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prevent insane strength sound spam on weapons that fire at each frame (tuba, electro...
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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
23                         else
24                                 t = t * cvar("g_balance_rune_speed_atkrate");
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * cvar("g_balance_curse_slow_atkrate");
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
73         {
74                 thisv = targ.origin;
75                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
79                 if(i || j || k)
80                 {
81                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
84                 }
85                 else
86                 {
87                         // first run
88                         mi = ma = thisv;
89                 }
90         }
91
92         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95         ret_z = thisv_z - myv_z;
96         return ret;
97 }
98
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
100 {
101         vector hitplot;
102         vector org;
103         float lag;
104
105         if(player.hitplotfh >= 0)
106         {
107                 lag = ANTILAG_LATENCY(player);
108                 if(lag < 0.001)
109                         lag = 0;
110                 if(clienttype(player) != CLIENTTYPE_REAL)
111                         lag = 0; // only antilag for clients
112
113                 org = player.origin + player.view_ofs;
114                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115                 if(trace_ent.flags & FL_CLIENT)
116                 {
117                         antilag_takeback(trace_ent, time - lag);
118                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119                         antilag_restore(trace_ent);
120                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
122                 }
123         }
124 }
125
126 vector w_shotorg;
127 vector w_shotdir;
128 vector w_shotend;
129
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
135 {
136         float nudge = 1; // added to traceline target and subtracted from result
137         local float oldsolid;
138         vector vecs, dv;
139         oldsolid = ent.dphitcontentsmask;
140         if(ent.weapon == WEP_CAMPINGRIFLE)
141                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142         else
143                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144         if(antilag)
145                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
146                 // passing world, because we do NOT want it to touch dphitcontentsmask
147         else
148                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
149         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
150
151         vector vf, vr, vu;
152         vf = v_forward;
153         vr = v_right;
154         vu = v_up;
155         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
156         v_forward = vf;
157         v_right = vr;
158         v_up = vu;
159
160         // track max damage
161         if not(inWarmupStage) {
162                 entity w;
163                 w = get_weaponinfo(ent.weapon);
164                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage
165                         ent.stats_fired[ent.weapon - 1] += maxdamage;
166                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
167                 }
168         }
169
170         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171
172         if(ent.weaponentity.movedir_x > 0)
173                 vecs = ent.weaponentity.movedir;
174         else
175                 vecs = '0 0 0';
176         if(debug_shotorg != '0 0 0')
177                 vecs = debug_shotorg;
178
179         dv = v_right * -vecs_y + v_up * vecs_z;
180         w_shotorg = ent.origin + ent.view_ofs + dv;
181
182         // now move the shotorg forward as much as requested if possible
183         if(antilag)
184         {
185                 if(ent.antilag_debug)
186                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187                 else
188                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
189         }
190         else
191                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
192         w_shotorg = trace_endpos - v_forward * nudge;
193         // calculate the shotdir from the chosen shotorg
194         w_shotdir = normalize(w_shotend - w_shotorg);
195
196         if (antilag)
197         if (!ent.cvar_cl_noantilag)
198         {
199                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
200                 {
201                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
202                         if (!trace_ent.takedamage)
203                         {
204                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
205                                 if (trace_ent.takedamage && trace_ent.classname == "player")
206                                 {
207                                         entity e;
208                                         e = trace_ent;
209                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210                                         if(trace_ent == e)
211                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
212                                 }
213                         }
214                 }
215                 else if(cvar("g_antilag") == 3) // client side hitscan
216                 {
217                         // this part MUST use prydon cursor
218                         if (ent.cursor_trace_ent)                 // client was aiming at someone
219                         if (ent.cursor_trace_ent != ent)         // just to make sure
220                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
221                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
222                         {
223                                 // verify that the shot would miss without antilag
224                                 // (avoids an issue where guns would always shoot at their origin)
225                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
226                                 if (!trace_ent.takedamage)
227                                 {
228                                         // verify that the shot would hit if altered
229                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
230                                         if (trace_ent == ent.cursor_trace_ent)
231                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232                                         else
233                                                 print("antilag fail\n");
234                                 }
235                         }
236                 }
237         }
238
239         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
240
241         if (!g_norecoil)
242                 ent.punchangle_x = recoil * -1;
243
244         if (snd != "")
245         {
246                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
247         }
248
249         if (ent.items & IT_STRENGTH)
250         if (!g_minstagib)
251         if(ent.weapon != WEP_HLAC && ent.weapon != WEP_TUBA && ent.weapon != WEP_ELECTRO && ent.weapon != WEP_LASER || ((ent.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || ent.weapon == WEP_LASER || ent.weapon == WEP_TUBA || ent.weapon == WEP_HLAC) && ent.prevstrengthsound + cvar("sv_hitsound_antispam_time") * 2 < time)) // prevent insane sound spam
252         {
253                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
254                 ent.prevstrengthsound = time;
255         }
256
257         // nudge w_shotend so a trace to w_shotend hits
258         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
259 };
260
261 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
262 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
263 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
264 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
265 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
266
267 void LaserTarget_Think()
268 {
269         entity e;
270         vector offset;
271         float uselaser;
272         uselaser = 0;
273
274         // list of weapons that will use the laser, and the options that enable it
275         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
276                 uselaser = 1;
277         // example
278         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
279         //      uselaser = 1;
280
281
282
283         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
284         if(!uselaser)
285         {
286                 // rocket launcher isn't selected, so no laser target.
