]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Don't perform trueaim tracing on the client side when drawing muzzle flashes, accurat...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index dca20d0cdbf1b627bf920ddee47aeb93c60ce58d..6e5539d9ace4feb7cce39a978449aaeba521d02b 100644 (file)
 WepSet _WepSet_FromWeapon(int a)
 {
        a -= WEP_FIRST;
-       if (Weapons_MAX > 24)
+       if (REGISTRY_MAX(Weapons) > 24)
                if (a >= 24)
                {
                        a -= 24;
-                       if (Weapons_MAX > 48)
+                       if (REGISTRY_MAX(Weapons) > 48)
                                if (a >= 24)
                                {
                                        a -= 24;
@@ -76,8 +76,8 @@ WepSet _WepSet_FromWeapon(int a)
 #ifdef SVQC
        void WriteWepSet(float dst, WepSet w)
        {
-               if (Weapons_MAX > 48) WriteInt72_t(dst, w);
-               else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
+               if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
+               else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
                else WriteInt24_t(dst, w.x);
        }
 #endif
@@ -92,8 +92,8 @@ WepSet _WepSet_FromWeapon(int a)
        }
        WepSet ReadWepSet()
        {
-               if (Weapons_MAX > 48) return ReadInt72_t();
-               if (Weapons_MAX > 24) return ReadInt48_t();
+               if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
+               if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
                return ReadInt24_t() * '1 0 0';
        }
 #endif
@@ -107,7 +107,7 @@ string W_NameWeaponOrder_MapFunc(string s)
        int i = stof(s);
        if (s == "0" || i)
        {
-               entity wi = Weapons_from(i);
+               entity wi = REGISTRY_GET(Weapons, i);
                if (wi != WEP_Null) return wi.netname;
        }
        return s;
@@ -123,6 +123,8 @@ string W_UndeprecateName(string s)
                case "minstanex": return "vaporizer";
                case "grenadelauncher": return "mortar";
                case "uzi": return "machinegun";
+               case "hmg": return "okhmg";
+               case "rpc": return "okrpc";
                default: return s;
        }
 }
@@ -142,7 +144,7 @@ string W_NumberWeaponOrder(string order)
        return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
 }
 
-float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
+float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
 string W_FixWeaponOrder_BuildImpulseList_order;
 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
 {
@@ -154,9 +156,9 @@ void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
 {
        int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
-       Weapon e1 = Weapons_from(si);
+       Weapon e1 = REGISTRY_GET(Weapons, si);
        int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
-       Weapon e2 = Weapons_from(sj);
+       Weapon e2 = REGISTRY_GET(Weapons, sj);
        int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
        if (d != 0) return -d;  // high impulse first!
        return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
@@ -192,9 +194,8 @@ string W_FixWeaponOrder_ForceComplete(string order)
        return W_FixWeaponOrder(order, 1);
 }
 
-void W_RandomWeapons(entity e, int n)
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
 {
-       WepSet remaining = e.weapons;
        WepSet result = '0 0 0';
        for (int j = 0; j < n; ++j)
        {
@@ -207,35 +208,49 @@ void W_RandomWeapons(entity e, int n)
                result |= WepSet_FromWeapon(w);
                remaining &= ~WepSet_FromWeapon(w);
        }
-       e.weapons = result;
+       return result;
 }
 
 string GetAmmoPicture(int ammotype)
 {
        switch (ammotype)
        {
-               case RESOURCE_SHELLS:  return ITEM_Shells.m_icon;
-               case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
-               case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
-               case RESOURCE_CELLS:   return ITEM_Cells.m_icon;
-               case RESOURCE_PLASMA:  return ITEM_Plasma.m_icon;
-               case RESOURCE_FUEL:    return ITEM_JetpackFuel.m_icon;
+               case RES_SHELLS:  return ITEM_Shells.m_icon;
+               case RES_BULLETS: return ITEM_Bullets.m_icon;
+               case RES_ROCKETS: return ITEM_Rockets.m_icon;
+               case RES_CELLS:   return ITEM_Cells.m_icon;
+               case RES_PLASMA:  return ITEM_Plasma.m_icon;
+               case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
                default: return "";  // wtf, no ammo type?
        }
 }
 
