Merge remote-tracking branch 'origin/master' into samual/weapons
authorSamual Lenks <samual@xonotic.org>
Fri, 6 Dec 2013 21:13:30 +0000 (16:13 -0500)
committerSamual Lenks <samual@xonotic.org>
Fri, 6 Dec 2013 21:13:30 +0000 (16:13 -0500)
Conflicts:
balanceXonotic.cfg
qcsrc/common/weapons/w_seeker.qc
qcsrc/server/cl_weapons.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/mutator_minstagib.qc
qcsrc/server/tturrets/units/unit_machinegun.qc
qcsrc/server/tturrets/units/unit_walker.qc
qcsrc/server/w_hagar.qc
qcsrc/server/w_hlac.qc
qcsrc/server/w_hook.qc
qcsrc/server/w_laser.qc
qcsrc/server/w_minstanex.qc
qcsrc/server/w_nex.qc
qcsrc/server/w_rifle.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_uzi.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/weaponsystem.qc

55 files changed:
1  2 
balanceXonotic.cfg
oldbalanceXPM.cfg
qcsrc/client/Main.qc
qcsrc/client/View.qc
qcsrc/client/damage.qc
qcsrc/client/hook.qc
qcsrc/client/hud.qc
qcsrc/client/miscfunctions.qc
qcsrc/client/particles.qc
qcsrc/client/progs.src
qcsrc/client/weapons/projectile.qc
qcsrc/common/command/generic.qc
qcsrc/common/constants.qh
qcsrc/common/util.qc
qcsrc/common/util.qh
qcsrc/common/weapons/w_electro.qc
qcsrc/common/weapons/w_fireball.qc
qcsrc/common/weapons/w_seeker.qc
qcsrc/common/weapons/w_tuba.qc
qcsrc/common/weapons/weapons.qh
qcsrc/menu/progs.src
qcsrc/server/autocvars.qh
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/cheats.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_impulse.qc
qcsrc/server/cl_physics.qc
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh
qcsrc/server/func_breakable.qc
qcsrc/server/g_damage.qc
qcsrc/server/g_hook.qc
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/gamemode_nexball.qc
qcsrc/server/mutators/mutator_minstagib.qc
qcsrc/server/mutators/mutator_nades.qc
qcsrc/server/mutators/mutator_nix.qc
qcsrc/server/mutators/mutator_touchexplode.qc
qcsrc/server/progs.src
qcsrc/server/t_items.qc
qcsrc/server/t_quake3.qc
qcsrc/server/tturrets/system/system_main.qc
qcsrc/server/tturrets/units/unit_flac.qc
qcsrc/server/tturrets/units/unit_machinegun.qc
qcsrc/server/tturrets/units/unit_walker.qc
qcsrc/server/vehicles/bumblebee.qc
qcsrc/server/vehicles/racer.qc
qcsrc/server/vehicles/raptor.qc
qcsrc/server/vehicles/spiderbot.qc
qcsrc/server/vehicles/vehicles.qc
qcsrc/server/weapons/accuracy.qc
qcsrc/server/weapons/csqcprojectile.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/weaponsystem.qc

@@@ -657,34 -585,34 +657,34 @@@ set g_balance_hagar_switchdelay_raise 0
  set g_balance_hagar_reload_ammo 0 //default: 25
  set g_balance_hagar_reload_time 2
  // }}}
 -// {{{ rocketlauncher
 -set g_balance_rocketlauncher_damage 70
 -set g_balance_rocketlauncher_edgedamage 35
 -set g_balance_rocketlauncher_force 450
 -set g_balance_rocketlauncher_radius 110
 -set g_balance_rocketlauncher_speed 1300
 -set g_balance_rocketlauncher_speedaccel 1300
 -set g_balance_rocketlauncher_speedstart 1000
 -set g_balance_rocketlauncher_lifetime 10
 -set g_balance_rocketlauncher_refire 1.2
 -set g_balance_rocketlauncher_animtime 0.4
 -set g_balance_rocketlauncher_ammo 4
 -set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
 -set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
 -set g_balance_rocketlauncher_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
 -set g_balance_rocketlauncher_guiderate 70 // max degrees per second
 -set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 -set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 -set g_balance_rocketlauncher_guidedelay 0.2 // delay before guiding kicks in
 -set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
 -set g_balance_rocketlauncher_remote_damage 70
 -set g_balance_rocketlauncher_remote_edgedamage 35
 -set g_balance_rocketlauncher_remote_radius 110
 -set g_balance_rocketlauncher_remote_force 400
 -set g_balance_rocketlauncher_switchdelay_drop 0.3
 -set g_balance_rocketlauncher_switchdelay_raise 0.2
 -set g_balance_rocketlauncher_reload_ammo 0 //default: 25
 -set g_balance_rocketlauncher_reload_time 2
 +// {{{ devastator
- set g_balance_devastator_damage 80
- set g_balance_devastator_edgedamage 40
++set g_balance_devastator_damage 70
++set g_balance_devastator_edgedamage 35
 +set g_balance_devastator_force 450
 +set g_balance_devastator_radius 110
 +set g_balance_devastator_speed 1300
 +set g_balance_devastator_speedaccel 1300
 +set g_balance_devastator_speedstart 1000
 +set g_balance_devastator_lifetime 10
- set g_balance_devastator_refire 1.1
++set g_balance_devastator_refire 1.2
 +set g_balance_devastator_animtime 0.4
 +set g_balance_devastator_ammo 4
 +set g_balance_devastator_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but mortar still can most the time.
 +set g_balance_devastator_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
 +set g_balance_devastator_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
- set g_balance_devastator_guiderate 90 // max degrees per second
++set g_balance_devastator_guiderate 70 // max degrees per second
 +set g_balance_devastator_guideratedelay 0.01 // immediate
 +set g_balance_devastator_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 +set g_balance_devastator_guidedelay 0.2 // delay before guiding kicks in
 +set g_balance_devastator_guidestop 0 // stop guiding when firing again
 +set g_balance_devastator_remote_damage 70
 +set g_balance_devastator_remote_edgedamage 35
 +set g_balance_devastator_remote_radius 110
 +set g_balance_devastator_remote_force 400
- set g_balance_devastator_switchdelay_drop 0.2
++set g_balance_devastator_switchdelay_drop 0.3
 +set g_balance_devastator_switchdelay_raise 0.2
 +set g_balance_devastator_reload_ammo 0 //default: 25
 +set g_balance_devastator_reload_time 2
  // }}}
  // {{{ porto
  set g_balance_porto_primary_refire 1.5
index 3b6dd98,0000000..9c90e04
mode 100644,000000..100644
--- /dev/null
@@@ -1,781 -1,0 +1,781 @@@
- set g_balance_rocketlauncher_damage 80
- set g_balance_rocketlauncher_edgedamage 40
 +g_mod_balance XPM
 +
 +// {{{ starting gear
 +set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms" // UNTIL IT CAN BE REMOVED FROM CODE
 +set g_start_weapon_rocketlauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_minstanex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_porto -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_hook -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_tuba -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_start_weapon_fireball -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
 +set g_balance_health_start 100
 +set g_balance_armor_start 0
 +set g_start_ammo_shells 15
 +set g_start_ammo_nails 0
 +set g_start_ammo_rockets 0
 +set g_start_ammo_cells 0
 +set g_start_ammo_fuel 0
 +set g_warmup_start_health 100 "starting values when being in warmup-stage"
 +set g_warmup_start_armor 100 "starting values when being in warmup-stage"
 +set g_warmup_start_ammo_shells 30 "starting values when being in warmup-stage"
 +set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
 +set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
 +set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
 +set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
 +set g_lms_start_health 200
 +set g_lms_start_armor 200
 +set g_lms_start_ammo_shells 60
 +set g_lms_start_ammo_nails 320
 +set g_lms_start_ammo_rockets 160
 +set g_lms_start_ammo_cells 180
 +set g_lms_start_ammo_fuel 0
 +set g_balance_nix_roundtime 25
 +set g_balance_nix_incrtime 1.6
 +set g_balance_nix_ammo_shells 60
 +set g_balance_nix_ammo_nails 320
 +set g_balance_nix_ammo_rockets 160
 +set g_balance_nix_ammo_cells 180
 +set g_balance_nix_ammo_fuel 0
 +set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
 +set g_balance_nix_ammoincr_nails 6
 +set g_balance_nix_ammoincr_rockets 2
 +set g_balance_nix_ammoincr_cells 2
 +set g_balance_nix_ammoincr_fuel 2
 +// }}}
 +
 +// {{{ pickup items
 +set g_pickup_ammo_anyway 1
 +set g_pickup_weapons_anyway 1
 +set g_pickup_shells 15
 +set g_pickup_shells_weapon 15
 +set g_pickup_shells_max 60
 +set g_pickup_nails 80
 +set g_pickup_nails_weapon 80
 +set g_pickup_nails_max 320
 +set g_pickup_rockets 40
 +set g_pickup_rockets_weapon 40
 +set g_pickup_rockets_max 160
 +set g_pickup_cells 30
 +set g_pickup_cells_weapon 30
 +set g_pickup_cells_max 180
 +set g_pickup_fuel 50
 +set g_pickup_fuel_weapon 50
 +set g_pickup_fuel_jetpack 100
 +set g_pickup_fuel_max 100
 +set g_pickup_armorsmall 5
 +set g_pickup_armorsmall_max 200
 +set g_pickup_armorsmall_anyway 0
 +set g_pickup_armormedium 25
 +set g_pickup_armormedium_max 100
 +set g_pickup_armormedium_anyway 0
 +set g_pickup_armorbig 50
 +set g_pickup_armorbig_max 100
 +set g_pickup_armorbig_anyway 0
 +set g_pickup_armorlarge 100
 +set g_pickup_armorlarge_max 200
 +set g_pickup_armorlarge_anyway 0
 +set g_pickup_healthsmall 5
 +set g_pickup_healthsmall_max 200
 +set g_pickup_healthsmall_anyway 0
 +set g_pickup_healthmedium 25
 +set g_pickup_healthmedium_max 100
 +set g_pickup_healthmedium_anyway 0
 +set g_pickup_healthlarge 50
 +set g_pickup_healthlarge_max 100
 +set g_pickup_healthlarge_anyway 0
 +set g_pickup_healthmega 100
 +set g_pickup_healthmega_max 200
 +set g_pickup_healthmega_anyway 0
 +set g_pickup_respawntime_short 15
 +set g_pickup_respawntime_medium 20
 +set g_pickup_respawntime_long 30
 +set g_pickup_respawntime_powerup 120
 +set g_pickup_respawntime_weapon 10
 +set g_pickup_respawntime_superweapon 120
 +set g_pickup_respawntime_ammo 15
 +set g_pickup_respawntimejitter_short 0
 +set g_pickup_respawntimejitter_medium 0
 +set g_pickup_respawntimejitter_long 0
 +set g_pickup_respawntimejitter_powerup 30
 +set g_pickup_respawntimejitter_weapon 0
 +set g_pickup_respawntimejitter_superweapon 10
 +set g_pickup_respawntimejitter_ammo 0
 +// }}}
 +
 +// {{{ regen/rot
 +set g_balance_health_regen 0.08
 +set g_balance_health_regenlinear 0.5
 +set g_balance_pause_health_regen 5
 +set g_balance_pause_health_regen_spawn 0
 +set g_balance_health_rot 0.03
 +set g_balance_health_rotlinear 0.75
 +set g_balance_pause_health_rot 1
 +set g_balance_pause_health_rot_spawn 5
 +set g_balance_health_regenstable 100
 +set g_balance_health_rotstable 100
 +set g_balance_health_limit 999
 +set g_balance_armor_regen 0
 +set g_balance_armor_regenlinear 0
 +set g_balance_armor_rot 0.03
 +set g_balance_armor_rotlinear 0.75
 +set g_balance_pause_armor_rot 1
 +set g_balance_pause_armor_rot_spawn 5
 +set g_balance_armor_regenstable 100
 +set g_balance_armor_rotstable 100
 +set g_balance_armor_limit 999
 +set g_balance_armor_blockpercent 0.6
 +set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