287                 if(self.lasertarget != world)
288                 {
289                         remove(self.lasertarget);
290                         self.lasertarget = world;
291                 }
292                 return;
293         }
294
295         if(!self.lasertarget)
296         {
297                 // we don't have a lasertarget entity, so spawn one
298                 //bprint("create laser target\n");
299                 e = self.lasertarget = spawn();
300                 e.owner = self.owner;                   // Its owner is my owner
301                 e.classname = "laser_target";
302                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
303                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
304                 e.scale = 1.25;                         // make it larger
305                 e.alpha = 0.25;                         // transparency
306                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
307                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
308                 // make it dynamically glow
309                 // you should avoid over-using this, as it can slow down the player's computer.
310                 e.glow_color = 251; // red color
311                 e.glow_size = 12;
312         }
313         else
314                 e = self.lasertarget;
315
316         // move the laser dot to where the player is looking
317
318         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
319         offset = '0 0 26' + v_right*3;
320         traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
321         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
322         if(trace_plane_normal != '0 0 0')
323                 e.angles = vectoangles(trace_plane_normal);
324         else
325                 e.angles = vectoangles(v_forward);
326 }
327
328 float CL_Weaponentity_CustomizeEntityForClient()
329 {
330         self.viewmodelforclient = self.owner;
331         if(other.classname == "spectator")
332                 if(other.enemy == self.owner)
333                         self.viewmodelforclient = other;
334         return TRUE;
335 }
336
337 float qcweaponanimation;
338 vector weapon_offset = '0 -10 0';
339 vector weapon_adjust = '10 0 -15';
340 .vector weapon_morph0origin;
341 .vector weapon_morph0angles;
342 .float  weapon_morph0time;
343 .vector weapon_morph1origin;
344 .vector weapon_morph1angles;
345 .float  weapon_morph1time;
346 .vector weapon_morph2origin;
347 .vector weapon_morph2angles;
348 .float  weapon_morph2time;
349 .vector weapon_morph3origin;
350 .vector weapon_morph3angles;
351 .float  weapon_morph3time;
352 .vector weapon_morph4origin;
353 .vector weapon_morph4angles;
354 .float  weapon_morph4time;
355 .string weaponname;
356 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
357
358 /*
359  * supported formats:
360  *
361  * 1. simple animated model, muzzle flash handling on h_ model:
362  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
363  *      tags:
364  *        shot = muzzle end (shot origin, also used for muzzle flashes)
365  *        shell = casings ejection point (must be on the right hand side of the gun)
366  *        weapon = attachment for v_tuba.md3
367  *    v_tuba.md3 - first and third person model
368  *    g_tuba.md3 - pickup model
369  *
370  * 2. simple animated model, muzzle flash handling on v_ model:
371  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
372  *      tags:
373  *        weapon = attachment for v_tuba.md3
374  *    v_tuba.md3 - first and third person model
375  *      tags:
376  *        shot = muzzle end (shot origin, also used for muzzle flashes)
377  *        shell = casings ejection point (must be on the right hand side of the gun)
378  *    g_tuba.md3 - pickup model
379  *
380  * 3. fully animated model, muzzle flash handling on h_ model:
381  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
382  *      tags:
383  *        shot = muzzle end (shot origin, also used for muzzle flashes)
384  *        shell = casings ejection point (must be on the right hand side of the gun)
385  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
386  *    v_tuba.md3 - third person model
387  *    g_tuba.md3 - pickup model
388  *
389  * 4. fully animated model, muzzle flash handling on v_ model:
390  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
391  *      tags:
392  *        shot = muzzle end (shot origin)
393  *        shell = casings ejection point (must be on the right hand side of the gun)
394  *    v_tuba.md3 - third person model
395  *      tags:
396  *        shot = muzzle end (for muzzle flashes)
397  *    g_tuba.md3 - pickup model
398  */
399
400 // writes:
401 //   self.origin, self.angles
402 //   self.weaponentity
403 //   self.movedir, self.view_ofs
404 //   attachment stuff
405 //   anim stuff
406 // to free:
407 //   call again with ""
408 //   remove the ent
409 void CL_WeaponEntity_SetModel(string name)
410 {
411         string animfilename;
412         float animfile;
413         float v_shot_idx;
414         if (name != "")
415         {
416                 // if there is a child entity, hide it until we're sure we use it
417                 if (self.weaponentity)
418                         self.weaponentity.model = "";
419                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
420                 v_shot_idx = gettagindex(self, "shot"); // used later
421                 if(!v_shot_idx)
422                         v_shot_idx = gettagindex(self, "tag_shot");
423
424                 if(qcweaponanimation)
425                 {
426                         self.angles = '0 0 0';
427                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
428                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
429                         self.movedir_x += 32;
430                         self.spawnorigin = self.movedir;
431                         // oldorigin - not calculated here
432                 }
433                 else
434                 {
435                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
436                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
437                         animfile = fopen(animfilename, FILE_READ);
438                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
439                         self.anim_fire1  = '0 1 0.01';
440                         self.anim_fire2  = '1 1 0.01';
441                         self.anim_idle   = '2 1 0.01';
442                         self.anim_reload = '3 1 0.01';
443                         if (animfile >= 0)
444                         {
445                                 animparseerror = FALSE;
446                                 self.anim_fire1  = animparseline(animfile);
447                                 self.anim_fire2  = animparseline(animfile);
448                                 self.anim_idle   = animparseline(animfile);
449                                 self.anim_reload = animparseline(animfile);
450                                 fclose(animfile);
451                                 if (animparseerror)
452                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
453                         }
454
455                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
456                         // if we don't, this is a "real" animated model
457                         if(gettagindex(self, "weapon"))
458                         {
459                                 if (!self.weaponentity)
460                                         self.weaponentity = spawn();
461                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
462                                 setattachment(self.weaponentity, self, "weapon");
463                         }
464                         else if(gettagindex(self, "tag_weapon"))
465                         {
466                                 if (!self.weaponentity)
467                                         self.weaponentity = spawn();
468                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
469                                 setattachment(self.weaponentity, self, "tag_weapon");
470                         }
471                         else
472                         {
473                                 if(self.weaponentity)
474                                         remove(self.weaponentity);
475                                 self.weaponentity = world;
476                         }
477
478                         setorigin(self,'0 0 0');
479                         self.angles = '0 0 0';
