]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
Merge remote-tracking branch 'origin/samual/spawn_weapons' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index e961e29415ff16f26a0c53c9b915a2a99a58f930..23dfaedceaf8cd1816f7340d0c10a8fabe50cd47 100644 (file)
@@ -93,12 +93,12 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright,
                lag = ANTILAG_LATENCY(player);
                if(lag < 0.001)
                        lag = 0;
-               if(clienttype(player) != CLIENTTYPE_REAL)
+               if not(IS_REAL_CLIENT(player))
                        lag = 0; // only antilag for clients
 
                org = player.origin + player.view_ofs;
                traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
-               if(trace_ent.flags & FL_CLIENT)
+               if(IS_CLIENT(trace_ent))
                {
                        antilag_takeback(trace_ent, time - lag);
                        hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
@@ -197,7 +197,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
                        if (!trace_ent.takedamage)
                        {
                                traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
-                               if (trace_ent.takedamage && trace_ent.classname == "player")
+                               if (trace_ent.takedamage && IS_PLAYER(trace_ent))
                                {
                                        entity e;
                                        e = trace_ent;
@@ -213,7 +213,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
                        if (ent.cursor_trace_ent)                 // client was aiming at someone
                        if (ent.cursor_trace_ent != ent)         // just to make sure
                        if (ent.cursor_trace_ent.takedamage)      // and that person is killable
-                       if (ent.cursor_trace_ent.classname == "player") // and actually a player
+                       if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
                        {
                                // verify that the shot would miss without antilag
                                // (avoids an issue where guns would always shoot at their origin)
@@ -255,7 +255,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
 float CL_Weaponentity_CustomizeEntityForClient()
 {
        self.viewmodelforclient = self.owner;
-       if(other.classname == "spectator")
+       if(IS_SPEC(other))
                if(other.enemy == self.owner)
                        self.viewmodelforclient = other;
        return TRUE;
@@ -541,15 +541,20 @@ void CL_Weaponentity_Think()
        }
 
        self.angles = '0 0 0';
-       float f;
+       
+       float f = (self.owner.weapon_nextthink - time);
        if (self.state == WS_RAISE && !intermission_running)
        {
-               f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
+               entity newwep = get_weaponinfo(self.owner.switchweapon);
+               f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
+               //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
                self.angles_x = -90 * f * f;
        }
        else if (self.state == WS_DROP && !intermission_running)
        {
-               f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
+               entity oldwep = get_weaponinfo(self.owner.weapon);
+               f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
+               //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
                self.angles_x = -90 * f * f;
        }
        else if (self.state == WS_CLEAR)
@@ -695,7 +700,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                        if (!f)
                        {
                                if (complain)
-                               if(clienttype(cl) == CLIENTTYPE_REAL)
+                               if(IS_REAL_CLIENT(cl))
                                {
                                        play2(cl, "weapons/unavailable.wav");
                                        Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
@@ -1039,196 +1044,6 @@ void W_AttachToShotorg(entity flash, vector offset)
        }
 }
 
