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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
23                         else
24                                 t = t * autocvar_g_balance_rune_speed_atkrate;
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * autocvar_g_balance_curse_slow_atkrate;
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         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 .float prevstrengthsoundattempt;
135 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)
136 {
137         float nudge = 1; // added to traceline target and subtracted from result
138         local float oldsolid;
139         vector vecs, dv;
140         oldsolid = ent.dphitcontentsmask;
141         if(ent.weapon == WEP_SNIPERRIFLE)
142                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143         else
144                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
145         if(antilag)
146                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147                 // passing world, because we do NOT want it to touch dphitcontentsmask
148         else
149                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
151
152         vector vf, vr, vu;
153         vf = v_forward;
154         vr = v_right;
155         vu = v_up;
156         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
157         v_forward = vf;
158         v_right = vr;
159         v_up = vu;
160
161         // un-adjust trueaim if shotend is too close
162         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
163                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
164
165         // track max damage
166         if(accuracy_canbegooddamage(ent))
167                 accuracy_add(ent, ent.weapon, maxdamage, 0);
168
169         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
170
171         if(ent.weaponentity.movedir_x > 0)
172                 vecs = ent.weaponentity.movedir;
173         else
174                 vecs = '0 0 0';
175         if(debug_shotorg != '0 0 0')
176                 vecs = debug_shotorg;
177
178         dv = v_right * -vecs_y + v_up * vecs_z;
179         w_shotorg = ent.origin + ent.view_ofs + dv;
180
181         // now move the shotorg forward as much as requested if possible
182         if(antilag)
183         {
184                 if(ent.antilag_debug)
185                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
186                 else
187                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
188         }
189         else
190                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191         w_shotorg = trace_endpos - v_forward * nudge;
192         // calculate the shotdir from the chosen shotorg
193         w_shotdir = normalize(w_shotend - w_shotorg);
194
195         if (antilag)
196         if (!ent.cvar_cl_noantilag)
197         {
198                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
199                 {
200                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201                         if (!trace_ent.takedamage)
202                         {
203                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204                                 if (trace_ent.takedamage && trace_ent.classname == "player")
205                                 {
206                                         entity e;
207                                         e = trace_ent;
208                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
209                                         if(trace_ent == e)
210                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
211                                 }
212                         }
213                 }
214                 else if(autocvar_g_antilag == 3) // client side hitscan
215                 {
216                         // this part MUST use prydon cursor
217                         if (ent.cursor_trace_ent)                 // client was aiming at someone
218                         if (ent.cursor_trace_ent != ent)         // just to make sure
219                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
220                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
221                         {
222                                 // verify that the shot would miss without antilag
223                                 // (avoids an issue where guns would always shoot at their origin)
224                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
225                                 if (!trace_ent.takedamage)
226                                 {
227                                         // verify that the shot would hit if altered
228                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229                                         if (trace_ent == ent.cursor_trace_ent)
230                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
231                                         else
232                                                 print("antilag fail\n");
233                                 }
234                         }
235                 }
236         }
237
238         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
239
240         if (!g_norecoil)
241                 ent.punchangle_x = recoil * -1;
242
243         if (snd != "")
244                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
245
246         if(ent.items & IT_STRENGTH)
247         if(!g_minstagib)
248         if(
249                 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
250                 ||
251                 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
252         ) // prevent insane sound spam
253         {
254                 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
255                 ent.prevstrengthsound = time;
256         }
257         ent.prevstrengthsoundattempt = time;
258
259         // nudge w_shotend so a trace to w_shotend hits
260         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
261 };
262
263 #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)
264 #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)
265 #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)
266 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
267 #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)
268
269 float CL_Weaponentity_CustomizeEntityForClient()
270 {
271         self.viewmodelforclient = self.owner;
272         if(other.classname == "spectator")
273                 if(other.enemy == self.owner)
274                         self.viewmodelforclient = other;
275         return TRUE;
276 }
277
278 float qcweaponanimation;
279 vector weapon_offset = '0 -10 0';
280 vector weapon_adjust = '10 0 -15';
281 .vector weapon_morph0origin;
282 .vector weapon_morph0angles;
283 .float  weapon_morph0time;
284 .vector weapon_morph1origin;
285 .vector weapon_morph1angles;
286 .float  weapon_morph1time;
287 .vector weapon_morph2origin;
288 .vector weapon_morph2angles;
289 .float  weapon_morph2time;
290 .vector weapon_morph3origin;
291 .vector weapon_morph3angles;
292 .float  weapon_morph3time;
293 .vector weapon_morph4origin;
294 .vector weapon_morph4angles;
295 .float  weapon_morph4time;
296 .string weaponname;
297 #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)
298
299 /*
300  * supported formats:
301  *
302  * 1. simple animated model, muzzle flash handling on h_ model:
303  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
304  *      tags:
305  *        shot = muzzle end (shot origin, also used for muzzle flashes)
306  *        shell = casings ejection point (must be on the right hand side of the gun)
307  *        weapon = attachment for v_tuba.md3
308  *    v_tuba.md3 - first and third person model
309  *    g_tuba.md3 - pickup model
310  *
311  * 2. simple animated model, muzzle flash handling on v_ model:
312  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
313  *      tags:
314  *        weapon = attachment for v_tuba.md3
315  *    v_tuba.md3 - first and third person model
316  *      tags:
317  *        shot = muzzle end (shot origin, also used for muzzle flashes)
318  *        shell = casings ejection point (must be on the right hand side of the gun)
319  *    g_tuba.md3 - pickup model
320  *
321  * 3. fully animated model, muzzle flash handling on h_ model:
322  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