480                         self.frame = 0;
481                         self.viewmodelforclient = world;
482
483                         float idx;
484
485                         if(v_shot_idx) // v_ model attached to invisible h_ model
486                         {
487                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
488                         }
489                         else
490                         {
491                                 idx = gettagindex(self, "shot");
492                                 if(!idx)
493                                         idx = gettagindex(self, "tag_shot");
494                                 if(idx)
495                                         self.movedir = gettaginfo(self, idx);
496                                 else
497                                 {
498                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
499                                         self.movedir = '0 0 0';
500                                 }
501                         }
502
503                         if(self.weaponentity) // v_ model attached to invisible h_ model
504                         {
505                                 idx = gettagindex(self.weaponentity, "shell");
506                                 if(!idx)
507                                         idx = gettagindex(self.weaponentity, "tag_shell");
508                                 if(idx)
509                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
510                         }
511                         else
512                                 idx = 0;
513                         if(!idx)
514                         {
515                                 idx = gettagindex(self, "shell");
516                                 if(!idx)
517                                         idx = gettagindex(self, "tag_shell");
518                                 if(idx)
519                                         self.spawnorigin = gettaginfo(self, idx);
520                                 else
521                                 {
522                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
523                                         self.spawnorigin = self.movedir;
524                                 }
525                         }
526
527                         if(v_shot_idx)
528                         {
529                                 self.oldorigin = '0 0 0'; // use regular attachment
530                         }
531                         else
532                         {
533                                 if(self.weaponentity)
534                                 {
535                                         idx = gettagindex(self, "weapon");
536                                         if(!idx)
537                                                 idx = gettagindex(self, "tag_weapon");
538                                 }
539                                 else
540                                 {
541                                         idx = gettagindex(self, "handle");
542                                         if(!idx)
543                                                 idx = gettagindex(self, "tag_handle");
544                                 }
545                                 if(idx)
546                                 {
547                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
548                                 }
549                                 else
550                                 {
551                                         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");
552                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
553                                 }
554                         }
555
556                         self.viewmodelforclient = self.owner;
557                 }
558         }
559         else
560         {
561                 self.model = "";
562                 if(self.weaponentity)
563                         remove(self.weaponentity);
564                 self.weaponentity = world;
565                 self.movedir = '0 0 0';
566                 self.spawnorigin = '0 0 0';
567                 self.oldorigin = '0 0 0';
568                 self.anim_fire1  = '0 1 0.01';
569                 self.anim_fire2  = '0 1 0.01';
570                 self.anim_idle   = '0 1 0.01';
571                 self.anim_reload = '0 1 0.01';
572         }
573
574         self.view_ofs = '0 0 0';
575
576         if(self.movedir_x >= 0)
577         {
578                 vector v0;
579                 v0 = self.movedir;
580                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
581                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
582         }
583         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
584         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
585
586         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
587
588         // check if an instant weapon switch occurred
589         if (qcweaponanimation)
590         {
591                 if (self.state == WS_READY)
592                 {
593                         self.angles = '0 0 0';
594                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
595                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
596                 }
597         }
598         else
599                 setorigin(self, self.view_ofs);
600         // reset animstate now
601         self.wframe = WFRAME_IDLE;
602         self.weapon_morph0time = 0;
603         self.weapon_morph1time = 0;
604         self.weapon_morph2time = 0;
605         self.weapon_morph3time = 0;
606         self.weapon_morph4time = 0;
607         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
608 }
609
610 vector CL_Weapon_GetShotOrg(float wpn)
611 {
612         entity wi, oldself;
613         vector ret;
614         wi = get_weaponinfo(wpn);
615         oldself = self;
616         self = spawn();
617         CL_WeaponEntity_SetModel(wi.mdl);
618         ret = self.movedir;
619         CL_WeaponEntity_SetModel("");
620         remove(self);
621         self = oldself;
622         return ret;
623 }
624
625 void CL_Weaponentity_Think()
626 {
627         float tb;
628         self.nextthink = time;
629         if (intermission_running)
630                 self.frame = self.anim_idle_x;
631         if (self.owner.weaponentity != self)
632         {
633                 if (self.weaponentity)
634                         remove(self.weaponentity);
635                 remove(self);
636                 return;
637         }
638         if (self.owner.deadflag != DEAD_NO)
639         {
640                 self.model = "";
641                 if (self.weaponentity)
642                         self.weaponentity.model = "";
643                 return;
644         }
645         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
646         {
647                 self.cnt = self.owner.weapon;
648                 self.dmg = self.owner.modelindex;
649                 self.deadflag = self.owner.deadflag;
650
651                 CL_WeaponEntity_SetModel(self.owner.weaponname);
652         }
653
654         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
655         self.effects = self.owner.effects & EFMASK_CHEAP;
656         self.effects &~= EF_LOWPRECISION;
657         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
658         self.effects &~= EF_TELEPORT_BIT;
659         self.effects &~= EF_RESTARTANIM_BIT;
660         self.effects |= tb;
661
662         if(self.owner.alpha == default_player_alpha)
663                 self.alpha = default_weapon_alpha;
664         else if(self.owner.alpha != 0)
665                 self.alpha = self.owner.alpha;
666         else
667                 self.alpha = 1;
668
669         self.colormap = self.owner.colormap;
670         if (self.weaponentity)
671         {
672                 self.weaponentity.effects = self.effects;
673                 self.weaponentity.alpha = self.alpha;
674                 self.weaponentity.colormap = self.colormap;
675         }
676
677         self.angles = '0 0 0';
678         local float f;
679         f = 0;
680         if (self.state == WS_RAISE && !intermission_running)
681         {
682                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
683                 self.angles_x = -90 * f * f;
684                 if (qcweaponanimation)
685                 {
686                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
687                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
688                 }
689         }