 +set g_balance_fuel_regenlinear 0
 +set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
 +set g_balance_fuel_rot 0.05
 +set g_balance_fuel_rotlinear 0
 +set g_balance_pause_fuel_rot 5
 +set g_balance_pause_fuel_rot_spawn 10
 +set g_balance_fuel_regenstable 50
 +set g_balance_fuel_rotstable 100
 +set g_balance_fuel_limit 999
 +// }}}
 +
 +// {{{ misc
 +set g_balance_selfdamagepercent 0.65
 +set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
 +set g_weaponratefactor 1 "weapon fire rate multiplier"
 +set g_weapondamagefactor 1 "weapon damage multiplier"
 +set g_weaponforcefactor 1 "weapon force multiplier"
 +set g_weaponspreadfactor 1 "weapon spread multiplier"
 +set g_balance_firetransfer_time 0.9
 +set g_balance_firetransfer_damage 0.8
 +set g_throughfloor_damage 0.75
 +set g_throughfloor_force 0.75
 +set g_projectiles_damage 1
 +// possible values:
 +// -2: absolutely no damage to projectiles (no exceptions)
 +// -1: no damage other than the exceptions (electro combo, hagar join explode, ML mines)
 +// 0: only damage from contents (lava/slime) or exceptions
 +// 1: only self damage or damage from contents or exceptions
 +// 2: allow all damage to projectiles normally
 +set g_projectiles_keep_owner 0
 +set g_projectiles_newton_style 0
 +// possible values:
 +// 0: absolute velocity projectiles (like Quake)
 +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
 +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
 +set g_projectiles_newton_style_2_minfactor 0.8
 +set g_projectiles_newton_style_2_maxfactor 1.5
 +set g_projectiles_spread_style 7
 +// possible values:
 +// 0: forward + solid sphere (like Quake) - varies velocity
 +// 1: forward + flattened solid sphere
 +// 2: forward + solid circle
 +// 3: forward + normal distribution 3D - varies velocity
 +// 4: forward + normal distribution on a plane
 +// 5: forward + circle with 1-r falloff
 +// 6: forward + circle with 1-r^2 falloff
 +// 7: forward + circle with (1-r)(2-r) falloff
 +set g_balance_falldamage_deadminspeed 250
 +set g_balance_falldamage_minspeed 900
 +set g_balance_falldamage_factor 0.20
 +set g_balance_falldamage_maxdamage 40
 +set g_balance_damagepush_speedfactor 2.5
 +set g_balance_contents_damagerate 0.2 // ticrate interval for applying damage with playerdamage/projectiledamage
 +set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
 +set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
 +set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
 +set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
 +set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
 +set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
 +// }}}
 +
 +// {{{ powerups
 +set g_balance_powerup_invincible_takedamage 0.25 // only 1/4th damage is taken
 +set g_balance_powerup_invincible_time 30
 +set g_balance_powerup_strength_damage 3
 +set g_balance_powerup_strength_force 3
 +set g_balance_powerup_strength_time 30
 +set g_balance_powerup_strength_selfdamage 1.5
 +set g_balance_powerup_strength_selfforce 1.5
 +set g_balance_superweapons_time 30
 +// }}}
 +
 +// {{{ jetpack/hook
 +set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
 +set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
 +set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
 +set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
 +set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
 +set g_jetpack_fuel 8 "fuel per second for jetpack"
 +set g_jetpack_attenuation 2 "jetpack sound attenuation"
 +
 +set g_grappling_hook_tarzan 2 // 2: can also pull players
 +set g_balance_grapplehook_speed_fly 1800
 +set g_balance_grapplehook_speed_pull 2000
 +set g_balance_grapplehook_force_rubber 2000
 +set g_balance_grapplehook_force_rubber_overstretch 1000
 +set g_balance_grapplehook_length_min 50
 +set g_balance_grapplehook_stretch 50
 +set g_balance_grapplehook_airfriction 0.2
 +set g_balance_grapplehook_health 50
 +set g_balance_grapplehook_damagedbycontents 1
 +// }}}
 +
 +// {{{ weapon properties
 +// {{{ laser
 +set g_balance_laser_melee_animtime 0.3
 +set g_balance_laser_melee_damage 80
 +set g_balance_laser_melee_delay 0.25
 +set g_balance_laser_melee_force 200
 +set g_balance_laser_melee_multihit 1
 +set g_balance_laser_melee_no_doubleslap 1
 +set g_balance_laser_melee_nonplayerdamage 40
 +set g_balance_laser_melee_range 120
 +set g_balance_laser_melee_refire 1.25
 +set g_balance_laser_melee_swing_side 120
 +set g_balance_laser_melee_swing_up 30
 +set g_balance_laser_melee_time 0.15
 +set g_balance_laser_melee_traces 10
 +
 +set g_balance_laser_primary 0 // 0 = shockwave attack, 1 = projectile primary
 +set g_balance_laser_primary_damage 25
 +set g_balance_laser_primary_edgedamage 12.5
 +set g_balance_laser_primary_force 300
 +set g_balance_laser_primary_radius 70
 +set g_balance_laser_primary_speed 6000
 +set g_balance_laser_primary_spread 0
 +set g_balance_laser_primary_refire 0.7
 +set g_balance_laser_primary_animtime 0.2
 +set g_balance_laser_primary_lifetime 5
 +set g_balance_laser_primary_shotangle 0
 +set g_balance_laser_primary_delay 0
 +set g_balance_laser_primary_force_zscale 1.2
 +set g_balance_laser_primary_force_velocitybias 0
 +set g_balance_laser_primary_force_other_scale 1
 +
 +set g_balance_laser_secondary 2 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = melee secondary
 +set g_balance_laser_secondary_damage 25
 +set g_balance_laser_secondary_edgedamage 12.5
 +set g_balance_laser_secondary_force 400
 +set g_balance_laser_secondary_radius 70
 +set g_balance_laser_secondary_speed 12000
 +set g_balance_laser_secondary_spread 0
 +set g_balance_laser_secondary_refire 0.7
 +set g_balance_laser_secondary_animtime 0.2
 +set g_balance_laser_secondary_lifetime 5
 +set g_balance_laser_secondary_shotangle -90
 +set g_balance_laser_secondary_delay 0
 +set g_balance_laser_secondary_force_zscale 1.25
 +set g_balance_laser_secondary_force_velocitybias 0
 +set g_balance_laser_secondary_force_other_scale 1
 +
 +set g_balance_laser_shockwave_damage 20
 +set g_balance_laser_shockwave_distance 2000
 +set g_balance_laser_shockwave_edgedamage 0
 +set g_balance_laser_shockwave_force 200
 +set g_balance_laser_shockwave_force_forwardbias 50
 +set g_balance_laser_shockwave_force_zscale 2
 +set g_balance_laser_shockwave_jump_damage 20
 +set g_balance_laser_shockwave_jump_edgedamage 0
 +set g_balance_laser_shockwave_jump_force 300
 +set g_balance_laser_shockwave_jump_force_velocitybias 0
 +set g_balance_laser_shockwave_jump_force_zscale 1.25
 +set g_balance_laser_shockwave_jump_multiplier_accuracy 0.5
 +set g_balance_laser_shockwave_jump_multiplier_distance 0.5
 +set g_balance_laser_shockwave_jump_multiplier_min 0
 +set g_balance_laser_shockwave_jump_radius 150
 +set g_balance_laser_shockwave_multiplier_accuracy 0.5
 +set g_balance_laser_shockwave_multiplier_distance 0.5
 +set g_balance_laser_shockwave_multiplier_min 0
 +set g_balance_laser_shockwave_splash_damage 15
 +set g_balance_laser_shockwave_splash_edgedamage 0
 +set g_balance_laser_shockwave_splash_force 100
 +set g_balance_laser_shockwave_splash_force_forwardbias 50
 +set g_balance_laser_shockwave_splash_multiplier_accuracy 0.5
 +set g_balance_laser_shockwave_splash_multiplier_distance 0.5
 +set g_balance_laser_shockwave_splash_multiplier_min 0
 +set g_balance_laser_shockwave_splash_radius 70
 +set g_balance_laser_shockwave_spread_max 120
 +set g_balance_laser_shockwave_spread_min 25
 +
 +set g_balance_laser_switchdelay_drop 0.15
 +set g_balance_laser_switchdelay_raise 0.15
 +set g_balance_laser_reload_ammo 0 //default: 6
 +set g_balance_laser_reload_time 2
 +// }}}
 +// {{{ shotgun
 +set g_balance_shotgun_primary_bullets 14
 +set g_balance_shotgun_primary_damage 4
 +set g_balance_shotgun_primary_force 15
 +set g_balance_shotgun_primary_spread 0.12
 +set g_balance_shotgun_primary_refire 0.75
 +set g_balance_shotgun_primary_animtime 0.2
 +set g_balance_shotgun_primary_ammo 1
 +set g_balance_shotgun_primary_speed 8000
 +set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
 +set g_balance_shotgun_secondary 1
 +set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 +set g_balance_shotgun_secondary_melee_range 120
 +set g_balance_shotgun_secondary_melee_swing_side 120
 +set g_balance_shotgun_secondary_melee_swing_up 30
 +set g_balance_shotgun_secondary_melee_time 0.15
 +set g_balance_shotgun_secondary_melee_traces 10
 +set g_balance_shotgun_secondary_melee_no_doubleslap 1
 +set g_balance_shotgun_secondary_melee_nonplayerdamage 40
 +set g_balance_shotgun_secondary_melee_multihit 1
 +set g_balance_shotgun_secondary_damage 80
 +set g_balance_shotgun_secondary_force 200
 +set g_balance_shotgun_secondary_refire 1.25
 +set g_balance_shotgun_secondary_animtime 1
 +set g_balance_shotgun_switchdelay_drop 0.2
 +set g_balance_shotgun_switchdelay_raise 0.2
 +set g_balance_shotgun_reload_ammo 0 //default: 5
 +set g_balance_shotgun_reload_time 2
 +// }}}
 +// {{{ uzi
 +set g_balance_uzi_mode 1                              // Activates varible spread for sustained & burst mode secondary
 +set g_balance_uzi_spread_min 0.02
 +set g_balance_uzi_spread_max 0.05
 +set g_balance_uzi_spread_add 0.012
 +
 +set g_balance_uzi_burst 3                             // # of bullets in a burst (if set to 2 or more)
 +set g_balance_uzi_burst_animtime 0.3
 +set g_balance_uzi_burst_refire 0.06           // refire between burst bullets
 +set g_balance_uzi_burst_refire2 0.45  // refire after burst
 +set g_balance_uzi_burst_spread 0.02
 +set g_balance_uzi_burst_damage 25
 +set g_balance_uzi_burst_force 20
 +set g_balance_uzi_burst_ammo 3
 +
 +set g_balance_uzi_first 1
 +set g_balance_uzi_first_damage 14
 +set g_balance_uzi_first_force 5
 +set g_balance_uzi_first_spread 0.03
 +set g_balance_uzi_first_refire 0.125
 +set g_balance_uzi_first_ammo 1
 +
 +set g_balance_uzi_sustained_damage 10 // 100 dps
 +set g_balance_uzi_sustained_force 5
 +set g_balance_uzi_sustained_spread 0.03
 +set g_balance_uzi_sustained_refire 0.1
 +set g_balance_uzi_sustained_ammo 1
 +
 +set g_balance_uzi_speed 18000
 +set g_balance_uzi_bulletconstant 115 // 13.1qu
 +
 +set g_balance_uzi_switchdelay_drop 0.2
 +set g_balance_uzi_switchdelay_raise 0.2
 +
 +set g_balance_uzi_reload_ammo 60 //default: 30
 +set g_balance_uzi_reload_time 2
 +// }}}
 +// {{{ mortar
 +set g_balance_grenadelauncher_primary_type 0
 +set g_balance_grenadelauncher_primary_damage 50
 +set g_balance_grenadelauncher_primary_edgedamage 25
 +set g_balance_grenadelauncher_primary_force 250
 +set g_balance_grenadelauncher_primary_radius 120
 +set g_balance_grenadelauncher_primary_speed 1900
 +set g_balance_grenadelauncher_primary_speed_up 225