323  *      tags:
324  *        shot = muzzle end (shot origin, also used for muzzle flashes)
325  *        shell = casings ejection point (must be on the right hand side of the gun)
326  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
327  *    v_tuba.md3 - third person model
328  *    g_tuba.md3 - pickup model
329  *
330  * 4. fully animated model, muzzle flash handling on v_ model:
331  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
332  *      tags:
333  *        shot = muzzle end (shot origin)
334  *        shell = casings ejection point (must be on the right hand side of the gun)
335  *    v_tuba.md3 - third person model
336  *      tags:
337  *        shot = muzzle end (for muzzle flashes)
338  *    g_tuba.md3 - pickup model
339  */
340
341 // writes:
342 //   self.origin, self.angles
343 //   self.weaponentity
344 //   self.movedir, self.view_ofs
345 //   attachment stuff
346 //   anim stuff
347 // to free:
348 //   call again with ""
349 //   remove the ent
350 void CL_WeaponEntity_SetModel(string name)
351 {
352         string animfilename;
353         float animfile;
354         float v_shot_idx;
355         if (name != "")
356         {
357                 // if there is a child entity, hide it until we're sure we use it
358                 if (self.weaponentity)
359                         self.weaponentity.model = "";
360                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
361                 v_shot_idx = gettagindex(self, "shot"); // used later
362                 if(!v_shot_idx)
363                         v_shot_idx = gettagindex(self, "tag_shot");
364
365                 if(qcweaponanimation)
366                 {
367                         self.angles = '0 0 0';
368                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
369                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
370                         self.movedir_x += 32;
371                         self.spawnorigin = self.movedir;
372                         // oldorigin - not calculated here
373                 }
374                 else
375                 {
376                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
377                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
378                         animfile = fopen(animfilename, FILE_READ);
379                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
380                         self.anim_fire1  = '0 1 0.01';
381                         self.anim_fire2  = '1 1 0.01';
382                         self.anim_idle   = '2 1 0.01';
383                         self.anim_reload = '3 1 0.01';
384                         if (animfile >= 0)
385                         {
386                                 animparseerror = FALSE;
387                                 self.anim_fire1  = animparseline(animfile);
388                                 self.anim_fire2  = animparseline(animfile);
389                                 self.anim_idle   = animparseline(animfile);
390                                 self.anim_reload = animparseline(animfile);
391                                 fclose(animfile);
392                                 if (animparseerror)
393                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
394                         }
395
396                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
397                         // if we don't, this is a "real" animated model
398                         if(gettagindex(self, "weapon"))
399                         {
400                                 if (!self.weaponentity)
401                                         self.weaponentity = spawn();
402                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
403                                 setattachment(self.weaponentity, self, "weapon");
404                         }
405                         else if(gettagindex(self, "tag_weapon"))
406                         {
407                                 if (!self.weaponentity)
408                                         self.weaponentity = spawn();
409                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
410                                 setattachment(self.weaponentity, self, "tag_weapon");
411                         }
412                         else
413                         {
414                                 if(self.weaponentity)
415                                         remove(self.weaponentity);
416                                 self.weaponentity = world;
417                         }
418
419                         setorigin(self,'0 0 0');
420                         self.angles = '0 0 0';
421                         self.frame = 0;
422                         self.viewmodelforclient = world;
423
424                         float idx;
425
426                         if(v_shot_idx) // v_ model attached to invisible h_ model
427                         {
428                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
429                         }
430                         else
431                         {
432                                 idx = gettagindex(self, "shot");
433                                 if(!idx)
434                                         idx = gettagindex(self, "tag_shot");
435                                 if(idx)
436                                         self.movedir = gettaginfo(self, idx);
437                                 else
438                                 {
439                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
440                                         self.movedir = '0 0 0';
441                                 }
442                         }
443
444                         if(self.weaponentity) // v_ model attached to invisible h_ model
445                         {
446                                 idx = gettagindex(self.weaponentity, "shell");
447                                 if(!idx)
448                                         idx = gettagindex(self.weaponentity, "tag_shell");
449                                 if(idx)
450                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
451                         }
452                         else
453                                 idx = 0;
454                         if(!idx)
455                         {
456                                 idx = gettagindex(self, "shell");
457                                 if(!idx)
458                                         idx = gettagindex(self, "tag_shell");
459                                 if(idx)
460                                         self.spawnorigin = gettaginfo(self, idx);
461                                 else
462                                 {
463                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
464                                         self.spawnorigin = self.movedir;
465                                 }
466                         }
467
468                         if(v_shot_idx)
469                         {
470                                 self.oldorigin = '0 0 0'; // use regular attachment
471                         }
472                         else
473                         {
474                                 if(self.weaponentity)
475                                 {
476                                         idx = gettagindex(self, "weapon");
477                                         if(!idx)
478                                                 idx = gettagindex(self, "tag_weapon");
479                                 }
480                                 else
481                                 {
482                                         idx = gettagindex(self, "handle");
483                                         if(!idx)
484                                                 idx = gettagindex(self, "tag_handle");
485                                 }
486                                 if(idx)
487                                 {
488                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
489                                 }
490                                 else
491                                 {
492                                         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");
493                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
494                                 }
495                         }
496
