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