 +set g_balance_grenadelauncher_primary_speed_z 0
 +set g_balance_grenadelauncher_primary_spread 0
 +set g_balance_grenadelauncher_primary_lifetime 5
 +set g_balance_grenadelauncher_primary_lifetime2 1
 +set g_balance_grenadelauncher_primary_refire 0.8
 +set g_balance_grenadelauncher_primary_animtime 0.3
 +set g_balance_grenadelauncher_primary_ammo 2
 +set g_balance_grenadelauncher_primary_health 15
 +set g_balance_grenadelauncher_primary_damageforcescale 0
 +set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
 +
 +set g_balance_grenadelauncher_secondary_type 1
 +set g_balance_grenadelauncher_secondary_damage 60
 +set g_balance_grenadelauncher_secondary_edgedamage 30
 +set g_balance_grenadelauncher_secondary_force 250
 +set g_balance_grenadelauncher_secondary_radius 120
 +set g_balance_grenadelauncher_secondary_speed 1400
 +set g_balance_grenadelauncher_secondary_speed_up 150
 +set g_balance_grenadelauncher_secondary_speed_z 0
 +set g_balance_grenadelauncher_secondary_spread 0
 +set g_balance_grenadelauncher_secondary_lifetime 5
 +set g_balance_grenadelauncher_secondary_lifetime_bounce 0.5
 +set g_balance_grenadelauncher_secondary_lifetime_stick 0
 +set g_balance_grenadelauncher_secondary_refire 0.7
 +set g_balance_grenadelauncher_secondary_animtime 0.3
 +set g_balance_grenadelauncher_secondary_ammo 2
 +set g_balance_grenadelauncher_secondary_health 30
 +set g_balance_grenadelauncher_secondary_damageforcescale 4
 +set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
 +
 +set g_balance_grenadelauncher_bouncefactor 0.5
 +set g_balance_grenadelauncher_bouncestop 0.075
 +
 +set g_balance_grenadelauncher_switchdelay_drop 0.2
 +set g_balance_grenadelauncher_switchdelay_raise 0.2
 +
 +set g_balance_grenadelauncher_reload_ammo 0 //default: 12
 +set g_balance_grenadelauncher_reload_time 2
 +// }}}
 +// {{{ electro
 +set g_balance_electro_lightning 0
 +set g_balance_electro_primary_damage 40
 +set g_balance_electro_primary_edgedamage 20
 +set g_balance_electro_primary_force 200
 +set g_balance_electro_primary_force_up 0
 +set g_balance_electro_primary_radius 100
 +set g_balance_electro_primary_comboradius 300
 +set g_balance_electro_primary_speed 2500
 +set g_balance_electro_primary_spread 0
 +set g_balance_electro_primary_lifetime 5
 +set g_balance_electro_primary_refire 0.6
 +set g_balance_electro_primary_animtime 0.3
 +set g_balance_electro_primary_ammo 4
 +set g_balance_electro_primary_range 0
 +set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
 +set g_balance_electro_primary_falloff_maxdist 850
 +set g_balance_electro_primary_falloff_halflifedist 425
 +set g_balance_electro_secondary_damage 40
 +set g_balance_electro_secondary_edgedamage 20
 +set g_balance_electro_secondary_force 50
 +set g_balance_electro_secondary_radius 150
 +set g_balance_electro_secondary_speed 1000
 +set g_balance_electro_secondary_speed_up 200
 +set g_balance_electro_secondary_speed_z 0
 +set g_balance_electro_secondary_spread 0.04
 +set g_balance_electro_secondary_lifetime 4
 +set g_balance_electro_secondary_refire 0.2
 +set g_balance_electro_secondary_refire2 1.6
 +set g_balance_electro_secondary_animtime 0.2
 +set g_balance_electro_secondary_ammo 2
 +set g_balance_electro_secondary_health 5
 +set g_balance_electro_secondary_damageforcescale 4
 +set g_balance_electro_secondary_damagedbycontents 1
 +set g_balance_electro_secondary_count 3
 +set g_balance_electro_secondary_bouncefactor 0.3
 +set g_balance_electro_secondary_bouncestop 0.05
 +set g_balance_electro_combo_damage 50
 +set g_balance_electro_combo_edgedamage 25
 +set g_balance_electro_combo_force 120
 +set g_balance_electro_combo_radius 150
 +set g_balance_electro_combo_comboradius 300
 +set g_balance_electro_combo_speed 2000
 +set g_balance_electro_combo_safeammocheck 1
 +set g_balance_electro_switchdelay_drop 0.2
 +set g_balance_electro_switchdelay_raise 0.2
 +set g_balance_electro_reload_ammo 0 //default: 20
 +set g_balance_electro_reload_time 2
 +// }}}
 +// {{{ lightning
 +set g_balance_lightning_primary_ammo 5
 +set g_balance_lightning_primary_animtime 0.2
 +set g_balance_lightning_primary_damage 100
 +set g_balance_lightning_primary_edgedamage 0
 +set g_balance_lightning_primary_falloff_mindist 0
 +set g_balance_lightning_primary_falloff_maxdist 0
 +set g_balance_lightning_primary_falloff_halflifedist 0
 +set g_balance_lightning_primary_force 425
 +set g_balance_lightning_primary_lifetime 0
 +set g_balance_lightning_primary_radius 850
 +set g_balance_lightning_primary_range 800
 +set g_balance_lightning_primary_refire 0.4
 +set g_balance_lightning_primary_speed 0
 +set g_balance_lightning_primary_spread 0
 +set g_balance_lightning_secondary_ammo 5
 +set g_balance_lightning_secondary_animtime 0.5
 +set g_balance_lightning_secondary_damage 100
 +set g_balance_lightning_secondary_damageforcescale 4
 +set g_balance_lightning_secondary_edgedamage 80
 +set g_balance_lightning_secondary_flyingdamage 1
 +set g_balance_lightning_secondary_flyingforce -80
 +set g_balance_lightning_secondary_flyingradius 200
 +set g_balance_lightning_secondary_force -200
 +set g_balance_lightning_secondary_health 1
 +set g_balance_lightning_secondary_lifetime 30
 +set g_balance_lightning_secondary_radius 300
 +set g_balance_lightning_secondary_refire 5
 +set g_balance_lightning_secondary_speed 600
 +// }}}
 +// {{{ crylink 
 +set g_balance_crylink_primary_damage 12
 +set g_balance_crylink_primary_edgedamage 6
 +set g_balance_crylink_primary_force -50
 +set g_balance_crylink_primary_radius 80
 +set g_balance_crylink_primary_speed 2000
 +set g_balance_crylink_primary_spread 0.08
 +set g_balance_crylink_primary_shots 6
 +set g_balance_crylink_primary_bounces 1
 +set g_balance_crylink_primary_refire 0.7
 +set g_balance_crylink_primary_animtime 0.3
 +set g_balance_crylink_primary_ammo 3
 +set g_balance_crylink_primary_bouncedamagefactor 0.5
 +set g_balance_crylink_primary_joindelay 0.1
 +set g_balance_crylink_primary_joinspread 0.2
 +set g_balance_crylink_primary_joinexplode 1
 +set g_balance_crylink_primary_joinexplode_damage 0
 +set g_balance_crylink_primary_joinexplode_edgedamage 0
 +set g_balance_crylink_primary_joinexplode_radius 0
 +set g_balance_crylink_primary_joinexplode_force 0
 +set g_balance_crylink_primary_linkexplode 1
 +
 +set g_balance_crylink_primary_middle_lifetime 5 // range: 35000 full, fades to 70000
 +set g_balance_crylink_primary_middle_fadetime 5
 +set g_balance_crylink_primary_other_lifetime 5
 +set g_balance_crylink_primary_other_fadetime 5
 +
 +set g_balance_crylink_secondary 1
 +set g_balance_crylink_secondary_damage 10
 +set g_balance_crylink_secondary_edgedamage 5
 +set g_balance_crylink_secondary_force -250
 +set g_balance_crylink_secondary_radius 100
 +set g_balance_crylink_secondary_speed 3000
 +set g_balance_crylink_secondary_spread 0.01
 +set g_balance_crylink_secondary_spreadtype 1
 +set g_balance_crylink_secondary_shots 5
 +set g_balance_crylink_secondary_bounces 0
 +set g_balance_crylink_secondary_refire 0.7
 +set g_balance_crylink_secondary_animtime 0.2
 +set g_balance_crylink_secondary_ammo 2
 +set g_balance_crylink_secondary_bouncedamagefactor 0.5
 +set g_balance_crylink_secondary_joindelay 0
 +set g_balance_crylink_secondary_joinspread 0
 +set g_balance_crylink_secondary_joinexplode 0
 +set g_balance_crylink_secondary_joinexplode_damage 0
 +set g_balance_crylink_secondary_joinexplode_edgedamage 0
 +set g_balance_crylink_secondary_joinexplode_radius 0
 +set g_balance_crylink_secondary_joinexplode_force 0
 +set g_balance_crylink_secondary_linkexplode 1
 +
 +set g_balance_crylink_secondary_middle_lifetime 5 // range: 35000 full, fades to 70000
 +set g_balance_crylink_secondary_middle_fadetime 5
 +set g_balance_crylink_secondary_line_lifetime 5
 +set g_balance_crylink_secondary_line_fadetime 5
 +
 +set g_balance_crylink_switchdelay_drop 0.2
 +set g_balance_crylink_switchdelay_raise 0.2
 +
 +set g_balance_crylink_reload_ammo 0 //default: 10
 +set g_balance_crylink_reload_time 2
 +// }}}
 +// {{{ nex
 +set g_balance_nex_primary_damage 80
 +set g_balance_nex_primary_force 400
 +set g_balance_nex_primary_refire 1.5
 +set g_balance_nex_primary_animtime 0.6
 +set g_balance_nex_primary_ammo 6
 +set g_balance_nex_primary_damagefalloff_mindist 0 // 1000    For tZork ;3
 +set g_balance_nex_primary_damagefalloff_maxdist 0 // 3000
 +set g_balance_nex_primary_damagefalloff_halflife 0 // 1500
 +set g_balance_nex_primary_damagefalloff_forcehalflife 0 // 1500
 +
 +set g_balance_nex_secondary 0
 +set g_balance_nex_secondary_charge 0
 +set g_balance_nex_secondary_charge_rate 0.1
 +set g_balance_nex_secondary_chargepool 0
 +set g_balance_nex_secondary_chargepool_regen 0.15
 +set g_balance_nex_secondary_chargepool_pause_regen 1
 +set g_balance_nex_secondary_chargepool_pause_health_regen 1
 +set g_balance_nex_secondary_damage 0
 +set g_balance_nex_secondary_force 0
 +set g_balance_nex_secondary_refire 0
 +set g_balance_nex_secondary_animtime 0
 +set g_balance_nex_secondary_ammo 2
 +set g_balance_nex_secondary_damagefalloff_mindist 0
 +set g_balance_nex_secondary_damagefalloff_maxdist 0
 +set g_balance_nex_secondary_damagefalloff_halflife 0
 +set g_balance_nex_secondary_damagefalloff_forcehalflife 0
 +
 +set g_balance_nex_charge 1
 +set g_balance_nex_charge_mindmg 40
 +set g_balance_nex_charge_start 0.5
 +set g_balance_nex_charge_rate 0.4
 +set g_balance_nex_charge_animlimit 0.5
 +set g_balance_nex_charge_limit 1
 +set g_balance_nex_charge_rot_rate 0
 +set g_balance_nex_charge_rot_pause 0 // Dont rot down until this long after release of charge button
 +set g_balance_nex_charge_shot_multiplier 0
 +set g_balance_nex_charge_velocity_rate 0
 +set g_balance_nex_charge_minspeed 400
 +set g_balance_nex_charge_maxspeed 800
 +
 +set g_balance_nex_switchdelay_drop 0.3
 +set g_balance_nex_switchdelay_raise 0.25
 +
 +set g_balance_nex_reload_ammo 0 //default: 25
 +set g_balance_nex_reload_time 2
 +// }}}
 +// {{{ minstanex
 +set g_balance_minstanex_refire 1
 +set g_balance_minstanex_animtime 0.3
 +set g_balance_minstanex_ammo 10
 +set g_balance_minstanex_laser_ammo 0
 +set g_balance_minstanex_laser_animtime 0.3
 +set g_balance_minstanex_laser_refire 0.7
 +set g_balance_minstanex_switchdelay_drop 0.2
 +set g_balance_minstanex_switchdelay_raise 0.2
 +set g_balance_minstanex_reload_ammo 0 //default: 50
 +set g_balance_minstanex_reload_time 2
 +// }}}
 +// {{{ hagar
 +set g_balance_hagar_primary_damage 25
 +set g_balance_hagar_primary_edgedamage 12.5
 +set g_balance_hagar_primary_force 100
 +set g_balance_hagar_primary_health 15
 +set g_balance_hagar_primary_damageforcescale 0
 +set g_balance_hagar_primary_radius 65