497                         self.viewmodelforclient = self.owner;
498                 }
499         }
500         else
501         {
502                 self.model = "";
503                 if(self.weaponentity)
504                         remove(self.weaponentity);
505                 self.weaponentity = world;
506                 self.movedir = '0 0 0';
507                 self.spawnorigin = '0 0 0';
508                 self.oldorigin = '0 0 0';
509                 self.anim_fire1  = '0 1 0.01';
510                 self.anim_fire2  = '0 1 0.01';
511                 self.anim_idle   = '0 1 0.01';
512                 self.anim_reload = '0 1 0.01';
513         }
514
515         self.view_ofs = '0 0 0';
516
517         if(self.movedir_x >= 0)
518         {
519                 vector v0;
520                 v0 = self.movedir;
521                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
522                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
523         }
524         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
525         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
526
527         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
528
529         // check if an instant weapon switch occurred
530         if (qcweaponanimation)
531         {
532                 if (self.state == WS_READY)
533                 {
534                         self.angles = '0 0 0';
535                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
536                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
537                 }
538         }
539         else
540                 setorigin(self, self.view_ofs);
541         // reset animstate now
542         self.wframe = WFRAME_IDLE;
543         self.weapon_morph0time = 0;
544         self.weapon_morph1time = 0;
545         self.weapon_morph2time = 0;
546         self.weapon_morph3time = 0;
547         self.weapon_morph4time = 0;
548         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
549 }
550
551 vector CL_Weapon_GetShotOrg(float wpn)
552 {
553         entity wi, oldself;
554         vector ret;
555         wi = get_weaponinfo(wpn);
556         oldself = self;
557         self = spawn();
558         CL_WeaponEntity_SetModel(wi.mdl);
559         ret = self.movedir;
560         CL_WeaponEntity_SetModel("");
561         remove(self);
562         self = oldself;
563         return ret;
564 }
565
566 void CL_Weaponentity_Think()
567 {
568         float tb;
569         self.nextthink = time;
570         if (intermission_running)
571                 self.frame = self.anim_idle_x;
572         if (self.owner.weaponentity != self)
573         {
574                 if (self.weaponentity)
575                         remove(self.weaponentity);
576                 remove(self);
577                 return;
578         }
579         if (self.owner.deadflag != DEAD_NO)
580         {
581                 self.model = "";
582                 if (self.weaponentity)
583                         self.weaponentity.model = "";
584                 return;
585         }
586         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
587         {
588                 self.cnt = self.owner.weapon;
589                 self.dmg = self.owner.modelindex;
590                 self.deadflag = self.owner.deadflag;
591
592                 CL_WeaponEntity_SetModel(self.owner.weaponname);
593         }
594
595         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
596         self.effects = self.owner.effects & EFMASK_CHEAP;
597         self.effects &~= EF_LOWPRECISION;
598         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
599         self.effects &~= EF_TELEPORT_BIT;
600         self.effects &~= EF_RESTARTANIM_BIT;
601         self.effects |= tb;
602
603         if(self.owner.alpha == default_player_alpha)
604                 self.alpha = default_weapon_alpha;
605         else if(self.owner.alpha != 0)
606                 self.alpha = self.owner.alpha;
607         else
608                 self.alpha = 1;
609
610         self.glowmod = self.owner.weaponentity_glowmod;
611         self.colormap = self.owner.colormap;
612         if (self.weaponentity)
613         {
614                 self.weaponentity.effects = self.effects;
615                 self.weaponentity.alpha = self.alpha;
616                 self.weaponentity.colormap = self.colormap;
617                 self.weaponentity.glowmod = self.glowmod;
618         }
619
620         self.angles = '0 0 0';
621         local float f;
622         f = 0;
623         if (self.state == WS_RAISE && !intermission_running)
624         {
625                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
626                 self.angles_x = -90 * f * f;
627                 if (qcweaponanimation)
628                 {
629                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
630                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
631                 }
632         }
633         else if (self.state == WS_DROP && !intermission_running)
634         {
635                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
636                 self.angles_x = -90 * f * f;
637                 if (qcweaponanimation)
638                 {
639                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
640                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
641                 }
642         }
643         else if (self.state == WS_CLEAR)
644         {
645                 f = 1;
646                 self.angles_x = -90 * f * f;
647                 if (qcweaponanimation)
648                 {
649                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
650                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
651                 }
652         }
653         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
654         {
655                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
656                 f = 1 - pow(1 - f, 3);
657                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
658                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
659         }
660         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
661         {
662                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
663                 f = 1 - pow(1 - f, 3);
664                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
665                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
666         }
667         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
668         {
669                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
670                 f = 1 - pow(1 - f, 3);
671                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
672                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
673         }
674         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
675         {
676                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
677                 f = 1 - pow(1 - f, 3);
678                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
679                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
680         }
681         else if (qcweaponanimation)
682         {
683                 // begin a new idle morph
684                 self.owner.weapon_morph0time   = time;
685                 self.owner.weapon_morph0angles = self.angles;
686                 self.owner.weapon_morph0origin = self.origin;
687
688                 float r;
689                 float t;
690
691                 r = random();
692                 if (r < 0.1)
693                 {
694                         // turn gun to the left to look at it
695                         t = 2;
696                         self.owner.weapon_morph1time   = time + t * 0.2;
697                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
698                         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');
699                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
700
701                         self.owner.weapon_morph2time   = time + t * 0.6;
702                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
703                         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');
704                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
705
706                         self.owner.weapon_morph3time   = time + t;