690         else if (self.state == WS_DROP && !intermission_running)
691         {
692                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
693                 self.angles_x = -90 * f * f;
694                 if (qcweaponanimation)
695                 {
696                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
697                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
698                 }
699         }
700         else if (self.state == WS_CLEAR)
701         {
702                 f = 1;
703                 self.angles_x = -90 * f * f;
704                 if (qcweaponanimation)
705                 {
706                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
707                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
708                 }
709         }
710         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
711         {
712                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
713                 f = 1 - pow(1 - f, 3);
714                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
715                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
716         }
717         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
718         {
719                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
720                 f = 1 - pow(1 - f, 3);
721                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
722                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
723         }
724         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
725         {
726                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
727                 f = 1 - pow(1 - f, 3);
728                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
729                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
730         }
731         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
732         {
733                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
734                 f = 1 - pow(1 - f, 3);
735                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
736                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
737         }
738         else if (qcweaponanimation)
739         {
740                 // begin a new idle morph
741                 self.owner.weapon_morph0time   = time;
742                 self.owner.weapon_morph0angles = self.angles;
743                 self.owner.weapon_morph0origin = self.origin;
744
745                 float r;
746                 float t;
747
748                 r = random();
749                 if (r < 0.1)
750                 {
751                         // turn gun to the left to look at it
752                         t = 2;
753                         self.owner.weapon_morph1time   = time + t * 0.2;
754                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
755                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
756                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
757
758                         self.owner.weapon_morph2time   = time + t * 0.6;
759                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
760                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
761                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
762
763                         self.owner.weapon_morph3time   = time + t;
764                         self.owner.weapon_morph3angles = '0 0 0';
765                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
766                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
767                 }
768                 else if (r < 0.2)
769                 {
770                         // raise the gun a bit
771                         t = 2;
772                         self.owner.weapon_morph1time   = time + t * 0.2;
773                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
774                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
775                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
776
777                         self.owner.weapon_morph2time   = time + t * 0.5;
778                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
779                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
780                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
781
782                         self.owner.weapon_morph3time   = time + t;
783                         self.owner.weapon_morph3angles = '0 0 0';
784                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
785                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
786                 }
787                 else if (r < 0.3)
788                 {
789                         // tweak it a bit
790                         t = 5;
791                         self.owner.weapon_morph1time   = time + t * 0.3;
792                         self.owner.weapon_morph1angles = randomvec() * 6;
793                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
794                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
795
796                         self.owner.weapon_morph2time   = time + t * 0.7;
797                         self.owner.weapon_morph2angles = randomvec() * 6;
798                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
799                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
800
801                         self.owner.weapon_morph3time   = time + t;
802                         self.owner.weapon_morph3angles = '0 0 0';
803                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
804                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
805                 }
806                 else
807                 {
808                         // hold it mostly steady
809                         t = random() * 6 + 4;
810                         self.owner.weapon_morph1time   = time + t * 0.2;
811                         self.owner.weapon_morph1angles = randomvec() * 1;
812                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
813                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
814
815                         self.owner.weapon_morph2time   = time + t * 0.5;
816                         self.owner.weapon_morph2angles = randomvec() * 1;
817                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
818                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
819
820                         self.owner.weapon_morph3time   = time + t * 0.7;
821                         self.owner.weapon_morph3angles = randomvec() * 1;
822                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
823                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
824                 }
825
826                 self.owner.weapon_morph4time   = time + t;
827                 self.owner.weapon_morph4angles = '0 0 0';
828                 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
829                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
830
831         }
832
833         // create or update the lasertarget entity
834         LaserTarget_Think();
835 };
836
837 void CL_ExteriorWeaponentity_Think()
838 {
839         float tag_found;
840         vector ang;
841         self.nextthink = time;
842         if (self.owner.exteriorweaponentity != self)
843         {
844                 remove(self);
845                 return;
846         }
847         if (self.owner.deadflag != DEAD_NO)
848         {
849                 self.model = "";
850                 return;
851         }
852         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
853         {
854                 self.cnt = self.owner.weapon;
855                 self.dmg = self.owner.modelindex;
856                 self.deadflag = self.owner.deadflag;
857                 if (self.owner.weaponname != "")
858                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
859                 else
860                         self.model = "";
861
862                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
863                 {
864                         self.tag_index = tag_found;
865                         self.tag_entity = self.owner;
866                 }
867                 else
868                         setattachment(self, self.owner, "bip01 r hand");
869
870                 // if that didn't find a tag, hide the exterior weapon model
871                 if (!self.tag_index)
872                         self.model = "";
873         }