 +set g_balance_hagar_primary_spread 0.03
 +set g_balance_hagar_primary_speed 2500
 +set g_balance_hagar_primary_lifetime 5
 +set g_balance_hagar_primary_refire 0.16667 // 6 rockets per second
 +set g_balance_hagar_primary_ammo 1
 +set g_balance_hagar_secondary 1
 +set g_balance_hagar_secondary_load 1
 +set g_balance_hagar_secondary_load_speed 0.5
 +set g_balance_hagar_secondary_load_spread 0.075
 +set g_balance_hagar_secondary_load_spread_bias 0.5
 +set g_balance_hagar_secondary_load_max 4
 +set g_balance_hagar_secondary_load_hold 4
 +set g_balance_hagar_secondary_load_releasedeath 0
 +set g_balance_hagar_secondary_load_abort 0
 +set g_balance_hagar_secondary_load_linkexplode 0
 +set g_balance_hagar_secondary_load_animtime 0.2
 +set g_balance_hagar_secondary_damage 40
 +set g_balance_hagar_secondary_edgedamage 20
 +set g_balance_hagar_secondary_force 75
 +set g_balance_hagar_secondary_health 15
 +set g_balance_hagar_secondary_damageforcescale 0
 +set g_balance_hagar_secondary_radius 80
 +set g_balance_hagar_secondary_spread 0.05
 +set g_balance_hagar_secondary_speed 2000
 +set g_balance_hagar_secondary_lifetime_min 10
 +set g_balance_hagar_secondary_lifetime_rand 0
 +set g_balance_hagar_secondary_refire 0.5
 +set g_balance_hagar_secondary_ammo 1
 +set g_balance_hagar_switchdelay_drop 0.2
 +set g_balance_hagar_switchdelay_raise 0.2
 +set g_balance_hagar_reload_ammo 0 //default: 25
 +set g_balance_hagar_reload_time 2
 +// }}}
 +// {{{ rocketlauncher
- set g_balance_rocketlauncher_refire 1.1
++set g_balance_rocketlauncher_damage 70
++set g_balance_rocketlauncher_edgedamage 35
 +set g_balance_rocketlauncher_force 450
 +set g_balance_rocketlauncher_radius 110
 +set g_balance_rocketlauncher_speed 1300
 +set g_balance_rocketlauncher_speedaccel 1300
 +set g_balance_rocketlauncher_speedstart 1000
 +set g_balance_rocketlauncher_lifetime 10
- set g_balance_rocketlauncher_guiderate 90 // max degrees per second
++set g_balance_rocketlauncher_refire 1.2
 +set g_balance_rocketlauncher_animtime 0.4
 +set g_balance_rocketlauncher_ammo 4
 +set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
 +set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
 +set g_balance_rocketlauncher_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
- set g_balance_rocketlauncher_switchdelay_drop 0.2
++set g_balance_rocketlauncher_guiderate 70 // max degrees per second
 +set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 +set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 +set g_balance_rocketlauncher_guidedelay 0.2 // delay before guiding kicks in
 +set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
 +set g_balance_rocketlauncher_remote_damage 70
 +set g_balance_rocketlauncher_remote_edgedamage 35
 +set g_balance_rocketlauncher_remote_radius 110
 +set g_balance_rocketlauncher_remote_force 400
++set g_balance_rocketlauncher_switchdelay_drop 0.3
 +set g_balance_rocketlauncher_switchdelay_raise 0.2
 +set g_balance_rocketlauncher_reload_ammo 0 //default: 25
 +set g_balance_rocketlauncher_reload_time 2
 +// }}}
 +// {{{ porto
 +set g_balance_porto_primary_refire 1.5
 +set g_balance_porto_primary_animtime 0.3
 +set g_balance_porto_primary_speed 1000
 +set g_balance_porto_primary_lifetime 5
 +set g_balance_porto_secondary 1
 +set g_balance_porto_secondary_refire 1.5
 +set g_balance_porto_secondary_animtime 0.3
 +set g_balance_porto_secondary_speed 1000
 +set g_balance_porto_secondary_lifetime 5
 +set g_balance_porto_switchdelay_drop 0.2
 +set g_balance_porto_switchdelay_raise 0.2
 +set g_balance_portal_health 200 // these get recharged whenever the portal is used
 +set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
 +// }}}
 +// {{{ hook
 +set g_balance_hook_primary_fuel 5 // hook monkeys set 0
 +set g_balance_hook_primary_refire 0 // hook monkeys set 0
 +set g_balance_hook_primary_animtime 0.3 // good shoot anim
 +set g_balance_hook_primary_hooked_time_max 0 // infinite
 +set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
 +set g_balance_hook_primary_hooked_fuel 5 // fuel per second hooked
 +set g_balance_hook_secondary_damage 25 // not much
 +set g_balance_hook_secondary_edgedamage 5 // not much
 +set g_balance_hook_secondary_radius 500 // LOTS
 +set g_balance_hook_secondary_force -2000 // LOTS
 +set g_balance_hook_secondary_ammo 30 // a whole pack
 +set g_balance_hook_secondary_lifetime 5 // infinite
 +set g_balance_hook_secondary_speed 0 // not much throwing
 +set g_balance_hook_secondary_gravity 5 // fast falling
 +set g_balance_hook_secondary_refire 3 // don't drop too many bombs...
 +set g_balance_hook_secondary_animtime 0.3 // good shoot anim
 +set g_balance_hook_secondary_power 3 // effect behaves like a square function
 +set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
 +set g_balance_hook_secondary_health 15
 +set g_balance_hook_secondary_damageforcescale 0
 +set g_balance_hook_switchdelay_drop 0.2
 +set g_balance_hook_switchdelay_raise 0.2
 +// }}}
 +// {{{ tuba
 +set g_balance_tuba_refire 0.05
 +set g_balance_tuba_animtime 0.05
 +set g_balance_tuba_attenuation 0.5
 +set g_balance_tuba_volume 1
 +set g_balance_tuba_fadetime 0.25
 +set g_balance_tuba_damage 5
 +set g_balance_tuba_edgedamage 0
 +set g_balance_tuba_radius 200
 +set g_balance_tuba_force 40
 +set g_balance_tuba_pitchstep 6
 +set g_balance_tuba_switchdelay_drop 0.2
 +set g_balance_tuba_switchdelay_raise 0.2
 +// }}}
 +// {{{ fireball // this is a superweapon -- lets make it behave as one.
 +set g_balance_fireball_primary_animtime 0.2
 +set g_balance_fireball_primary_bfgdamage 100
 +set g_balance_fireball_primary_bfgforce 0
 +set g_balance_fireball_primary_bfgradius 1000
 +set g_balance_fireball_primary_damage 200
 +set g_balance_fireball_primary_damageforcescale 0
 +set g_balance_fireball_primary_edgedamage 50
 +set g_balance_fireball_primary_force 600
 +set g_balance_fireball_primary_health 0
 +set g_balance_fireball_primary_laserburntime 0.5
 +set g_balance_fireball_primary_laserdamage 80
 +set g_balance_fireball_primary_laseredgedamage 20
 +set g_balance_fireball_primary_laserradius 256
 +set g_balance_fireball_primary_lifetime 15
 +set g_balance_fireball_primary_radius 200
 +set g_balance_fireball_primary_refire 2
 +set g_balance_fireball_primary_refire2 0
 +set g_balance_fireball_primary_speed 1200
 +set g_balance_fireball_primary_spread 0
 +set g_balance_fireball_secondary_animtime 0.3
 +set g_balance_fireball_secondary_damage 40
 +set g_balance_fireball_secondary_damageforcescale 4
 +set g_balance_fireball_secondary_damagetime 5
 +set g_balance_fireball_secondary_force 100
 +set g_balance_fireball_secondary_laserburntime 0.5
 +set g_balance_fireball_secondary_laserdamage 50
 +set g_balance_fireball_secondary_laseredgedamage 20
 +set g_balance_fireball_secondary_laserradius 110
 +set g_balance_fireball_secondary_lifetime 7
 +set g_balance_fireball_secondary_refire 1.5
 +set g_balance_fireball_secondary_speed 900
 +set g_balance_fireball_secondary_speed_up 100
 +set g_balance_fireball_secondary_speed_z 0
 +set g_balance_fireball_secondary_spread 0
 +set g_balance_fireball_switchdelay_drop 0.2
 +set g_balance_fireball_switchdelay_raise 0.2
 +// }}}
@@@ -817,13 -818,13 +817,13 @@@ void CSQC_Ent_Update(float bIsNewEntity
                case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
                case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
                case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
 -              case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break;
 -              case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break;
 +              case ENT_CLIENT_ELECTRO_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ELECTRO_BEAM); break;
 +              case ENT_CLIENT_ARC_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ARC_BEAM); break;
                case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
                case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
-               case ENT_CLIENT_TURRET: ent_turret(); break; 
+               case ENT_CLIENT_TURRET: ent_turret(); break;
                case ENT_CLIENT_MODEL: CSQCModel_Read(bIsNewEntity); break;
-               case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;  
+               case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;
                case ENT_CLIENT_BUMBLE_RAYGUN: bumble_raygun_read(bIsNewEntity); break;
                case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break;
                case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
index b86c234,0000000..52f6e23
mode 100644,000000..100644
--- /dev/null
@@@ -1,535 -1,0 +1,529 @@@
-                               rot = self.avelocity; 
 +.vector iorigin1, iorigin2;
 +.float spawntime;
 +.vector trail_oldorigin;
 +.float trail_oldtime;
 +.float fade_time, fade_rate;
 +
 +void SUB_Stop()
 +{
 +      self.move_velocity = self.move_avelocity = '0 0 0';
 +      self.move_movetype = MOVETYPE_NONE;
 +}
 +
 +.float alphamod;
 +.float count; // set if clientside projectile
 +.float cnt; // sound index
 +.float gravity;
 +.float snd_looping;
 +.float silent;
 +
 +void Projectile_ResetTrail(vector to)
 +{
 +      self.trail_oldorigin = to;
 +      self.trail_oldtime = time;
 +}
 +
 +void Projectile_DrawTrail(vector to)
 +{
 +      vector from;
 +      float t0;
 +
 +      from = self.trail_oldorigin;
 +      t0 = self.trail_oldtime;
 +      self.trail_oldorigin = to;
 +      self.trail_oldtime = time;
 +
 +      // force the effect even for stationary firemine
 +      if(self.cnt == PROJECTILE_FIREMINE)
 +              if(from == to)
 +                      from_z += 1;
 +
 +      if (self.traileffect)
 +      {
 +              particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
 +              boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
 +      }
 +}
 +
 +void Projectile_Draw()
 +{
 +      vector rot;
 +      vector trailorigin;
 +      float f;
 +      float drawn;
 +      float t;
 +      float a;
 +
 +      f = self.move_flags;
 +
 +      if(self.count & 0x80)
 +      {
 +              //self.move_flags &= ~FL_ONGROUND;
 +              if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
 +                      Movetype_Physics_NoMatchServer();
 +                      // the trivial movetypes do not have to match the
 +                      // server's ticrate as they are ticrate independent
 +                      // NOTE: this assumption is only true if MOVETYPE_FLY
 +                      // projectiles detonate on impact. If they continue
 +                      // moving, we might still be ticrate dependent.