707                         self.owner.weapon_morph3angles = '0 0 0';
708                         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');
709                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
710                 }
711                 else if (r < 0.2)
712                 {
713                         // raise the gun a bit
714                         t = 2;
715                         self.owner.weapon_morph1time   = time + t * 0.2;
716                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
717                         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');
718                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
719
720                         self.owner.weapon_morph2time   = time + t * 0.5;
721                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
722                         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');
723                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
724
725                         self.owner.weapon_morph3time   = time + t;
726                         self.owner.weapon_morph3angles = '0 0 0';
727                         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');
728                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
729                 }
730                 else if (r < 0.3)
731                 {
732                         // tweak it a bit
733                         t = 5;
734                         self.owner.weapon_morph1time   = time + t * 0.3;
735                         self.owner.weapon_morph1angles = randomvec() * 6;
736                         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');
737                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
738
739                         self.owner.weapon_morph2time   = time + t * 0.7;
740                         self.owner.weapon_morph2angles = randomvec() * 6;
741                         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');
742                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
743
744                         self.owner.weapon_morph3time   = time + t;
745                         self.owner.weapon_morph3angles = '0 0 0';
746                         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');
747                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
748                 }
749                 else
750                 {
751                         // hold it mostly steady
752                         t = random() * 6 + 4;
753                         self.owner.weapon_morph1time   = time + t * 0.2;
754                         self.owner.weapon_morph1angles = randomvec() * 1;
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 * 0.5;
759                         self.owner.weapon_morph2angles = randomvec() * 1;
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 * 0.7;
764                         self.owner.weapon_morph3angles = randomvec() * 1;
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
769                 self.owner.weapon_morph4time   = time + t;
770                 self.owner.weapon_morph4angles = '0 0 0';
771                 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');
772                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
773
774         }
775 };
776
777 void CL_ExteriorWeaponentity_Think()
778 {
779         float tag_found;
780         vector ang;
781         self.nextthink = time;
782         if (self.owner.exteriorweaponentity != self)
783         {
784                 remove(self);
785                 return;
786         }
787         if (self.owner.deadflag != DEAD_NO)
788         {
789                 self.model = "";
790                 return;
791         }
792         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
793         {
794                 self.cnt = self.owner.weapon;
795                 self.dmg = self.owner.modelindex;
796                 self.deadflag = self.owner.deadflag;
797                 if (self.owner.weaponname != "")
798                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
799                 else
800                         self.model = "";
801
802                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
803                 {
804                         self.tag_index = tag_found;
805                         self.tag_entity = self.owner;
806                 }
807                 else
808                         setattachment(self, self.owner, "bip01 r hand");
809
810                 // if that didn't find a tag, hide the exterior weapon model
811                 if (!self.tag_index)
812                         self.model = "";
813         }
814         self.effects = self.owner.effects;
815         if(sv_pitch_min == sv_pitch_max)
816                 self.effects |= EF_LOWPRECISION;
817         else
818                 self.effects &~= EF_LOWPRECISION;
819         self.effects = self.effects & EFMASK_CHEAP; // eat performance
820         if(self.owner.alpha == default_player_alpha)
821                 self.alpha = default_weapon_alpha;
822         else if(self.owner.alpha != 0)
823                 self.alpha = self.owner.alpha;
824         else
825                 self.alpha = 1;
826
827         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
828         ang_y = 0;
829         ang_z = 0;
830
831         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
832         {
833                 ang_y = self.owner.v_angle_y;
834                 makevectors(ang);
835                 var vector v = v_forward;
836                 var float t = self.tag_entity.frame1time;
837                 var float f = self.tag_entity.frame;
838                 self.tag_entity.frame1time = time;
839                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
840                 gettaginfo(self.tag_entity, self.tag_index);
841                 self.tag_entity.frame1time = t;
842                 self.tag_entity.frame = f;
843                 // untransform v according to this coordinate space
844                 vector w;
845                 w_x = v_forward * v;
846                 w_y = -v_right * v;
847                 w_z = v_up * v;
848                 self.angles = vectoangles(w);
849         }
850         else
851         {
852                 ang_x = -/* don't ask */ang_x;
853                 self.angles = ang;
854         }
855
856         self.glowmod = self.owner.weaponentity_glowmod;
857         self.colormap = self.owner.colormap;
858 };
859
860 // spawning weaponentity for client
861 void CL_SpawnWeaponentity()
862 {
863         self.weaponentity = spawn();
864         self.weaponentity.classname = "weaponentity";
865         self.weaponentity.solid = SOLID_NOT;
866         self.weaponentity.owner = self;
867         setmodel(self.weaponentity, ""); // precision set when changed
868         setorigin(self.weaponentity, '0 0 0');
869         self.weaponentity.angles = '0 0 0';
870         self.weaponentity.viewmodelforclient = self;
871         self.weaponentity.flags = 0;
872         self.weaponentity.think = CL_Weaponentity_Think;
873         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
874         self.weaponentity.nextthink = time;
875
876         self.exteriorweaponentity = spawn();
877         self.exteriorweaponentity.classname = "exteriorweaponentity";
878         self.exteriorweaponentity.solid = SOLID_NOT;
879         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
880         self.exteriorweaponentity.owner = self;
881         setorigin(self.exteriorweaponentity, '0 0 0');
882         self.exteriorweaponentity.angles = '0 0 0';
883         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
884         self.exteriorweaponentity.nextthink = time;
885 };
886
887 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
888 {
889         msg_entity = e;
890         WriteByte(MSG_ONE, SVC_TEMPENTITY);
891         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
892         WriteByte(MSG_ONE, wpn);
893         WriteString(MSG_ONE, wpnname);
894         WriteByte(MSG_ONE, type);
895 }
896
897 .float hasweapon_complain_spam;
898
899 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
900 {
901         local float weaponbit, f;
902         local entity oldself;
903
904         if(time < self.hasweapon_complain_spam)
905                 complain = 0;
906         if(complain)