874         self.effects = self.owner.effects;
875         if(sv_pitch_min == sv_pitch_max)
876                 self.effects |= EF_LOWPRECISION;
877         else
878                 self.effects &~= EF_LOWPRECISION;
879         self.effects = self.effects & EFMASK_CHEAP; // eat performance
880         if(self.owner.alpha == default_player_alpha)
881                 self.alpha = default_weapon_alpha;
882         else if(self.owner.alpha != 0)
883                 self.alpha = self.owner.alpha;
884         else
885                 self.alpha = 1;
886
887         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
888         ang_y = 0;
889         ang_z = 0;
890
891         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
892         {
893                 ang_y = self.owner.v_angle_y;
894                 makevectors(ang);
895                 var vector v = v_forward;
896                 var float t = self.tag_entity.frame1time;
897                 var float f = self.tag_entity.frame;
898                 self.tag_entity.frame1time = time;
899                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
900                 gettaginfo(self.tag_entity, self.tag_index);
901                 self.tag_entity.frame1time = t;
902                 self.tag_entity.frame = f;
903                 // untransform v according to this coordinate space
904                 vector w;
905                 w_x = v_forward * v;
906                 w_y = -v_right * v;
907                 w_z = v_up * v;
908                 self.angles = vectoangles(w);
909         }
910         else
911         {
912                 ang_x = -/* don't ask */ang_x;
913                 self.angles = ang;
914         }
915
916         self.colormap = self.owner.colormap;
917 };
918
919 // spawning weaponentity for client
920 void CL_SpawnWeaponentity()
921 {
922         self.weaponentity = spawn();
923         self.weaponentity.classname = "weaponentity";
924         self.weaponentity.solid = SOLID_NOT;
925         self.weaponentity.owner = self;
926         setmodel(self.weaponentity, ""); // precision set when changed
927         setorigin(self.weaponentity, '0 0 0');
928         self.weaponentity.angles = '0 0 0';
929         self.weaponentity.viewmodelforclient = self;
930         self.weaponentity.flags = 0;
931         self.weaponentity.think = CL_Weaponentity_Think;
932         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
933         self.weaponentity.nextthink = time;
934
935         self.exteriorweaponentity = spawn();
936         self.exteriorweaponentity.classname = "exteriorweaponentity";
937         self.exteriorweaponentity.solid = SOLID_NOT;
938         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
939         self.exteriorweaponentity.owner = self;
940         setorigin(self.exteriorweaponentity, '0 0 0');
941         self.exteriorweaponentity.angles = '0 0 0';
942         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
943         self.exteriorweaponentity.nextthink = time;
944 };
945
946 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
947 {
948         msg_entity = e;
949         WriteByte(MSG_ONE, SVC_TEMPENTITY);
950         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
951         WriteByte(MSG_ONE, wpn);
952         WriteString(MSG_ONE, wpnname);
953         WriteByte(MSG_ONE, type);
954 }
955
956 .float hasweapon_complain_spam;
957
958 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
959 {
960         local float weaponbit, f;
961         local entity oldself;
962
963         if(time < self.hasweapon_complain_spam)
964                 complain = 0;
965         if(complain)
966                 self.hasweapon_complain_spam = time + 0.2;
967
968         if (wpn < WEP_FIRST || wpn > WEP_LAST)
969         {
970                 if (complain)
971                         sprint(self, "Invalid weapon\n");
972                 return FALSE;
973         }
974         weaponbit = W_WeaponBit(wpn);
975         if (cl.weapons & weaponbit)
976         {
977                 if (andammo)
978                 {
979                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
980                         {
981                                 f = 1;
982                         }
983                         else
984                         {
985                                 oldself = self;
986                                 self = cl;
987                                 f = weapon_action(wpn, WR_CHECKAMMO1);
988                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
989
990                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
991                                 local entity mine;
992                                 if(wpn == WEP_MINE_LAYER)
993                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
994                                         f = 1;
995
996                                 self = oldself;
997                         }
998                         if (!f)
999                         {
1000                                 if (complain)
1001                                 if(clienttype(cl) == CLIENTTYPE_REAL)
1002                                 {
1003                                         play2(cl, "weapons/unavailable.wav");
1004                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
1005                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
1006                                 }
1007                                 return FALSE;
1008                         }
1009                 }
1010                 return TRUE;
1011         }
1012         if (complain)
1013         {
1014                 // DRESK - 3/16/07
1015                 // Report Proper Weapon Status / Modified Weapon Ownership Message
1016                 if(weaponsInMap & weaponbit)
1017                 {
1018                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1019                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1020
1021                         if(cvar("g_showweaponspawns"))
1022                         {
1023                                 entity e;
1024                                 string s;
1025
1026                                 e = get_weaponinfo(wpn);
1027                                 s = e.model2;
1028
1029                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1030                                 {
1031                                         if(e.classname == "droppedweapon")
1032                                                 continue;
1033                                         if not(e.flags & FL_ITEM)
1034                                                 continue;
1035                                         WaypointSprite_Spawn(
1036                                                 s,
1037                                                 1, 0,
1038                                                 world, e.origin,
1039                                                 self, 0,
1040                                                 world, enemy,
1041                                                 0
1042                                         );
1043                                 }
1044                         }
1045                 }
1046                 else
1047                 {
1048                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1049                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1050                 }
1051
1052                 play2(cl, "weapons/unavailable.wav");
1053         }
1054         return FALSE;
1055 };
1056
1057 // Weapon subs
1058 void w_clear()
1059 {
1060         if (self.weapon != -1)
1061                 self.weapon = 0;
1062         if (self.weaponentity)
1063         {
1064                 self.weaponentity.state = WS_CLEAR;
1065                 self.weaponentity.effects = 0;
1066         }
1067 };
1068
1069 void w_ready()
1070 {
1071         if (self.weaponentity)
1072                 self.weaponentity.state = WS_READY;
1073         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1074 };
1075
1076 // Setup weapon for client (after this raise frame will be launched)
1077 void weapon_setup(float windex)
1078 {
1079         entity e;
1080         qcweaponanimation = cvar("sv_qcweaponanimation");
1081         e = get_weaponinfo(windex);
1082         self.items &~= IT_AMMO;
1083         self.items = self.items | e.items;
1084
1085         // the two weapon entities will notice this has changed and update their models
1086         self.weapon = windex;
1087         self.weaponname = e.mdl;
1088         self.bulletcounter = 0;