 +              else
 +                      Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
 +              if(!(self.move_flags & FL_ONGROUND))
 +                      if(self.velocity != '0 0 0')
 +                              self.move_angles = self.angles = vectoangles(self.velocity);
 +      }
 +      else
 +      {
 +              InterpolateOrigin_Do();
 +      }
 +
 +      if(self.count & 0x80)
 +      {
 +              drawn = (time >= self.spawntime - 0.02);
 +              t = max(time, self.spawntime);
 +      }
 +      else
 +      {
 +              drawn = (self.iflags & IFLAG_VALID);
 +              t = time;
 +      }
 +
 +      if(!(f & FL_ONGROUND))
 +      {
 +              rot = '0 0 0';
 +              switch(self.cnt)
 +              {
 +                      /*
 +                      case PROJECTILE_GRENADE:
 +                              rot = '-2000 0 0'; // forward
 +                              break;
 +                      */
 +                      case PROJECTILE_GRENADE_BOUNCING:
 +                              rot = '0 -1000 0'; // sideways
 +                              break;
 +                      case PROJECTILE_NADE_RED_BURN:
 +                      case PROJECTILE_NADE_RED:
 +                      case PROJECTILE_NADE_BLUE_BURN:
 +                      case PROJECTILE_NADE_BLUE:
 +                      case PROJECTILE_NADE_YELLOW_BURN:
 +                      case PROJECTILE_NADE_YELLOW:
 +                      case PROJECTILE_NADE_PINK_BURN:
 +                      case PROJECTILE_NADE_PINK:
 +                      case PROJECTILE_NADE_BURN:
 +                      case PROJECTILE_NADE:
-               case PROJECTILE_BULLET_GLOWING:
-               case PROJECTILE_BULLET_GLOWING_TRACER:
-                       adddynamiclight(self.origin, 50 * a, '1 1 0');
-                       break;
++                              rot = self.avelocity;
 +                              break;
 +                      case PROJECTILE_HOOKBOMB:
 +                              rot = '1000 0 0'; // forward
 +                              break;
 +                      default:
 +                              break;
 +              }
 +              self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
 +      }
 +
 +      vector ang;
 +      ang = self.angles;
 +      ang_x = -ang_x;
 +      makevectors(ang);
 +
 +      a = 1 - (time - self.fade_time) * self.fade_rate;
 +      self.alpha = bound(0, self.alphamod * a, 1);
 +      if(self.alpha <= 0)
 +              drawn = 0;
 +      self.renderflags = 0;
 +
 +      trailorigin = self.origin;
 +      switch(self.cnt)
 +      {
 +          case PROJECTILE_NADE_RED_BURN:
 +              case PROJECTILE_NADE_RED:
 +              case PROJECTILE_NADE_BLUE_BURN:
 +              case PROJECTILE_NADE_BLUE:
 +              case PROJECTILE_NADE_YELLOW_BURN:
 +              case PROJECTILE_NADE_YELLOW:
 +              case PROJECTILE_NADE_PINK_BURN:
 +              case PROJECTILE_NADE_PINK:
 +              case PROJECTILE_NADE_BURN:
 +              case PROJECTILE_NADE:
 +                      trailorigin += v_up * 4;
 +                      break;
 +              case PROJECTILE_GRENADE:
 +              case PROJECTILE_GRENADE_BOUNCING:
 +                      trailorigin += v_right * 1 + v_forward * -10;
 +                      break;
 +              default:
 +                      break;
 +      }
 +      if(drawn)
 +              Projectile_DrawTrail(trailorigin);
 +      else
 +              Projectile_ResetTrail(trailorigin);
 +
 +      self.drawmask = 0;
 +
 +      if(!drawn)
 +              return;
 +
 +      switch(self.cnt)
 +      {
-                       case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
-                       case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle_weak"); break;
-                       case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
++              // Possibly add dlights here.
 +              default:
 +                      break;
 +      }
 +
 +      self.drawmask = MASK_NORMAL;
 +}
 +
 +void loopsound(entity e, float ch, string samp, float vol, float attn)
 +{
 +      if(self.silent)
 +              return;
 +
 +      sound(e, ch, samp, vol, attn);
 +      e.snd_looping = ch;
 +}
 +
 +void Ent_RemoveProjectile()
 +{
 +      if(self.count & 0x80)
 +      {
 +              tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
 +              Projectile_DrawTrail(trace_endpos);
 +      }
 +}
 +
 +void Ent_Projectile()
 +{
 +      float f;
 +
 +      // projectile properties:
 +      //   kind (interpolated, or clientside)
 +      //
 +      //   modelindex
 +      //   origin
 +      //   scale
 +      //   if clientside:
 +      //     velocity
 +      //     gravity
 +      //   soundindex (hardcoded list)
 +      //   effects
 +      //
 +      // projectiles don't send angles, because they always follow the velocity
 +
 +      f = ReadByte();
 +      self.count = (f & 0x80);
 +      self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
 +      self.solid = SOLID_TRIGGER;
 +      //self.effects = EF_NOMODELFLAGS;
 +
 +      // this should make collisions with bmodels more exact, but it leads to
 +      // projectiles no longer being able to lie on a bmodel
 +      self.move_nomonsters = MOVE_WORLDONLY;
 +      if(f & 0x40)
 +              self.move_flags |= FL_ONGROUND;
 +      else
 +              self.move_flags &= ~FL_ONGROUND;
 +
 +      if(!self.move_time)
 +      {
 +              // for some unknown reason, we don't need to care for
 +              // sv_gameplayfix_delayprojectiles here.
 +              self.move_time = time;
 +              self.spawntime = time;
 +      }
 +      else
 +              self.move_time = max(self.move_time, time);
 +
 +      if(!(self.count & 0x80))
 +              InterpolateOrigin_Undo();
 +
 +      if(f & 1)
 +      {
 +              self.origin_x = ReadCoord();
 +              self.origin_y = ReadCoord();
 +              self.origin_z = ReadCoord();
 +              setorigin(self, self.origin);
 +              if(self.count & 0x80)
 +              {
 +                      self.velocity_x = ReadCoord();
 +                      self.velocity_y = ReadCoord();
 +                      self.velocity_z = ReadCoord();
 +                      if(f & 0x10)
 +                              self.gravity = ReadCoord();
 +                      else
 +                              self.gravity = 0; // none
 +                      self.move_origin = self.origin;
 +                      self.move_velocity = self.velocity;
 +              }
 +
 +              if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
 +              {
 +                      self.trail_oldorigin = self.origin;
 +                      if(!(self.count & 0x80))
 +                              InterpolateOrigin_Reset();
 +              }
 +
 +              if(f & 0x20)
 +              {
 +                      self.fade_time = time + ReadByte() * ticrate;
 +                      self.fade_rate = 1 / (ReadByte() * ticrate);
 +              }
 +              else
 +              {
 +                      self.fade_time = 0;
 +                      self.fade_rate = 0;
 +              }
 +      }
 +
 +      if(f & 2)
 +      {
 +              self.cnt = ReadByte();
 +
 +              self.silent = (self.cnt & 0x80);
 +              self.cnt = (self.cnt & 0x7F);
 +
 +              self.scale = 1;
 +              self.traileffect = 0;
 +              switch(self.cnt)
 +              {
 +                      case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
 +                      case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
-                       
 +                      case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
 +                      case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
 +                      case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
 +                      case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
 +                      case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
 +                      case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
 +                      case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
 +                      case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
 +                      case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
 +                      case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
 +                      case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
 +                      case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
 +                      case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
 +                      case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
 +                      case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
 +                      case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
 +                      case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
 +                      case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
 +
 +                      case PROJECTILE_RAPTORBOMB:    setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
 +                      case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3");     self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
 +                      case PROJECTILE_RAPTORCANNON:  setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
 +
 +                      case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
 +                      case PROJECTILE_WAKIROCKET:   setmodel(self, "models/vehicles/rocket01.md3");  self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
 +                      case PROJECTILE_WAKICANNON:   setmodel(self, "models/laser.mdl");  self.traileffect = particleeffectnum(""); break;
 +
 +                      case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
 +                      case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
-                               break;            
++
 +                      case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
 +                      case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
 +                      case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
 +                      case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
 +                      case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
 +                      case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
 +                      case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
 +                      case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
 +                      case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
 +                      case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
 +
 +                      default:
 +                              error("Received invalid CSQC projectile, can't work with this!");
 +                              break;
 +              }
 +
 +              self.mins = '0 0 0';
 +              self.maxs = '0 0 0';
 +              self.colormod = '0 0 0';
 +              self.move_touch = SUB_Stop;
 +              self.move_movetype = MOVETYPE_TOSS;
 +              self.alphamod = 1;
 +
 +              switch(self.cnt)
 +              {
 +                      case PROJECTILE_ELECTRO:
 +                              // only new engines support sound moving with object
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              self.mins = '0 0 -4';
 +                              self.maxs = '0 0 -4';
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
 +                              self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
 +                              break;
 +                      case PROJECTILE_ROCKET:
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              self.mins = '-3 -3 -3';
 +                              self.maxs = '3 3 3';
 +                              break;
 +                      case PROJECTILE_GRENADE:
 +                              self.mins = '-3 -3 -3';
 +                              self.maxs = '3 3 3';
 +                              break;
 +                      case PROJECTILE_NADE_RED_BURN:
 +                      case PROJECTILE_NADE_RED:
 +                      case PROJECTILE_NADE_BLUE_BURN:
 +                      case PROJECTILE_NADE_BLUE:
 +                              self.mins = '-3 -3 -3';
 +                              self.maxs = '3 3 3';
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.scale = 1.5;
 +                              self.avelocity = randomvec() * 720;
 +                              break;
 +                      case PROJECTILE_GRENADE_BOUNCING:
 +                              self.mins = '-3 -3 -3';
 +                              self.maxs = '3 3 3';
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
 +                              self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
 +                              break;
 +                      case PROJECTILE_NADE_RED_BURN:
 +                      case PROJECTILE_NADE_RED:
 +                      case PROJECTILE_NADE_BLUE_BURN:
 +                      case PROJECTILE_NADE_BLUE:
 +                      case PROJECTILE_NADE_YELLOW_BURN:
 +                      case PROJECTILE_NADE_YELLOW:
 +                      case PROJECTILE_NADE_PINK_BURN:
 +                      case PROJECTILE_NADE_PINK:
 +                      case PROJECTILE_NADE_BURN:
 +                      case PROJECTILE_NADE:
 +                              self.mins = '-16 -16 -16';
 +                              self.maxs = '16 16 16';
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.scale = 1.5;
 +                              self.avelocity = randomvec() * 720;
 +                              break;
 +                      case PROJECTILE_MINE:
 +                              self.mins = '-4 -4 -4';
 +                              self.maxs = '4 4 4';
 +                              break;
 +                      case PROJECTILE_PORTO_RED:
 +                              self.colormod = '2 1 1';
 +                              self.alphamod = 0.5;
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              break;
 +                      case PROJECTILE_PORTO_BLUE:
 +                              self.colormod = '1 1 2';
 +                              self.alphamod = 0.5;
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              break;
 +                      case PROJECTILE_HAGAR_BOUNCING:
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              break;
 +                      case PROJECTILE_CRYLINK_BOUNCING:
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              break;
 +                      case PROJECTILE_FIREBALL:
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
 +                              self.mins = '-16 -16 -16';
 +                              self.maxs = '16 16 16';
 +                              break;
 +                      case PROJECTILE_FIREMINE:
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.mins = '-4 -4 -4';
