo is not enough to keep using this weapon
1378                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1379                 {
1380                         self.clip_load = -1; // reload later
1381                         W_SwitchToOtherWeapon(self);
1382                 }
1383                 return;
1384         }
1385
1386         if (self.weaponentity)
1387         {
1388                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1389                         return;
1390
1391                 // allow switching away while reloading, but this will cause a new reload!
1392                 self.weaponentity.state = WS_READY;
1393         }
1394
1395         // now begin the reloading process
1396
1397         sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1398
1399         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1400         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1401         // so your weapon is disabled for a few seconds without reason
1402
1403         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1404
1405         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1406
1407         if(self.clip_load < 0)
1408                 self.clip_load = 0;
1409         self.old_clip_load = self.clip_load;
1410         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1411 }