907                 self.hasweapon_complain_spam = time + 0.2;
908
909         if (wpn < WEP_FIRST || wpn > WEP_LAST)
910         {
911                 if (complain)
912                         sprint(self, "Invalid weapon\n");
913                 return FALSE;
914         }
915         weaponbit = W_WeaponBit(wpn);
916         if (cl.weapons & weaponbit)
917         {
918                 if (andammo)
919                 {
920                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
921                         {
922                                 f = 1;
923                         }
924                         else
925                         {
926                                 oldself = self;
927                                 self = cl;
928                                 f = weapon_action(wpn, WR_CHECKAMMO1);
929                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
930
931                                 // allow switching to reloadable weapons, even if we're out of ammo, since the weapon itself
932                                 // might still be loaded. The reload code takes care of complaining and forced switching
933                                 entity e;
934                                 e = get_weaponinfo(self.switchweapon);
935                                 if(cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
936                                         f = 1;
937
938                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
939                                 local entity mine;
940                                 if(wpn == WEP_MINE_LAYER)
941                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
942                                         f = 1;
943
944                                 self = oldself;
945                         }
946                         if (!f)
947                         {
948                                 if (complain)
949                                 if(clienttype(cl) == CLIENTTYPE_REAL)
950                                 {
951                                         play2(cl, "weapons/unavailable.wav");
952                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
953                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
954                                 }
955                                 return FALSE;
956                         }
957                 }
958                 return TRUE;
959         }
960         if (complain)
961         {
962                 // DRESK - 3/16/07
963                 // Report Proper Weapon Status / Modified Weapon Ownership Message
964                 if(weaponsInMap & weaponbit)
965                 {
966                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
967                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
968
969                         if(autocvar_g_showweaponspawns)
970                         {
971                                 entity e;
972                                 string s;
973
974                                 e = get_weaponinfo(wpn);
975                                 s = e.model2;
976
977                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
978                                 {
979                                         if(e.classname == "droppedweapon")
980                                                 continue;
981                                         if not(e.flags & FL_ITEM)
982                                                 continue;
983                                         WaypointSprite_Spawn(
984                                                 s,
985                                                 1, 0,
986                                                 world, e.origin,
987                                                 self, 0,
988                                                 world, enemy,
989                                                 0
990                                         );
991                                 }
992                         }
993                 }
994                 else
995                 {
996                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
997                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
998                 }
999
1000                 play2(cl, "weapons/unavailable.wav");
1001         }
1002         return FALSE;
1003 };
1004
1005 // Weapon subs
1006 void w_clear()
1007 {
1008         if (self.weapon != -1)
1009                 self.weapon = 0;
1010         if (self.weaponentity)
1011         {
1012                 self.weaponentity.state = WS_CLEAR;
1013                 self.weaponentity.effects = 0;
1014         }
1015 };
1016
1017 void w_ready()
1018 {
1019         if (self.weaponentity)
1020                 self.weaponentity.state = WS_READY;
1021         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1022 };
1023
1024 // Setup weapon for client (after this raise frame will be launched)
1025 void weapon_setup(float windex)
1026 {
1027         entity e;
1028         qcweaponanimation = autocvar_sv_qcweaponanimation;
1029         e = get_weaponinfo(windex);
1030         self.items &~= IT_AMMO;
1031         self.items = self.items | e.items;
1032
1033         // the two weapon entities will notice this has changed and update their models
1034         self.weapon = windex;
1035         self.weaponname = e.mdl;
1036         self.bulletcounter = 0;
1037 };
1038
1039 // perform weapon to attack (weaponstate and attack_finished check is here)
1040 void W_SwitchToOtherWeapon(entity pl)
1041 {
1042         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1043         float w, ww;
1044         w = W_WeaponBit(pl.weapon);
1045         pl.weapons &~= w;
1046         ww = w_getbestweapon(pl);
1047         pl.weapons |= w;
1048         if(ww)
1049                 W_SwitchWeapon_Force(pl, ww);
1050 }
1051 .float prevdryfire;
1052 float weapon_prepareattack_checkammo(float secondary)
1053 {
1054         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1055         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1056         {
1057                 // allow switching to reloadable weapons, even if we're out of ammo, since the weapon itself
1058                 // might still be loaded. The reload code takes care of complaining and forced switching
1059                 entity e;
1060                 e = get_weaponinfo(self.weapon);
1061                 if(cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
1062                         return FALSE;
1063
1064                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1065                 local entity mine;
1066                 if(self.weapon == WEP_MINE_LAYER)
1067                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1068                         return FALSE;
1069
1070                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1071                 {
1072                         sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1073                         self.prevdryfire = time;
1074                 }
1075
1076                 W_SwitchToOtherWeapon(self);
1077                 return FALSE;
1078         }
1079         return TRUE;
1080 }
1081 .float race_penalty;
1082 float weapon_prepareattack_check(float secondary, float attacktime)
1083 {
1084         if(!weapon_prepareattack_checkammo(secondary))
1085                 return FALSE;
1086
1087         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1088         //if all players readied up and the countdown is running
1089         if(time < game_starttime || time < self.race_penalty) {
1090                 return FALSE;
1091         }
1092
1093         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1094                 return FALSE;
1095
1096         // do not even think about shooting if switching
1097         if(self.switchweapon != self.weapon)
1098                 return FALSE;
1099
1100         if(attacktime >= 0)
1101         {
1102                 // don't fire if previous attack is not finished
1103                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1104                         return FALSE;
1105                 // don't fire while changing weapon
1106                 if (self.weaponentity.state != WS_READY)
1107                         return FALSE;
1108         }
1109
1110         return TRUE;
1111 }
1112 float weapon_prepareattack_do(float secondary, float attacktime)