 +                              self.maxs = '4 4 4';
 +                              break;
 +                      case PROJECTILE_TAG:
 +                              self.mins = '-2 -2 -2';
 +                              self.maxs = '2 2 2';
 +                              break;
 +                      case PROJECTILE_FLAC:
 +                              self.mins = '-2 -2 -2';
 +                              self.maxs = '2 2 2';
 +                              break;
 +                      case PROJECTILE_SEEKER:
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              self.mins = '-4 -4 -4';
 +                              self.maxs = '4 4 4';
 +                              break;
 +            case PROJECTILE_RAPTORBOMB:
 +                              self.mins = '-3 -3 -3';
 +                              self.maxs = '3 3 3';
 +                              break;
 +            case PROJECTILE_RAPTORBOMBLET:
 +                              break;
 +            case PROJECTILE_RAPTORCANNON:
 +                              break;
 +            case PROJECTILE_SPIDERROCKET:
 +                loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              break;
 +            case PROJECTILE_WAKIROCKET:
 +                loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
-       
++                              break;
 +            /*
 +            case PROJECTILE_WAKICANNON:
 +                              break;
 +                      case PROJECTILE_BUMBLE_GUN:
 +                              // only new engines support sound moving with object
 +                              loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
 +                              self.mins = '0 0 -4';
 +                              self.maxs = '0 0 -4';
 +                              self.move_movetype = MOVETYPE_BOUNCE;
 +                              self.move_touch = func_null;
 +                              self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
 +                              self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
 +                              break;
 +                      */
 +                      default:
 +                              break;
 +              }
 +              setsize(self, self.mins, self.maxs);
 +      }
 +
 +      if(self.gravity)
 +      {
 +              if(self.move_movetype == MOVETYPE_FLY)
 +                      self.move_movetype = MOVETYPE_TOSS;
 +              if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
 +                      self.move_movetype = MOVETYPE_BOUNCE;
 +      }
 +      else
 +      {
 +              if(self.move_movetype == MOVETYPE_TOSS)
 +                      self.move_movetype = MOVETYPE_FLY;
 +              if(self.move_movetype == MOVETYPE_BOUNCE)
 +                      self.move_movetype = MOVETYPE_BOUNCEMISSILE;
 +      }
 +
 +      if(!(self.count & 0x80))
 +              InterpolateOrigin_Note();
 +
 +      self.draw = Projectile_Draw;
 +      self.entremove = Ent_RemoveProjectile;
 +}
 +
 +void Projectile_Precache()
 +{
 +      precache_model("models/ebomb.mdl");
 +      precache_model("models/elaser.mdl");
 +      precache_model("models/grenademodel.md3");
 +      precache_model("models/mine.md3");
 +      precache_model("models/hagarmissile.mdl");
 +      precache_model("models/hlac_bullet.md3");
 +      precache_model("models/laser.mdl");
 +      precache_model("models/plasmatrail.mdl");
 +      precache_model("models/rocket.md3");
 +      precache_model("models/tagrocket.md3");
 +      precache_model("models/tracer.mdl");
++
 +      precache_model("models/weapons/v_ok_grenade.md3");
 +
 +      precache_sound("weapons/electro_fly.wav");
 +      precache_sound("weapons/rocket_fly.wav");
 +      precache_sound("weapons/fireball_fly.wav");
 +      precache_sound("weapons/fireball_fly2.wav");
 +      precache_sound("weapons/tag_rocket_fly.wav");
 +
 +}
@@@ -236,10 -236,10 +236,10 @@@ void GenericCommand_dumpnotifs(float re
                        #ifndef MENUQC
                        float fh, alsoprint = FALSE;
                        string filename = argv(1);
-                       
                        if(filename == "")
                        {
 -                              filename = "notifications.cfg";
 +                              filename = "notifications_dump.cfg";
                                alsoprint = FALSE;
                        }
                        else if(filename == "-")
Simple merge
Simple merge
Simple merge
index 548058b,0000000..75ddd79
mode 100644,000000..100644
--- /dev/null
@@@ -1,644 -1,0 +1,644 @@@
-       
 +#ifdef REGISTER_WEAPON
 +REGISTER_WEAPON(
 +/* WEP_##id */ ELECTRO,
 +/* function */ w_electro,
 +/* ammotype */ IT_CELLS,
 +/* impulse  */ 5,
 +/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 +/* rating   */ BOT_PICKUP_RATING_MID,
 +/* model    */ "electro",
 +/* netname  */ "electro",
 +/* fullname */ _("Electro")
 +);
 +
 +#ifdef SVQC
 +void ElectroInit();
 +vector electro_shotorigin[4];
 +var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
 +#endif
 +#else
 +#ifdef SVQC
 +void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
 +
 +.float electro_count;
 +.float electro_secondarytime;
 +
 +void W_Plasma_Explode_Combo (void);
 +
 +void W_Plasma_TriggerCombo(vector org, float rad, entity own)
 +{
 +      entity e;
 +      e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
 +      while (e)
 +      {
 +              if (e.classname == "plasma")
 +              {
 +                      // change owner to whoever caused the combo explosion
 +                      WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
 +
 +                      if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > e.WarpZone_findradius_dist))
 +                      {
 +                              e.realowner = own;
 +                              e.takedamage = DAMAGE_NO;
 +                              e.classname = "plasma_chain";
 +                              e.think = W_Plasma_Explode_Combo;
 +                              e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
 +                      }
 +              }
 +              e = e.chain;
 +      }
 +}
 +
 +void W_Plasma_Explode (void)
 +{
 +      if(other.takedamage == DAMAGE_AIM)
 +              if(IS_PLAYER(other))
 +                      if(DIFF_TEAM(self.realowner, other))
 +                              if(other.deadflag == DEAD_NO)
 +                                      if(IsFlying(other))
 +                                              Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
 +
 +      self.event_damage = func_null;
 +      self.takedamage = DAMAGE_NO;
 +      if (self.movetype == MOVETYPE_BOUNCE)
 +      {
 +              RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
 +      }
 +      else
 +      {
 +              W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
 +              RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
 +      }
 +
 +      remove (self);
 +}
 +
 +void W_Plasma_Explode_Combo (void)
 +{
 +      W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
 +
 +      self.event_damage = func_null;
 +      RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
 +
 +      remove (self);
 +}
 +
 +void W_Plasma_Touch (void)
 +{
 +      //self.velocity = self.velocity  * 0.1;
 +
 +      PROJECTILE_TOUCH;
 +      if (other.takedamage == DAMAGE_AIM) {
 +              W_Plasma_Explode ();
 +      } else {
 +              //UpdateCSQCProjectile(self);
 +              spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
 +              self.projectiledeathtype |= HITTYPE_BOUNCE;
 +      }
 +}
 +
 +void W_Plasma_TouchExplode (void)
 +{
 +      PROJECTILE_TOUCH;
 +      W_Plasma_Explode ();
 +}
 +
 +void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 +{
 +      if(self.health <= 0)
 +              return;
 +
 +      // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
 +      float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
-               return; // g_projectiles_damage says to halt    
-       
++
 +      if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
-       if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
++              return; // g_projectiles_damage says to halt
++
 +      self.health = self.health - damage;
 +      if (self.health <= 0)
 +      {
 +              self.takedamage = DAMAGE_NO;
 +              self.nextthink = time;
 +              if (is_combo)
 +              {
 +                      // change owner to whoever caused the combo explosion
 +                      self.realowner = inflictor.realowner;
 +                      self.classname = "plasma_chain";
 +                      self.think = W_Plasma_Explode_Combo;
 +                      self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
 +                              //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
 +              }
 +              else
 +              {
 +                      self.use = W_Plasma_Explode;
 +                      self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
 +              }
 +      }
 +}
 +
 +void W_Electro_Attack()
 +{
 +      entity proj;
 +
 +      W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
 +
 +      W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
 +
 +      pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      proj = spawn ();
 +      proj.classname = "plasma_prim";
 +      proj.owner = proj.realowner = self;
 +      proj.bot_dodge = TRUE;
 +      proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
 +      proj.use = W_Plasma_Explode;
 +      proj.think = adaptor_think2use_hittype_splash;
 +      proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
 +      PROJECTILE_MAKETRIGGER(proj);
 +      proj.projectiledeathtype = WEP_ELECTRO;
 +      setorigin(proj, w_shotorg);
 +
 +      proj.movetype = MOVETYPE_FLY;
 +      W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
 +      proj.angles = vectoangles(proj.velocity);
 +      proj.touch = W_Plasma_TouchExplode;
 +      setsize(proj, '0 0 -3', '0 0 -3');
 +      proj.flags = FL_PROJECTILE;
 +      proj.missile_flags = MIF_SPLASH;
 +
 +      CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
 +
 +      other = proj; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +void W_Electro_Attack2()
 +{
 +      entity proj;
 +
 +      W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
 +
 +      W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
 +
 +      w_shotdir = v_forward; // no TrueAim for grenades please
 +
 +      pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      proj = spawn ();
 +      proj.classname = "plasma";
 +      proj.owner = proj.realowner = self;
 +      proj.use = W_Plasma_Explode;
 +      proj.think = adaptor_think2use_hittype_splash;
 +      proj.bot_dodge = TRUE;
 +      proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
 +      proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
 +      PROJECTILE_MAKETRIGGER(proj);
 +      proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
 +      setorigin(proj, w_shotorg);
 +
 +      //proj.glow_size = 50;
 +      //proj.glow_color = 45;
 +      proj.movetype = MOVETYPE_BOUNCE;
 +      W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
 +      proj.touch = W_Plasma_Touch;
 +      setsize(proj, '0 0 -4', '0 0 -4');
 +      proj.takedamage = DAMAGE_YES;
 +      proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
 +      proj.health = autocvar_g_balance_electro_secondary_health;
 +      proj.event_damage = W_Plasma_Damage;
 +      proj.flags = FL_PROJECTILE;
 +      proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
 +
 +      proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
 +      proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
 +      proj.missile_flags = MIF_SPLASH | MIF_ARC;
 +
 +#if 0
 +      entity p2;
 +      p2 = spawn();
 +      copyentity(proj, p2);
 +      setmodel(p2, "models/ebomb.mdl");
 +      setsize(p2, proj.mins, proj.maxs);
 +#endif
 +
 +      CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 +
 +      other = proj; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +.vector hook_start, hook_end;
 +float lgbeam_send(entity to, float sf)
 +{
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
 +      sf = sf & 0x7F;
 +      if(sound_allowed(MSG_BROADCAST, self.realowner))
 +              sf |= 0x80;
 +      WriteByte(MSG_ENTITY, sf);
 +      if(sf & 1)
 +      {
 +              WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
 +              WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
 +      }
 +      if(sf & 2)
 +      {
 +              WriteCoord(MSG_ENTITY, self.hook_start_x);
 +              WriteCoord(MSG_ENTITY, self.hook_start_y);
 +              WriteCoord(MSG_ENTITY, self.hook_start_z);
 +      }
 +      if(sf & 4)
 +      {
 +              WriteCoord(MSG_ENTITY, self.hook_end_x);
 +              WriteCoord(MSG_ENTITY, self.hook_end_y);
 +              WriteCoord(MSG_ENTITY, self.hook_end_z);
 +      }
 +      return TRUE;
 +}
 +.entity lgbeam;
 +.float prevlgfire;
 +float lgbeam_checkammo()
 +{
 +      if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
 +              return TRUE;
 +      else if(autocvar_g_balance_electro_reload_ammo)
 +              return self.realowner.clip_load > 0;
 +      else
 +              return self.realowner.ammo_cells > 0;
 +}
 +
 +entity lgbeam_owner_ent;
 +void lgbeam_think()
 +{
 +      entity owner_player;
 +      owner_player = self.realowner;
 +
 +      owner_player.prevlgfire = time;
 +      if (self != owner_player.lgbeam)
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
 +      {
 +              if(self == owner_player.lgbeam)
 +                      owner_player.lgbeam = world;
 +              remove(self);
 +              return;
 +      }
 +
 +      self.nextthink = time;
 +
 +      makevectors(owner_player.v_angle);
 +
 +      float dt, f;
 +      dt = frametime;
 +
 +      // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
++      if (!(owner_player.items & IT_UNLIMITED_WEAPON_AMMO))
 +      {
 +              if(autocvar_g_balance_electro_primary_ammo)
 +              {
 +                      if(autocvar_g_balance_electro_reload_ammo)
 +                      {
 +                              dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
 +                              owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
 +                              owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
 +                      }
 +                      else
 +                      {
 +                              dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
 +                              owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
 +                      }
 +              }
 +      }
 +
 +      W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
 +      if(!lgbeam_owner_ent)
 +      {
 +              lgbeam_owner_ent = spawn();
 +              lgbeam_owner_ent.classname = "lgbeam_owner_ent";
 +      }
 +      WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
 +
 +      // apply the damage
 +      if(trace_ent)
 +      {
 +              vector force;
 +              force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