1089 };
1090
1091 // perform weapon to attack (weaponstate and attack_finished check is here)
1092 void W_SwitchToOtherWeapon(entity pl)
1093 {
1094         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1095         float w, ww;
1096         w = W_WeaponBit(pl.weapon);
1097         pl.weapons &~= w;
1098         ww = w_getbestweapon(pl);
1099         pl.weapons |= w;
1100         if(ww)
1101                 W_SwitchWeapon_Force(pl, ww);
1102 }
1103 float weapon_prepareattack_checkammo(float secondary)
1104 {
1105         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1106         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1107         {
1108                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1109                 local entity mine;
1110                 if(self.weapon == WEP_MINE_LAYER)
1111                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1112                         return FALSE;
1113
1114                 W_SwitchToOtherWeapon(self);
1115                 return FALSE;
1116         }
1117         return TRUE;
1118 }
1119 .float race_penalty;
1120 float weapon_prepareattack_check(float secondary, float attacktime)
1121 {
1122         if(!weapon_prepareattack_checkammo(secondary))
1123                 return FALSE;
1124
1125         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1126         //if all players readied up and the countdown is running
1127         if(time < game_starttime || time < self.race_penalty) {
1128                 return FALSE;
1129         }
1130
1131         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1132                 return FALSE;
1133
1134         // do not even think about shooting if switching
1135         if(self.switchweapon != self.weapon)
1136                 return FALSE;
1137
1138         if(attacktime >= 0)
1139         {
1140                 // don't fire if previous attack is not finished
1141                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1142                         return FALSE;
1143                 // don't fire while changing weapon
1144                 if (self.weaponentity.state != WS_READY)
1145                         return FALSE;
1146         }
1147
1148         return TRUE;
1149 }
1150 float weapon_prepareattack_do(float secondary, float attacktime)
1151 {
1152         self.weaponentity.state = WS_INUSE;
1153
1154         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1155
1156         // if the weapon hasn't been firing continuously, reset the timer
1157         if(attacktime >= 0)
1158         {
1159                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1160                 {
1161                         ATTACK_FINISHED(self) = time;
1162                         //dprint("resetting attack finished to ", ftos(time), "\n");
1163                 }
1164                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1165         }
1166         self.bulletcounter += 1;
1167         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1168         return TRUE;
1169 }
1170 float weapon_prepareattack(float secondary, float attacktime)
1171 {
1172         if(weapon_prepareattack_check(secondary, attacktime))
1173         {
1174                 weapon_prepareattack_do(secondary, attacktime);
1175                 return TRUE;
1176         }
1177         else
1178                 return FALSE;
1179 }
1180
1181 void weapon_thinkf(float fr, float t, void() func)
1182 {
1183         vector a;
1184         vector of, or, ou;
1185         float restartanim;
1186
1187         if(fr == WFRAME_DONTCHANGE)
1188         {
1189                 fr = self.weaponentity.wframe;
1190                 restartanim = FALSE;
1191         }
1192         else if (fr == WFRAME_IDLE)
1193                 restartanim = FALSE;
1194         else
1195                 restartanim = TRUE;
1196
1197         of = v_forward;
1198         or = v_right;
1199         ou = v_up;
1200
1201         if (self.weaponentity)
1202         {
1203                 self.weaponentity.wframe = fr;
1204                 if (qcweaponanimation)
1205                 {
1206                         if (fr != WFRAME_IDLE)
1207                         {
1208                                 self.weapon_morph0time = time;
1209                                 self.weapon_morph0angles = self.weaponentity.angles;
1210                                 self.weapon_morph0origin = self.weaponentity.origin;
1211
1212                                 self.weapon_morph1angles = '0 0 0';
1213                                 self.weapon_morph1time = time + t;
1214                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1215                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1216
1217                                 self.weapon_morph2angles = '0 0 0';
1218                                 self.weapon_morph2time = time + t;
1219                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1220                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1221
1222                                 self.weapon_morph3angles = '0 0 0';
1223                                 self.weapon_morph3time = time + t;
1224                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1225                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1226
1227                                 self.weapon_morph4angles = '0 0 0';
1228                                 self.weapon_morph4time = time + t;
1229                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1230                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1231
1232                                 if (fr == WFRAME_FIRE1)
1233                                 {
1234                                         self.weapon_morph1angles = '5 0 0';
1235                                         self.weapon_morph1time = time + t * 0.1;
1236                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1237                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1238                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1239                                 }
1240                                 else if (fr == WFRAME_FIRE2)
1241                                 {
1242                                         self.weapon_morph1angles = '10 0 0';
1243                                         self.weapon_morph1time = time + t * 0.1;
1244                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1245                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1246                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1247                                 }
1248                                 else if (fr == WFRAME_RELOAD)
1249                                 {
1250                                         self.weapon_morph1time = time + t * 0.05;
1251                                         self.weapon_morph1angles = '-10 40 0';
1252                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1253                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1254
1255                                         self.weapon_morph2time = time + t * 0.15;
1256                                         self.weapon_morph2angles = '-10 40 5';
1257                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1258                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1259
1260                                         self.weapon_morph3time = time + t * 0.25;
1261                                         self.weapon_morph3angles = '-10 40 0';
1262                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1263                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1264                                 }
1265                         }
1266                 }
1267                 else
1268                 {
1269                         if (fr == WFRAME_IDLE)
1270                                 a = self.weaponentity.anim_idle;
1271                         else if (fr == WFRAME_FIRE1)
1272                                 a = self.weaponentity.anim_fire1;
1273                         else if (fr == WFRAME_FIRE2)
1274                                 a = self.weaponentity.anim_fire2;
1275                         else if (fr == WFRAME_RELOAD)
1276                                 a = self.weaponentity.anim_reload;
1277                         a_z *= g_weaponratefactor;
1278                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1279                 }
1280         }
1281
1282         v_forward = of;
1283         v_right = or;