-vector cliptoplane(vector v, vector p)
-{
-       return v - (v * p) * p;
-}
-
-vector solve_cubic_pq(float p, float q)
-{
-       float D, u, v, a;
-       D = q*q/4.0 + p*p*p/27.0;
-       if(D < 0)
-       {
-               // irreducibilis
-               a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
-               u = sqrt(-4.0/3.0 * p);
-               // a in range 0..pi/3
-               // cos(a)
-               // cos(a + 2pi/3)
-               // cos(a + 4pi/3)
-               return
-                       u *
-                       (
-                               '1 0 0' * cos(a + 2.0/3.0*M_PI)
-                               +
-                               '0 1 0' * cos(a + 4.0/3.0*M_PI)
-                               +
-                               '0 0 1' * cos(a)
-                       );
-       }
-       else if(D == 0)
-       {
-               // simple
-               if(p == 0)
-                       return '0 0 0';
-               u = 3*q/p;
-               v = -u/2;
-               if(u >= v)
-                       return '1 1 0' * v + '0 0 1' * u;
-               else
-                       return '0 1 1' * v + '1 0 0' * u;
-       }
-       else
-       {
-               // cardano
-               u = cbrt(-q/2.0 + sqrt(D));
-               v = cbrt(-q/2.0 - sqrt(D));
-               return '1 1 1' * (u + v);
-       }
-}
-vector solve_cubic_abcd(float a, float b, float c, float d)
-{
-       // y = 3*a*x + b
-       // x = (y - b) / 3a
-       float p, q;
-       vector v;
-       p = (9*a*c - 3*b*b);
-       q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
-       v = solve_cubic_pq(p, q);
-       v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
-       if(a < 0)
-               v += '1 0 -1' * (v_z - v_x); // swap x, z
-       return v;
-}
-
-vector findperpendicular(vector v)
-{
-       vector p;
-       p_x = v_z;
-       p_y = -v_x;
-       p_z = v_y;
-       return normalize(cliptoplane(p, v));
-}
-
-vector W_CalculateProjectileSpread(vector forward, float spread)
-{
-       float sigma;
-       vector v1 = '0 0 0', v2;
-       float dx, dy, r;
-       float sstyle;
-       spread *= g_weaponspreadfactor;
-       if(spread <= 0)
-               return forward;
-       sstyle = autocvar_g_projectiles_spread_style;
-       
-       if(sstyle == 0)
-       {
-               // this is the baseline for the spread value!
-               // standard deviation: sqrt(2/5)
-               // density function: sqrt(1-r^2)
-               return forward + randomvec() * spread;
-       }
-       else if(sstyle == 1)
-       {
-               // same thing, basically
-               return normalize(forward + cliptoplane(randomvec() * spread, forward));
-       }
-       else if(sstyle == 2)
-       {
-               // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
-               sigma = spread * 0.89442719099991587855; // match baseline stddev
-               v1 = findperpendicular(forward);
-               v2 = cross(forward, v1);
-               // random point on unit circle
-               dx = random() * 2 * M_PI;
-               dy = sin(dx);
-               dx = cos(dx);
-               // radius in our dist function
-               r = random();
-               r = sqrt(r);
-               return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
-       }
-       else if(sstyle == 3) // gauss 3d
-       {
-               sigma = spread * 0.44721359549996; // match baseline stddev
-               // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
-               v1 = forward;
-               v1_x += gsl_ran_gaussian(sigma);
-               v1_y += gsl_ran_gaussian(sigma);
-               v1_z += gsl_ran_gaussian(sigma);
-               return v1;
-       }
-       else if(sstyle == 4) // gauss 2d
-       {
-               sigma = spread * 0.44721359549996; // match baseline stddev
-               // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
-               v1_x = gsl_ran_gaussian(sigma);
-               v1_y = gsl_ran_gaussian(sigma);
-               v1_z = gsl_ran_gaussian(sigma);
-               return normalize(forward + cliptoplane(v1, forward));
-       }
-       else if(sstyle == 5) // 1-r
-       {
-               sigma = spread * 1.154700538379252; // match baseline stddev
-               v1 = findperpendicular(forward);
-               v2 = cross(forward, v1);
-               // random point on unit circle
-               dx = random() * 2 * M_PI;
-               dy = sin(dx);
-               dx = cos(dx);
-               // radius in our dist function
-               r = random();
-               r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
-               return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
-       }
-       else if(sstyle == 6) // 1-r^2
-       {
-               sigma = spread * 1.095445115010332; // match baseline stddev
-               v1 = findperpendicular(forward);
-               v2 = cross(forward, v1);
-               // random point on unit circle
-               dx = random() * 2 * M_PI;
-               dy = sin(dx);
-               dx = cos(dx);
-               // radius in our dist function
-               r = random();
-               r = sqrt(1 - r);
-               r = sqrt(1 - r);
-               return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
-       }
-       else if(sstyle == 7) // (1-r) (2-r)
-       {
-               sigma = spread * 1.224744871391589; // match baseline stddev
-               v1 = findperpendicular(forward);
-               v2 = cross(forward, v1);
-               // random point on unit circle
-               dx = random() * 2 * M_PI;
-               dy = sin(dx);
-               dx = cos(dx);
-               // radius in our dist function
-               r = random();
-               r = 1 - sqrt(r);
-               r = 1 - sqrt(r);
-               return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
-       }
-       else
-               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)!");
-       return '0 0 0';
-       /*
-        * how to derive falloff functions:
-        * rho(r) := (2-r) * (1-r);
-        * a : 0;
-        * b : 1;
-        * rhor(r) := r * rho(r);
-        * cr(t) := integrate(rhor(r), r, a, t);
-        * scr(t) := integrate(rhor(r) * r^2, r, a, t);
-        * variance : scr(b) / cr(b);
-        * solve(cr(r) = rand * cr(b), r), programmmode:false;
-        * sqrt(0.4 / variance), numer;
-        */
-}
-
 #if 0
 float mspercallsum;
 float mspercallsstyle;
@@ -1252,7 +1067,7 @@ void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float
        }
        mspercallsum -= gettime(GETTIME_HIRES);
 #endif
-       dir = W_CalculateProjectileSpread(dir, spread);
+       dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
 #if 0
        mspercallsum += gettime(GETTIME_HIRES);
        mspercallcount += 1;
@@ -1352,7 +1167,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
        if(!self.(self.current_ammo) && self.reload_ammo_min)
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
-               if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
+               if(IS_REAL_CLIENT(self) && self.reload_complain < time)
                {
                        play2(self, "weapons/unavailable.wav");
                        sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));