 +
 +              f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
 +
 +              if(accuracy_isgooddamage(owner_player, trace_ent))
 +                      accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
 +              Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
 +      }
 +      W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
 +
 +      // draw effect
 +      if(w_shotorg != self.hook_start)
 +      {
 +              self.SendFlags |= 2;
 +              self.hook_start = w_shotorg;
 +      }
 +      if(w_shotend != self.hook_end)
 +      {
 +              self.SendFlags |= 4;
 +              self.hook_end = w_shotend;
 +      }
 +}
 +
 +// experimental lightning gun
 +void W_Electro_Attack3 (void)
 +{
 +      // only play fire sound if 0.5 sec has passed since player let go the fire button
 +      if(time - self.prevlgfire > 0.5)
 +              sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTEN_NORM);
 +
 +      entity beam, oldself;
 +
 +      self.lgbeam = beam = spawn();
 +      beam.classname = "lgbeam";
 +      beam.solid = SOLID_NOT;
 +      beam.think = lgbeam_think;
 +      beam.owner = beam.realowner = self;
 +      beam.movetype = MOVETYPE_NONE;
 +      beam.shot_spread = 0;
 +      beam.bot_dodge = TRUE;
 +      beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
 +      Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
 +
 +      oldself = self;
 +      self = beam;
 +      self.think();
 +      self = oldself;
 +}
 +
 +void ElectroInit()
 +{
 +      WEP_ACTION(WEP_ELECTRO, WR_INIT);
 +      electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
 +      electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
 +      electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
 +      electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
 +}
 +
 +void w_electro_checkattack()
 +{
 +      if(self.electro_count > 1)
 +      if(self.BUTTON_ATCK2)
 +      if(weapon_prepareattack(1, -1))
 +      {
 +              W_Electro_Attack2();
 +              self.electro_count -= 1;
 +              weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
 +              return;
 +      }
 +
 +      w_ready();
 +}
 +
 +.float bot_secondary_electromooth;
 +.float BUTTON_ATCK_prev;
 +float w_electro(float req)
 +{
 +      float ammo_amount;
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
 +                      self.BUTTON_ATCK=FALSE;
 +                      self.BUTTON_ATCK2=FALSE;
 +                      if(vlen(self.origin-self.enemy.origin) > 1000)
 +                              self.bot_secondary_electromooth = 0;
 +                      if(self.bot_secondary_electromooth == 0)
 +                      {
 +                              float shoot;
 +
 +                              if(autocvar_g_balance_electro_primary_speed)
 +                                      shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
 +                              else
 +                                      shoot = bot_aim(1000000, 0, 0.001, FALSE);
 +
 +                              if(shoot)
 +                              {
 +                                      self.BUTTON_ATCK = TRUE;
 +                                      if(random() < 0.01) self.bot_secondary_electromooth = 1;
 +                              }
 +                      }
 +                      else
 +                      {
 +                              if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
 +                              {
 +                                      self.BUTTON_ATCK2 = TRUE;
 +                                      if(random() < 0.03) self.bot_secondary_electromooth = 0;
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_THINK:
 +              {
 +                      if(autocvar_g_balance_electro_reload_ammo) // forced reload
 +                      {
 +                              ammo_amount = 0;
 +                              if(autocvar_g_balance_electro_lightning)
 +                              {
 +                                      if(self.clip_load > 0)
 +                                              ammo_amount = 1;
 +                              }
 +                              else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
 +                                      ammo_amount = 1;
 +                              if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
 +                                      ammo_amount += 1;
 +
 +                              if(!ammo_amount)
 +                              {
 +                                      WEP_ACTION(self.weapon, WR_RELOAD);
 +                                      return FALSE;
 +                              }
 +                              
 +                              return TRUE;
 +                      }
 +                      if (self.BUTTON_ATCK)
 +                      {
 +                              if(autocvar_g_balance_electro_lightning)
 +                                      if(self.BUTTON_ATCK_prev)
 +                                              weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
 +
 +                              if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
 +                              {
 +                                      if(autocvar_g_balance_electro_lightning)
 +                                      {
 +                                              if ((!self.lgbeam) || wasfreed(self.lgbeam))
 +                                              {
 +                                                      W_Electro_Attack3();
 +                                              }
 +                                              if(!self.BUTTON_ATCK_prev)
 +                                              {
 +                                                      weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
 +                                                      self.BUTTON_ATCK_prev = 1;
 +                                              }
 +                                      }
 +                                      else
 +                                      {
 +                                              W_Electro_Attack();
 +                                              weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
 +                                      }
 +                              }
 +                      } else {
 +                              if(autocvar_g_balance_electro_lightning)
 +                              {
 +                                      if (self.BUTTON_ATCK_prev != 0)
 +                                      {
 +                                              weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
 +                                              ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
 +                                      }
 +                                      self.BUTTON_ATCK_prev = 0;
 +                              }
 +
 +                              if (self.BUTTON_ATCK2)
 +                              {
 +                                      if (time >= self.electro_secondarytime)
 +                                      if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
 +                                      {
 +                                              W_Electro_Attack2();
 +                                              self.electro_count = autocvar_g_balance_electro_secondary_count;
 +                                              weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
 +                                              self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
 +                                      }
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model ("models/weapons/g_electro.md3");
 +                      precache_model ("models/weapons/v_electro.md3");
 +                      precache_model ("models/weapons/h_electro.iqm");
 +                      precache_sound ("weapons/electro_bounce.wav");
 +                      precache_sound ("weapons/electro_fire.wav");
 +                      precache_sound ("weapons/electro_fire2.wav");
 +                      precache_sound ("weapons/electro_impact.wav");
 +                      precache_sound ("weapons/electro_impact_combo.wav");
 +                      
 +                      if(autocvar_g_balance_electro_lightning)
 +                              precache_sound ("weapons/lgbeam_fire.wav");
 +                              
 +                      return TRUE;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.current_ammo = ammo_cells;
 +                      return TRUE;
 +              }
 +              case WR_CHECKAMMO1:
 +              {
 +                      if(autocvar_g_balance_electro_lightning)
 +                      {
 +                              if(!autocvar_g_balance_electro_primary_ammo)
 +                                      ammo_amount = 1;
 +                              else
 +                                      ammo_amount = self.ammo_cells > 0;
 +                              ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
 +                      }
 +                      else
 +                      {
 +                              ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
 +                              ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
 +                      }
 +                      return ammo_amount;
 +              }
 +              case WR_CHECKAMMO2:
 +              {
 +                      if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
 +                      {
 +                              ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
 +                              ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
 +                      }
 +                      else
 +                      {
 +                              ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
 +                              ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
 +                      }
 +                      return ammo_amount;
 +              }
 +              case WR_RESETPLAYER:
 +              {
 +                      self.electro_secondarytime = time;
 +                      return TRUE;
 +              }
 +              case WR_RELOAD:
 +              {
 +                      W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
 +                      return TRUE;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_ELECTRO_SUICIDE_ORBS;
 +                      else
 +                              return WEAPON_ELECTRO_SUICIDE_BOLT;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                      {
 +                              return WEAPON_ELECTRO_MURDER_ORBS;
 +                      }
 +                      else
 +                      {
 +                              if(w_deathtype & HITTYPE_BOUNCE)
 +                                      return WEAPON_ELECTRO_MURDER_COMBO;
 +                              else
 +                                      return WEAPON_ELECTRO_MURDER_BOLT;
 +                      }
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#ifdef CSQC
 +float w_electro(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_IMPACTEFFECT:
 +              {
 +                      vector org2;
 +                      org2 = w_org + w_backoff * 6;
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                      {
 +                              pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
 +                              if(!w_issilent)
 +                                      sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
 +                      }
 +                      else
 +                      {
 +                              if(w_deathtype & HITTYPE_BOUNCE)
 +                              {
 +                                      // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
 +                                      pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
 +                                      if(!w_issilent)
 +                                              sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
 +                              }
 +                              else
 +                              {
 +                                      pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
 +                                      if(!w_issilent)
 +                                              sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_sound("weapons/electro_impact.wav");
 +                      precache_sound("weapons/electro_impact_combo.wav");
 +                      return TRUE;
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#endif
index 4661584,0000000..ebdfa2b
mode 100644,000000..100644
--- /dev/null
@@@ -1,471 -1,0 +1,471 @@@
-               
 +#ifdef REGISTER_WEAPON
 +REGISTER_WEAPON(
 +/* WEP_##id */ FIREBALL,
 +/* function */ w_fireball,
 +/* ammotype */ 0,
 +/* impulse  */ 9,
 +/* flags    */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
 +/* rating   */ BOT_PICKUP_RATING_MID,
 +/* model    */ "fireball",
 +/* netname  */ "fireball",
 +/* fullname */ _("Fireball")
 +);
 +#define FIREBALL_SETTINGS(weapon) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  edgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  force) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  radius) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  health) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  refire2) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  bfgdamage) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  bfgforce) \
 +      WEP_ADD_CVAR(weapon, MO_PRI,  bfgradius) \
 +      WEP_ADD_CVAR(weapon, MO_SEC,  damagetime) \
 +      WEP_ADD_CVAR(weapon, MO_SEC,  speed_up) \
 +      WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
 +      WEP_ADD_PROP(weapon, reloading_time, reload_time) \
 +      WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
 +      WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
 +
 +#ifdef SVQC
 +FIREBALL_SETTINGS(fireball)
 +.float bot_primary_fireballmooth; // whatever a mooth is
 +.vector fireball_impactvec;
 +.float fireball_primarytime;
 +#endif
 +#else
 +#ifdef SVQC
 +void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
 +
 +void W_Fireball_Explode (void)
 +{
 +      entity e;
 +      float dist;
 +      float points;
 +      vector dir;
 +      float d;
 +
 +      self.event_damage = func_null;
 +      self.takedamage = DAMAGE_NO;
 +
 +      // 1. dist damage
 +      d = (self.realowner.health + self.realowner.armorvalue);
 +      RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
 +      if(self.realowner.health + self.realowner.armorvalue >= d)
 +      if(!self.cnt)
 +      {
 +              modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
 +
 +              // 2. bfg effect
 +              // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
 +              for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
 +              if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
 +              {
 +                      // can we see fireball?