+string GetAmmoName(int ammotype)
+{
+       switch (ammotype)
+       {
+               case RES_SHELLS:  return ITEM_Shells.m_name;
+               case RES_BULLETS: return ITEM_Bullets.m_name;
+               case RES_ROCKETS: return ITEM_Rockets.m_name;
+               case RES_CELLS:   return ITEM_Cells.m_name;
+               case RES_PLASMA:  return ITEM_Plasma.m_name;
+               case RES_FUEL:    return ITEM_JetpackFuel.m_name;
+               default:          return "batteries";
+       }
+}
+
 #ifdef CSQC
 int GetAmmoTypeFromNum(int i)
 {
        switch (i)
        {
-               case 0: return RESOURCE_SHELLS;
-               case 1: return RESOURCE_BULLETS;
-               case 2: return RESOURCE_ROCKETS;
-               case 3: return RESOURCE_CELLS;
-               case 4: return RESOURCE_PLASMA;
-               case 5: return RESOURCE_FUEL;
-               default: return RESOURCE_NONE;
+               case 0: return RES_SHELLS;
+               case 1: return RES_BULLETS;
+               case 2: return RES_ROCKETS;
+               case 3: return RES_CELLS;
+               case 4: return RES_PLASMA;
+               case 5: return RES_FUEL;
+               default: return RES_NONE;
        }
 }
 
@@ -243,12 +258,12 @@ int GetAmmoStat(int ammotype)
 {
        switch (ammotype)
        {
-               case RESOURCE_SHELLS: return STAT_SHELLS;
-               case RESOURCE_BULLETS: return STAT_NAILS;
-               case RESOURCE_ROCKETS: return STAT_ROCKETS;
-               case RESOURCE_CELLS: return STAT_CELLS;
-               case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
-               case RESOURCE_FUEL: return STAT_FUEL.m_id;
+               case RES_SHELLS: return STAT_SHELLS;
+               case RES_BULLETS: return STAT_NAILS;
+               case RES_ROCKETS: return STAT_ROCKETS;
+               case RES_CELLS: return STAT_CELLS;
+               case RES_PLASMA: return STAT_PLASMA.m_id;
+               case RES_FUEL: return STAT_FUEL.m_id;
                default: return -1;
        }
 }
@@ -369,7 +384,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn
  * writes:
  *   this.origin, this.angles
  *   this.weaponchild
- *   this.movedir, this.view_ofs
+ *   this.movedir, this.view_ofs, this.movedir_aligned
  *   attachment stuff
  *   anim stuff
  * to free:
@@ -511,6 +526,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
        }
 
        this.view_ofs = '0 0 0';
+       this.movedir_aligned = this.movedir;
 
        if (this.movedir.x >= 0)
        {
@@ -521,6 +537,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
        #endif
                vector v = this.movedir;
                this.movedir = shotorg_adjust(v, false, false, algn);
+               this.movedir_aligned = shotorg_adjust(v, false, true, algn);
                this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
        }
        int compressed_shotorg = compressShotOrigin(this.movedir);
@@ -550,14 +567,27 @@ REGISTER_NET_TEMP(wframe)
 #ifdef CSQC
 NET_HANDLE(wframe, bool isNew)
 {
-       vector a = ReadVector();
+       int fr = ReadByte();
+       float t = ReadFloat();
     int slot = ReadByte();
        bool restartanim = ReadByte();
        entity wepent = viewmodels[slot];
-       if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
-               wepent.animstate_looping = false;
+       if(fr == WFRAME_IDLE)
+               wepent.animstate_looping = false; // we don't need to enforce idle animation
        else
+       {
+               vector a = '0 0 0';
+               switch(fr)
+               {
+                       default:
+                       case WFRAME_IDLE: a = wepent.anim_idle; break;
+                       case WFRAME_FIRE1: a = wepent.anim_fire1; break;
+                       case WFRAME_FIRE2: a = wepent.anim_fire2; break;
+                       case WFRAME_RELOAD: a = wepent.anim_reload; break;
+               }
+               a.z *= t;
                anim_set(wepent, a, !restartanim, restartanim, restartanim);
+       }
        wepent.state = ReadByte();
        wepent.weapon_nextthink = ReadFloat();
        switch (wepent.state)
@@ -577,13 +607,14 @@ NET_HANDLE(wframe, bool isNew)
 #endif
 