1113 {
1114         self.weaponentity.state = WS_INUSE;
1115
1116         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1117
1118         // if the weapon hasn't been firing continuously, reset the timer
1119         if(attacktime >= 0)
1120         {
1121                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1122                 {
1123                         ATTACK_FINISHED(self) = time;
1124                         //dprint("resetting attack finished to ", ftos(time), "\n");
1125                 }
1126                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1127         }
1128         self.bulletcounter += 1;
1129         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1130         return TRUE;
1131 }
1132 float weapon_prepareattack(float secondary, float attacktime)
1133 {
1134         if(weapon_prepareattack_check(secondary, attacktime))
1135         {
1136                 weapon_prepareattack_do(secondary, attacktime);
1137                 return TRUE;
1138         }
1139         else
1140                 return FALSE;
1141 }
1142
1143 void weapon_thinkf(float fr, float t, void() func)
1144 {
1145         vector a;
1146         vector of, or, ou;
1147         float restartanim;
1148
1149         if(fr == WFRAME_DONTCHANGE)
1150         {
1151                 fr = self.weaponentity.wframe;
1152                 restartanim = FALSE;
1153         }
1154         else if (fr == WFRAME_IDLE)
1155                 restartanim = FALSE;
1156         else
1157                 restartanim = TRUE;
1158
1159         of = v_forward;
1160         or = v_right;
1161         ou = v_up;
1162
1163         if (self.weaponentity)
1164         {
1165                 self.weaponentity.wframe = fr;
1166                 if (qcweaponanimation)
1167                 {
1168                         if (fr != WFRAME_IDLE)
1169                         {
1170                                 self.weapon_morph0time = time;
1171                                 self.weapon_morph0angles = self.weaponentity.angles;
1172                                 self.weapon_morph0origin = self.weaponentity.origin;
1173
1174                                 self.weapon_morph1angles = '0 0 0';
1175                                 self.weapon_morph1time = time + t;
1176                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1177                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1178
1179                                 self.weapon_morph2angles = '0 0 0';
1180                                 self.weapon_morph2time = time + t;
1181                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1182                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1183
1184                                 self.weapon_morph3angles = '0 0 0';
1185                                 self.weapon_morph3time = time + t;
1186                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1187                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1188
1189                                 self.weapon_morph4angles = '0 0 0';
1190                                 self.weapon_morph4time = time + t;
1191                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1192                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1193
1194                                 if (fr == WFRAME_FIRE1)
1195                                 {
1196                                         self.weapon_morph1angles = '5 0 0';
1197                                         self.weapon_morph1time = time + t * 0.1;
1198                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1199                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1200                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1201                                 }
1202                                 else if (fr == WFRAME_FIRE2)
1203                                 {
1204                                         self.weapon_morph1angles = '10 0 0';
1205                                         self.weapon_morph1time = time + t * 0.1;
1206                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1207                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1208                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1209                                 }
1210                                 else if (fr == WFRAME_RELOAD)
1211                                 {
1212                                         self.weapon_morph1time = time + t * 0.05;
1213                                         self.weapon_morph1angles = '-10 40 0';
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_morph2time = time + t * 0.15;
1218                                         self.weapon_morph2angles = '-10 40 5';
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_morph3time = time + t * 0.25;
1223                                         self.weapon_morph3angles = '-10 40 0';
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                         }
1228                 }
1229                 else
1230                 {
1231                         if (fr == WFRAME_IDLE)
1232                                 a = self.weaponentity.anim_idle;
1233                         else if (fr == WFRAME_FIRE1)
1234                                 a = self.weaponentity.anim_fire1;
1235                         else if (fr == WFRAME_FIRE2)
1236                                 a = self.weaponentity.anim_fire2;
1237                         else if (fr == WFRAME_RELOAD)
1238                                 a = self.weaponentity.anim_reload;
1239                         a_z *= g_weaponratefactor;
1240                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1241                 }
1242         }
1243
1244         v_forward = of;
1245         v_right = or;
1246         v_up = ou;
1247
1248         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1249         {
1250                 backtrace("Tried to override initial weapon think function - should this really happen?");
1251         }
1252
1253         t *= W_WeaponRateFactor();
1254
1255         // VorteX: haste can be added here
1256         if (self.weapon_think == w_ready)
1257         {
1258                 self.weapon_nextthink = time;
1259                 //dprint("started firing at ", ftos(time), "\n");
1260         }
1261         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1262         {
1263                 self.weapon_nextthink = time;
1264                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1265         }
1266         self.weapon_nextthink = self.weapon_nextthink + t;
1267         self.weapon_think = func;
1268         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1269
1270         if (restartanim)
1271         if (t)
1272         if (!self.crouch) // shoot anim stands up, this looks bad
1273         {
1274                 local vector anim;
1275                 anim = self.anim_shoot;
1276                 anim_z = anim_y / (t + sys_frametime);
1277                 setanim(self, anim, FALSE, TRUE, TRUE);
1278         }
1279 };
1280
1281 void weapon_boblayer1(float spd, vector org)
1282 {
1283         // VorteX: haste can be added here
1284 };
1285
1286 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1287 {
1288         vector mdirection;
1289         float mspeed;
1290         float outspeed;
1291         float nstyle;
1292         vector outvelocity;
1293
1294         mvelocity = mvelocity * g_weaponspeedfactor;
1295
1296         mdirection = normalize(mvelocity);
1297         mspeed = vlen(mvelocity);
1298
1299         nstyle = autocvar_g_projectiles_newton_style;
1300         if(nstyle == 0 || forceAbsolute)
1301         {
1302                 // absolute velocity
1303                 outvelocity = mvelocity;
1304         }
1305         else if(nstyle == 1)
1306         {
1307                 // true Newtonian projectiles
1308                 outvelocity = pvelocity + mvelocity;
1309         }
1310         else if(nstyle == 2)
1311         {
1312                 // true Newtonian projectiles with automatic aim adjustment
1313                 //
1314                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1315                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1316                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1317                 // PLUS SIGN!