1284         v_up = ou;
1285
1286         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1287         {
1288                 backtrace("Tried to override initial weapon think function - should this really happen?");
1289         }
1290
1291         t *= W_WeaponRateFactor();
1292
1293         // VorteX: haste can be added here
1294         if (self.weapon_think == w_ready)
1295         {
1296                 self.weapon_nextthink = time;
1297                 //dprint("started firing at ", ftos(time), "\n");
1298         }
1299         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1300         {
1301                 self.weapon_nextthink = time;
1302                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1303         }
1304         self.weapon_nextthink = self.weapon_nextthink + t;
1305         self.weapon_think = func;
1306         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1307
1308         if (restartanim)
1309         if (t)
1310         if (!self.crouch) // shoot anim stands up, this looks bad
1311         {
1312                 local vector anim;
1313                 anim = self.anim_shoot;
1314                 anim_z = anim_y / (t + sys_frametime);
1315                 setanim(self, anim, FALSE, TRUE, TRUE);
1316         }
1317 };
1318
1319 void weapon_boblayer1(float spd, vector org)
1320 {
1321         // VorteX: haste can be added here
1322 };
1323
1324 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1325 {
1326         vector mdirection;
1327         float mspeed;
1328         float outspeed;
1329         float nstyle;
1330         vector outvelocity;
1331
1332         mvelocity = mvelocity * g_weaponspeedfactor;
1333
1334         mdirection = normalize(mvelocity);
1335         mspeed = vlen(mvelocity);
1336
1337         nstyle = cvar("g_projectiles_newton_style");
1338         if(nstyle == 0)
1339         {
1340                 // absolute velocity
1341                 outvelocity = mvelocity;
1342         }
1343         else if(nstyle == 1)
1344         {
1345                 // true Newtonian projectiles
1346                 outvelocity = pvelocity + mvelocity;
1347         }
1348         else if(nstyle == 2)
1349         {
1350                 // true Newtonian projectiles with automatic aim adjustment
1351                 //
1352                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1353                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1354                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1355                 // PLUS SIGN!
1356                 // not defined?
1357                 // then...
1358                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1359                 // velocity without mdirection component > mspeed
1360                 // fire at smallest possible mspeed that works?
1361                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1362
1363                 vector solution;
1364                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1365                 if(solution_z)
1366                         outspeed = solution_y; // the larger one
1367                 else
1368                 {
1369                         //outspeed = 0; // slowest possible shot
1370                         outspeed = solution_x; // the real part (that is, the average!)
1371                         //dprint("impossible shot, adjusting\n");
1372                 }
1373
1374                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1375                 outvelocity = mdirection * outspeed;
1376         }
1377         else if(nstyle == 3)
1378         {
1379                 // pseudo-Newtonian:
1380                 outspeed = mspeed + mdirection * pvelocity;
1381                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1382                 outvelocity = mdirection * outspeed;
1383         }
1384         else if(nstyle == 4)
1385         {
1386                 // tZorkian:
1387                 outspeed = mspeed + vlen(pvelocity);
1388                 outvelocity = mdirection * outspeed;
1389         }
1390         else
1391                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1392
1393         return outvelocity;
1394 }
1395
1396 void W_AttachToShotorg(entity flash, vector offset)
1397 {
1398         entity xflash;
1399         flash.owner = self;
1400         flash.angles_z = random() * 360;
1401         if(qcweaponanimation)
1402         {
1403                 setorigin(flash, w_shotorg + w_shotdir * 50);
1404                 flash.angles = vectoangles(w_shotdir);
1405                 flash.angles_z = random() * 360;
1406         }
1407         else
1408         {
1409                 if(gettagindex(self.weaponentity, "shot"))
1410                         setattachment(flash, self.weaponentity, "shot");
1411                 else
1412                         setattachment(flash, self.weaponentity, "tag_shot");
1413                 setorigin(flash, offset);
1414
1415                 xflash = spawn();
1416                 copyentity(flash, xflash);
1417
1418                 flash.viewmodelforclient = self;
1419
1420                 if(self.weaponentity.oldorigin_x > 0)
1421                 {
1422                         setattachment(xflash, self.exteriorweaponentity, "");
1423                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1424                 }
1425                 else
1426                 {
1427                         if(gettagindex(self.exteriorweaponentity, "shot"))
1428                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1429                         else
1430                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1431                         setorigin(xflash, offset);
1432                 }
1433         }
1434 }
1435
1436 vector cliptoplane(vector v, vector p)
1437 {
1438         return v - (v * p) * p;
1439 }
1440
1441 vector solve_cubic_pq(float p, float q)
1442 {
1443         float D, u, v, a;
1444         D = q*q/4.0 + p*p*p/27.0;
1445         if(D < 0)
1446         {
1447                 // irreducibilis
1448                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1449                 u = sqrt(-4.0/3.0 * p);
1450                 // a in range 0..pi/3
1451                 // cos(a)
1452                 // cos(a + 2pi/3)
1453                 // cos(a + 4pi/3)
1454                 return
1455                         u *
1456                         (
1457                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1458                                 +
1459                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1460                                 +
1461                                 '0 0 1' * cos(a)
1462                         );
1463         }
1464         else if(D == 0)
1465         {
1466                 // simple
1467                 if(p == 0)
1468                         return '0 0 0';
1469                 u = 3*q/p;
1470                 v = -u/2;
1471                 if(u >= v)
1472                         return '1 1 0' * v + '0 0 1' * u;
1473                 else
1474                         return '0 1 1' * v + '1 0 0' * u;
1475         }
1476         else
1477         {
1478                 // cardano
1479                 u = cbrt(-q/2.0 + sqrt(D));
1480                 v = cbrt(-q/2.0 - sqrt(D));
1481                 return '1 1 1' * (u + v);
1482         }
1483 }
1484 vector solve_cubic_abcd(float a, float b, float c, float d)
1485 {
1486         // y = 3*a*x + b
1487         // x = (y - b) / 3a
1488         float p, q;
1489         vector v;
1490         p = (9*a*c - 3*b*b);
1491         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1492         v = solve_cubic_pq(p, q);
1493         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1494         if(a < 0)
1495                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1496         return v;
1497 }
1498
1499 vector findperpendicular(vector v)
1500 {
1501         vector p;
1502         p_x = v_z;
1503         p_y = -v_x;
1504         p_z = v_y;
1505         return normalize(cliptoplane(p, v));
1506 }
1507
1508 vector W_CalculateProjectileSpread(vector forward, float spread)
1509 {
1510         float sigma;
1511         vector v1, v2;
1512         float dx, dy, r;
1513         float sstyle;
1514         spread *= g_weaponspreadfactor;
1515         if(spread <= 0)
1516                 return forward;
1517         sstyle = cvar("g_projectiles_spread_style");
1518         
1519         if(sstyle == 0)
1520         {
1521                 // this is the baseline for the spread value!