 #ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
 {
        if (!IS_REAL_CLIENT(actor)) return;
        int channel = MSG_ONE;
        msg_entity = actor;
        WriteHeader(channel, wframe);
-       WriteVector(channel, a);
+       WriteByte(channel, wepframe);
+       WriteFloat(channel, attackrate);
        WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
        WriteByte(channel, restartanim);
        WriteByte(channel, weaponentity.state);
@@ -631,19 +662,160 @@ CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
                        });
                }
                default:
-               {
-                       LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
-               }
+                       LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
                case CMD_REQUEST_USAGE:
                {
-                       LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
-                       LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
+                       LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
+                       LOG_HELP("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
                        return;
                }
        }
 }
 #endif
 
+#ifdef SVQC
+void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
+{
+       flash.owner = actor;
+       flash.angles_z = random() * 360;
+
+       entity view = actor.(weaponentity);
+       entity exterior = actor.exteriorweaponentity;
+
+       if (view.oldorigin.x > 0)
+       {
+               setattachment(flash, exterior, "");
+               setorigin(flash, view.oldorigin + offset);
+       }
+       else
+       {
+               if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
+               else setattachment(flash, exterior, "tag_shot");
+               setorigin(flash, offset);
+       }
+}
+#elif defined(CSQC)
+void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
+{
+       flash.owner = wepent;
+       flash.angles_z = random() * 360;
+
+       if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
+       else setattachment(flash, wepent, "tag_shot");
+       setorigin(flash, offset);
+}
+#endif
+
+void W_MuzzleFlash_Model_Think(entity this)
+{
+       this.frame += 2;
+       this.scale *= 0.5;
+       this.alpha -= 0.25;
+       this.nextthink = time + 0.05;
+
+       if(this.alpha <= 0)
+       {
+               setthink(this, SUB_Remove);
+               this.nextthink = time;
+               this.realowner.muzzle_flash = NULL;
+               return;
+       }
+}
+
+void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
+{
+       if(wepent.muzzle_flash == NULL)
+               wepent.muzzle_flash = spawn();
+
+       entity flash = wepent.muzzle_flash;
+       setmodel(flash, muzzlemodel); // precision set below
+
+       flash.scale = 0.75;
+       setthink(flash, W_MuzzleFlash_Model_Think);
+       flash.nextthink = time + 0.02;
+       flash.frame = 2;
+       flash.alpha = 0.75;
+       flash.angles_z = random() * 180;
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+       flash.owner = flash.realowner = wepent;
+
+#ifdef CSQC
+       flash.drawmask = MASK_NORMAL;
+#endif
+}
+
+REGISTER_NET_TEMP(w_muzzleflash)
+
+#ifdef SVQC
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
+{
+       // don't show an exterior muzzle effect for the off-hand
+       if(weaponslot(weaponentity) == 0)
+       {
+               Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
+
+               if(thiswep.m_muzzlemodel != MDL_Null)
+               {
+                       W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
+                       W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
+               }
+       }
+
+       FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
+       {
+               if(!IS_REAL_CLIENT(it))
+                       continue;
+               int channel = MSG_ONE;
+               msg_entity = it;
+               WriteHeader(channel, w_muzzleflash);
+               WriteByte(channel, thiswep.m_id);
+               WriteByte(channel, weaponslot(weaponentity));
+               WriteVector(channel, shotorg);
+       });
+}
+#elif defined(CSQC)
+NET_HANDLE(w_muzzleflash, bool isNew)
+{
+       return = true;
+       int weapon_id = ReadByte();
+    int slot = ReadByte();
+    vector sv_shotorg = ReadVector();
+
+       Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
+    vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
+       vector forward, right, up;
+       MAKE_VECTORS(viewangles, forward, right, up);
+
+       if(autocvar_chase_active)
+       {
+               // in third person mode, show the muzzle flash from the server side weapon position
+               // we don't have a view model to reference in this case
+               pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
+               return;
+       }
+    if(!autocvar_r_drawviewmodel) return;
+
+       entity wepent = viewmodels[slot];
+       // get the local player entity to calculate shot origin
+       entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
+       if(!rlplayer)
+               rlplayer = csqcplayer; // fall back to the global
+
+       vector md = wepent.movedir_aligned;
+       vector vecs = ((md.x > 0) ? md : '0 0 0');
+       vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
+       vector org = rlplayer.origin + rlplayer.view_ofs + dv;
+
+       pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
+
+       if(thiswep.m_muzzlemodel != MDL_Null)
+       {
+               W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
+               W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
+       }
+}
+#endif
+
 
 #endif