1318                 // not defined?
1319                 // then...
1320                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1321                 // velocity without mdirection component > mspeed
1322                 // fire at smallest possible mspeed that works?
1323                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1324
1325                 vector solution;
1326                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1327                 if(solution_z)
1328                         outspeed = solution_y; // the larger one
1329                 else
1330                 {
1331                         //outspeed = 0; // slowest possible shot
1332                         outspeed = solution_x; // the real part (that is, the average!)
1333                         //dprint("impossible shot, adjusting\n");
1334                 }
1335
1336                 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1337                 outvelocity = mdirection * outspeed;
1338         }
1339         else if(nstyle == 3)
1340         {
1341                 // pseudo-Newtonian:
1342                 outspeed = mspeed + mdirection * pvelocity;
1343                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1344                 outvelocity = mdirection * outspeed;
1345         }
1346         else if(nstyle == 4)
1347         {
1348                 // tZorkian:
1349                 outspeed = mspeed + vlen(pvelocity);
1350                 outvelocity = mdirection * outspeed;
1351         }
1352         else
1353                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1354
1355         return outvelocity;
1356 }
1357
1358 void W_AttachToShotorg(entity flash, vector offset)
1359 {
1360         entity xflash;
1361         flash.owner = self;
1362         flash.angles_z = random() * 360;
1363         if(qcweaponanimation)
1364         {
1365                 setorigin(flash, w_shotorg + w_shotdir * 50);
1366                 flash.angles = vectoangles(w_shotdir);
1367                 flash.angles_z = random() * 360;
1368         }
1369         else
1370         {
1371                 if(gettagindex(self.weaponentity, "shot"))
1372                         setattachment(flash, self.weaponentity, "shot");
1373                 else
1374                         setattachment(flash, self.weaponentity, "tag_shot");
1375                 setorigin(flash, offset);
1376
1377                 xflash = spawn();
1378                 copyentity(flash, xflash);
1379
1380                 flash.viewmodelforclient = self;
1381
1382                 if(self.weaponentity.oldorigin_x > 0)
1383                 {
1384                         setattachment(xflash, self.exteriorweaponentity, "");
1385                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1386                 }
1387                 else
1388                 {
1389                         if(gettagindex(self.exteriorweaponentity, "shot"))
1390                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1391                         else
1392                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1393                         setorigin(xflash, offset);
1394                 }
1395         }
1396 }
1397
1398 vector cliptoplane(vector v, vector p)
1399 {
1400         return v - (v * p) * p;
1401 }
1402
1403 vector solve_cubic_pq(float p, float q)
1404 {
1405         float D, u, v, a;
1406         D = q*q/4.0 + p*p*p/27.0;
1407         if(D < 0)
1408         {
1409                 // irreducibilis
1410                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1411                 u = sqrt(-4.0/3.0 * p);
1412                 // a in range 0..pi/3
1413                 // cos(a)
1414                 // cos(a + 2pi/3)
1415                 // cos(a + 4pi/3)
1416                 return
1417                         u *
1418                         (
1419                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1420                                 +
1421                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1422                                 +
1423                                 '0 0 1' * cos(a)
1424                         );
1425         }
1426         else if(D == 0)
1427         {
1428                 // simple
1429                 if(p == 0)
1430                         return '0 0 0';
1431                 u = 3*q/p;
1432                 v = -u/2;
1433                 if(u >= v)
1434                         return '1 1 0' * v + '0 0 1' * u;
1435                 else
1436                         return '0 1 1' * v + '1 0 0' * u;
1437         }
1438         else
1439         {
1440                 // cardano
1441                 u = cbrt(-q/2.0 + sqrt(D));
1442                 v = cbrt(-q/2.0 - sqrt(D));
1443                 return '1 1 1' * (u + v);
1444         }
1445 }
1446 vector solve_cubic_abcd(float a, float b, float c, float d)
1447 {
1448         // y = 3*a*x + b
1449         // x = (y - b) / 3a
1450         float p, q;
1451         vector v;
1452         p = (9*a*c - 3*b*b);
1453         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1454         v = solve_cubic_pq(p, q);
1455         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1456         if(a < 0)
1457                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1458         return v;
1459 }
1460
1461 vector findperpendicular(vector v)
1462 {
1463         vector p;
1464         p_x = v_z;
1465         p_y = -v_x;
1466         p_z = v_y;
1467         return normalize(cliptoplane(p, v));
1468 }
1469
1470 vector W_CalculateProjectileSpread(vector forward, float spread)
1471 {
1472         float sigma;
1473         vector v1, v2;
1474         float dx, dy, r;
1475         float sstyle;
1476         spread *= g_weaponspreadfactor;
1477         if(spread <= 0)
1478                 return forward;
1479         sstyle = autocvar_g_projectiles_spread_style;
1480         
1481         if(sstyle == 0)
1482         {
1483                 // this is the baseline for the spread value!