1522                 // standard deviation: sqrt(2/5)
1523                 // density function: sqrt(1-r^2)
1524                 return forward + randomvec() * spread;
1525         }
1526         else if(sstyle == 1)
1527         {
1528                 // same thing, basically
1529                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1530         }
1531         else if(sstyle == 2)
1532         {
1533                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1534                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1535                 v1 = findperpendicular(forward);
1536                 v2 = cross(forward, v1);
1537                 // random point on unit circle
1538                 dx = random() * 2 * M_PI;
1539                 dy = sin(dx);
1540                 dx = cos(dx);
1541                 // radius in our dist function
1542                 r = random();
1543                 r = sqrt(r);
1544                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1545         }
1546         else if(sstyle == 3) // gauss 3d
1547         {
1548                 sigma = spread * 0.44721359549996; // match baseline stddev
1549                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1550                 v1 = forward;
1551                 v1_x += gsl_ran_gaussian(sigma);
1552                 v1_y += gsl_ran_gaussian(sigma);
1553                 v1_z += gsl_ran_gaussian(sigma);
1554                 return v1;
1555         }
1556         else if(sstyle == 4) // gauss 2d
1557         {
1558                 sigma = spread * 0.44721359549996; // match baseline stddev
1559                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1560                 v1_x = gsl_ran_gaussian(sigma);
1561                 v1_y = gsl_ran_gaussian(sigma);
1562                 v1_z = gsl_ran_gaussian(sigma);
1563                 return normalize(forward + cliptoplane(v1, forward));
1564         }
1565         else if(sstyle == 5) // 1-r
1566         {
1567                 sigma = spread * 1.154700538379252; // match baseline stddev
1568                 v1 = findperpendicular(forward);
1569                 v2 = cross(forward, v1);
1570                 // random point on unit circle
1571                 dx = random() * 2 * M_PI;
1572                 dy = sin(dx);
1573                 dx = cos(dx);
1574                 // radius in our dist function
1575                 r = random();
1576                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1577                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1578         }
1579         else if(sstyle == 6) // 1-r^2
1580         {
1581                 sigma = spread * 1.095445115010332; // match baseline stddev
1582                 v1 = findperpendicular(forward);
1583                 v2 = cross(forward, v1);
1584                 // random point on unit circle
1585                 dx = random() * 2 * M_PI;
1586                 dy = sin(dx);
1587                 dx = cos(dx);
1588                 // radius in our dist function
1589                 r = random();
1590                 r = sqrt(1 - r);
1591                 r = sqrt(1 - r);
1592                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1593         }
1594         else if(sstyle == 7) // (1-r) (2-r)
1595         {
1596                 sigma = spread * 1.224744871391589; // match baseline stddev
1597                 v1 = findperpendicular(forward);
1598                 v2 = cross(forward, v1);
1599                 // random point on unit circle
1600                 dx = random() * 2 * M_PI;
1601                 dy = sin(dx);
1602                 dx = cos(dx);
1603                 // radius in our dist function
1604                 r = random();
1605                 r = 1 - sqrt(r);
1606                 r = 1 - sqrt(r);
1607                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1608         }
1609         else
1610                 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)!");
1611         return '0 0 0';
1612         /*
1613          * how to derive falloff functions:
1614          * rho(r) := (2-r) * (1-r);
1615          * a : 0;
1616          * b : 1;
1617          * rhor(r) := r * rho(r);
1618          * cr(t) := integrate(rhor(r), r, a, t);
1619          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1620          * variance : scr(b) / cr(b);
1621          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1622          * sqrt(0.4 / variance), numer;
1623          */
1624 }
1625
1626 #if 0
1627 float mspercallsum;
1628 float mspercallsstyle;
1629 float mspercallcount;
1630 #endif
1631 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1632 {
1633         if(missile.owner == world)
1634                 error("Unowned missile");
1635
1636         dir = dir + upDir * (pUpSpeed / pSpeed);
1637         dir_z += pZSpeed / pSpeed;
1638         pSpeed *= vlen(dir);
1639         dir = normalize(dir);
1640
1641 #if 0
1642         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1643         {
1644                 mspercallsum = mspercallcount = 0;
1645                 mspercallsstyle = cvar("g_projectiles_spread_style");
1646         }
1647         mspercallsum -= gettime(GETTIME_HIRES);
1648 #endif
1649         dir = W_CalculateProjectileSpread(dir, spread);
1650 #if 0
1651         mspercallsum += gettime(GETTIME_HIRES);
1652         mspercallcount += 1;
1653         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1654 #endif
1655
1656         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1657 }
1658
1659 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1660 {
1661         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1662 }
1663
1664 #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"))
1665 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))