1484                 // standard deviation: sqrt(2/5)
1485                 // density function: sqrt(1-r^2)
1486                 return forward + randomvec() * spread;
1487         }
1488         else if(sstyle == 1)
1489         {
1490                 // same thing, basically
1491                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1492         }
1493         else if(sstyle == 2)
1494         {
1495                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1496                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1497                 v1 = findperpendicular(forward);
1498                 v2 = cross(forward, v1);
1499                 // random point on unit circle
1500                 dx = random() * 2 * M_PI;
1501                 dy = sin(dx);
1502                 dx = cos(dx);
1503                 // radius in our dist function
1504                 r = random();
1505                 r = sqrt(r);
1506                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1507         }
1508         else if(sstyle == 3) // gauss 3d
1509         {
1510                 sigma = spread * 0.44721359549996; // match baseline stddev
1511                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1512                 v1 = forward;
1513                 v1_x += gsl_ran_gaussian(sigma);
1514                 v1_y += gsl_ran_gaussian(sigma);
1515                 v1_z += gsl_ran_gaussian(sigma);
1516                 return v1;
1517         }
1518         else if(sstyle == 4) // gauss 2d
1519         {
1520                 sigma = spread * 0.44721359549996; // match baseline stddev
1521                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1522                 v1_x = gsl_ran_gaussian(sigma);
1523                 v1_y = gsl_ran_gaussian(sigma);
1524                 v1_z = gsl_ran_gaussian(sigma);
1525                 return normalize(forward + cliptoplane(v1, forward));
1526         }
1527         else if(sstyle == 5) // 1-r
1528         {
1529                 sigma = spread * 1.154700538379252; // match baseline stddev
1530                 v1 = findperpendicular(forward);
1531                 v2 = cross(forward, v1);
1532                 // random point on unit circle
1533                 dx = random() * 2 * M_PI;
1534                 dy = sin(dx);
1535                 dx = cos(dx);
1536                 // radius in our dist function
1537                 r = random();
1538                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1539                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1540         }
1541         else if(sstyle == 6) // 1-r^2
1542         {
1543                 sigma = spread * 1.095445115010332; // match baseline stddev
1544                 v1 = findperpendicular(forward);
1545                 v2 = cross(forward, v1);
1546                 // random point on unit circle
1547                 dx = random() * 2 * M_PI;
1548                 dy = sin(dx);
1549                 dx = cos(dx);
1550                 // radius in our dist function
1551                 r = random();
1552                 r = sqrt(1 - r);
1553                 r = sqrt(1 - r);
1554                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1555         }
1556         else if(sstyle == 7) // (1-r) (2-r)
1557         {
1558                 sigma = spread * 1.224744871391589; // match baseline stddev
1559                 v1 = findperpendicular(forward);
1560                 v2 = cross(forward, v1);
1561                 // random point on unit circle
1562                 dx = random() * 2 * M_PI;
1563                 dy = sin(dx);
1564                 dx = cos(dx);
1565                 // radius in our dist function
1566                 r = random();
1567                 r = 1 - sqrt(r);
1568                 r = 1 - sqrt(r);
1569                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1570         }
1571         else
1572                 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)!");
1573         return '0 0 0';
1574         /*
1575          * how to derive falloff functions:
1576          * rho(r) := (2-r) * (1-r);
1577          * a : 0;
1578          * b : 1;
1579          * rhor(r) := r * rho(r);
1580          * cr(t) := integrate(rhor(r), r, a, t);
1581          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1582          * variance : scr(b) / cr(b);
1583          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1584          * sqrt(0.4 / variance), numer;
1585          */
1586 }
1587
1588 #if 0
1589 float mspercallsum;
1590 float mspercallsstyle;
1591 float mspercallcount;
1592 #endif
1593 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1594 {
1595         if(missile.owner == world)
1596                 error("Unowned missile");
1597
1598         dir = dir + upDir * (pUpSpeed / pSpeed);
1599         dir_z += pZSpeed / pSpeed;
1600         pSpeed *= vlen(dir);
1601         dir = normalize(dir);
1602
1603 #if 0
1604         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1605         {
1606                 mspercallsum = mspercallcount = 0;
1607                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1608         }
1609         mspercallsum -= gettime(GETTIME_HIRES);
1610 #endif
1611         dir = W_CalculateProjectileSpread(dir, spread);
1612 #if 0
1613         mspercallsum += gettime(GETTIME_HIRES);
1614         mspercallcount += 1;
1615         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1616 #endif
1617
1618         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1619 }
1620
1621 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1622 {
1623         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1624 }
1625
1626 #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)
1627 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1628
1629 // shared weapon reload code
1630 .float reload_complain;
1631 float W_ReloadCheck(float ammo_amount, float ammo_shot)
1632 {
1633         entity e;
1634         e = get_weaponinfo(self.weapon);
1635
1636         // our weapon is fully loaded, no need to reload
1637         if (self.clip_load >= cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
1638                 return 0;
1639
1640         // no ammo, so nothing to load
1641         if(!ammo_amount)
1642         {
1643                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1644                 {
1645                         play2(self, "weapons/unavailable.wav");
1646                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1647                         self.reload_complain = time + 1;
1648                 }
1649                 // switch away if the loaded amount of ammo is not enough to keep using this weapon
1650                 if(self.clip_load < ammo_shot)
1651                 {
1652                         self.clip_load = -1; // reload later
1653                         W_SwitchToOtherWeapon(self);
1654                 }
1655                 return 0;
1656         }
1657
1658         if (self.weaponentity)
1659         {
1660                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1661                         return 0;
1662
1663                 // allow switching away while reloading, but this will cause a new reload!
1664                 self.weaponentity.state = WS_READY;
1665         }
1666
1667         return 1;
1668 }