 +                      traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
 +                      if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
 +                              continue;
 +                      // can we see player who shot fireball?
 +                      traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
 +                      if(trace_ent != self.realowner)
 +                      if(/* trace_startsolid || */ trace_fraction != 1)
 +                              continue;
 +                      dist = vlen(self.origin - e.origin - e.view_ofs);
 +                      points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
 +                      if(points <= 0)
 +                              continue;
 +                      dir = normalize(e.origin + e.view_ofs - self.origin);
 +
 +                      if(accuracy_isgooddamage(self.realowner, e))
 +                              accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
 +
 +                      Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
 +                      pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
 +              }
 +      }
 +
 +      remove (self);
 +}
 +
 +void W_Fireball_TouchExplode (void)
 +{
 +      PROJECTILE_TOUCH;
 +      W_Fireball_Explode ();
 +}
 +
 +void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
 +{
 +      entity e;
 +      float d;
 +      vector p;
 +
 +      if(damage <= 0)
 +              return;
 +
 +      RandomSelection_Init();
 +      for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
 +      if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
 +      {
 +              p = e.origin;
 +              p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
 +              p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
 +              p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
 +              d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
 +              if(d < dist)
 +              {
 +                      e.fireball_impactvec = p;
 +                      RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
 +              }
 +      }
 +      if(RandomSelection_chosen_ent)
 +      {
 +              d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
 +              d = damage + (edgedamage - damage) * (d / dist);
 +              Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
 +              //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
 +              pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
 +      }
 +}
 +
 +void W_Fireball_Think()
 +{
 +      if(time > self.pushltime)
 +      {
 +              self.cnt = 1;
 +              self.projectiledeathtype |= HITTYPE_SPLASH;
 +              W_Fireball_Explode();
 +              return;
 +      }
 +
 +      W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
 +
 +      self.nextthink = time + 0.1;
 +}
 +
 +void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 +{
 +      if(self.health <= 0)
 +              return;
-               
++
 +      if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
 +              return; // g_projectiles_damage says to halt
-     
++
 +      self.health = self.health - damage;
 +      if (self.health <= 0)
 +      {
 +              self.cnt = 1;
 +              W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
 +      }
 +}
 +
 +void W_Fireball_Attack1()
 +{
 +      entity proj;
 +
 +      W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 +
 +      pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      proj = spawn ();
 +      proj.classname = "plasma_prim";
 +      proj.owner = proj.realowner = self;
 +      proj.bot_dodge = TRUE;
 +      proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
 +      proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
 +      proj.use = W_Fireball_Explode;
 +      proj.think = W_Fireball_Think;
 +      proj.nextthink = time;
 +      proj.health = WEP_CVAR_PRI(fireball, health);
 +      proj.team = self.team;
 +      proj.event_damage = W_Fireball_Damage;
 +      proj.takedamage = DAMAGE_YES;
 +      proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
 +      PROJECTILE_MAKETRIGGER(proj);
 +      proj.projectiledeathtype = WEP_FIREBALL;
 +      setorigin(proj, w_shotorg);
 +
 +      proj.movetype = MOVETYPE_FLY;
 +      W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
 +      proj.angles = vectoangles(proj.velocity);
 +      proj.touch = W_Fireball_TouchExplode;
 +      setsize(proj, '-16 -16 -16', '16 16 16');
 +      proj.flags = FL_PROJECTILE;
 +    proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-     
++
 +      CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
 +
 +      other = proj; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +void W_Fireball_AttackEffect(float i, vector f_diff)
 +{
 +      W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
 +      w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
 +      pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +}
 +
 +void W_Fireball_Attack1_Frame4()
 +{
 +      W_Fireball_Attack1();
 +      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 +}
 +
 +void W_Fireball_Attack1_Frame3()
 +{
 +      W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
 +      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 +}
 +
 +void W_Fireball_Attack1_Frame2()
 +{
 +      W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
 +      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 +}
 +
 +void W_Fireball_Attack1_Frame1()
 +{
 +      W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
 +      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 +}
 +
 +void W_Fireball_Attack1_Frame0()
 +{
 +      W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
 +      sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
 +      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 +}
 +
 +void W_Firemine_Think()
 +{
 +      if(time > self.pushltime)
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      // make it "hot" once it leaves its owner
 +      if(self.owner)
 +      {
 +              if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
 +              {
 +                      self.cnt += 1;
 +                      if(self.cnt == 3)
 +                              self.owner = world;
 +              }
 +              else
 +                      self.cnt = 0;
 +      }
 +
 +      W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
 +
 +      self.nextthink = time + 0.1;
 +}
 +
 +void W_Firemine_Touch (void)
 +{
 +      PROJECTILE_TOUCH;
 +      if (other.takedamage == DAMAGE_AIM)
 +      if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
 +      {
 +              remove(self);
 +              return;
 +      }
 +      self.projectiledeathtype |= HITTYPE_BOUNCE;
 +}
 +
 +void W_Fireball_Attack2()
 +{
 +      entity proj;
 +      vector f_diff;
 +      float c;
 +
 +      c = mod(self.bulletcounter, 4);
 +      switch(c)
 +      {
 +              case 0:
 +                      f_diff = '-1.25 -3.75 0';
 +                      break;
 +              case 1:
 +                      f_diff = '+1.25 -3.75 0';
 +                      break;
 +              case 2:
 +                      f_diff = '-1.25 +3.75 0';
 +                      break;
 +              case 3:
 +              default:
 +                      f_diff = '+1.25 +3.75 0';
 +                      break;
 +      }
 +      W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
 +      traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
 +      w_shotorg = trace_endpos;
 +
 +      pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      proj = spawn ();
 +      proj.owner = proj.realowner = self;
 +      proj.classname = "grenade";
 +      proj.bot_dodge = TRUE;
 +      proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
 +      proj.movetype = MOVETYPE_BOUNCE;
 +      proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
 +      proj.touch = W_Firemine_Touch;
 +      PROJECTILE_MAKETRIGGER(proj);
 +      setsize(proj, '-4 -4 -4', '4 4 4');
 +      setorigin(proj, w_shotorg);
 +      proj.think = W_Firemine_Think;
 +      proj.nextthink = time;
 +      proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
 +      proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
 +      W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
 +
 +      proj.angles = vectoangles(proj.velocity);
 +      proj.flags = FL_PROJECTILE;
 +    proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
++
 +      CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
 +
 +      other = proj; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +float w_fireball(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
 +                      self.BUTTON_ATCK = FALSE;
 +                      self.BUTTON_ATCK2 = FALSE;
 +                      if (self.bot_primary_fireballmooth == 0)
 +                      {
 +                              if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
 +                              {
 +                                      self.BUTTON_ATCK = TRUE;
 +                                      if(random() < 0.02) self.bot_primary_fireballmooth = 0;
 +                              }
 +                      }
 +                      else
 +                      {
 +                              if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE))
 +                              {
 +                                      self.BUTTON_ATCK2 = TRUE;
 +                                      if(random() < 0.01) self.bot_primary_fireballmooth = 1;
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_THINK:
 +              {
 +                      if (self.BUTTON_ATCK)
 +                      {
 +                              if (time >= self.fireball_primarytime)
 +                              if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
 +                              {
 +                                      W_Fireball_Attack1_Frame0();
 +                                      self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
 +                              }
 +                      }
 +                      else if (self.BUTTON_ATCK2)
 +                      {
 +                              if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
 +                              {
 +                                      W_Fireball_Attack2();
 +                                      weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model ("models/weapons/g_fireball.md3");
 +                      precache_model ("models/weapons/v_fireball.md3");
 +                      precache_model ("models/weapons/h_fireball.iqm");
 +                      precache_model ("models/sphere/sphere.md3");
 +                      precache_sound ("weapons/fireball_fire.wav");
 +                      precache_sound ("weapons/fireball_fire2.wav");
 +                      precache_sound ("weapons/fireball_prefire2.wav");
 +                      WEP_SET_PROPS(FIREBALL_SETTINGS(fireball), WEP_FIREBALL)
 +                      return TRUE;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.current_ammo = ammo_none;
 +                      return TRUE;
 +              }
 +              case WR_CHECKAMMO1:
 +              case WR_CHECKAMMO2:
 +              {
 +                      return TRUE; // fireball has infinite ammo
 +              }
 +              case WR_CONFIG:
 +              {
 +                      WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
 +                      return TRUE;
 +              }
 +              case WR_RESETPLAYER:
 +              {
 +                      self.fireball_primarytime = time;
 +                      return TRUE;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_FIREBALL_SUICIDE_FIREMINE;
 +                      else
 +                              return WEAPON_FIREBALL_SUICIDE_BLAST;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_FIREBALL_MURDER_FIREMINE;
 +                      else
 +                              return WEAPON_FIREBALL_MURDER_BLAST;
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#ifdef CSQC
 +float w_fireball(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_IMPACTEFFECT:
 +              {
 +                      vector org2;
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                      {
 +                              // firemine goes out silently
 +                      }
 +                      else
 +                      {
 +                              org2 = w_org + w_backoff * 16;
 +                              pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
 +                              if(!w_issilent)
 +                                      sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_sound("weapons/fireball_impact2.wav");
 +                      return TRUE;
 +              }
 +      }
 +
 +      return TRUE;
 +}
 +#endif
 +#endif
index aa3d69d,0000000..5a8f8d5
mode 100644,000000..100644
--- /dev/null
@@@ -1,779 -1,0 +1,775 @@@
-               
 +#ifdef REGISTER_WEAPON
 +REGISTER_WEAPON(
 +/* WEP_##id */ SEEKER,
 +/* function */ w_seeker,
 +/* ammotype */ IT_ROCKETS,
 +/* impulse  */ 8,
 +/* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 +/* rating   */ BOT_PICKUP_RATING_MID,
 +/* model    */ "seeker",
 +/* netname  */ "seeker",
 +/* fullname */ _("T.A.G. Seeker")
 +);
 +
 +#define SEEKER_SETTINGS(weapon) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, type) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
 +      WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
 +      WEP_ADD_PROP(weapon, reloading_time, reload_time) \
 +      WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
 +      WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
 +
 +#ifdef SVQC
 +SEEKER_SETTINGS(seeker)
 +.entity tag_target, wps_tag_tracker;
 +.float tag_time;
 +#endif
 +#else
 +#ifdef SVQC
 +void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
 +
 +// ============================
 +// Begin: Missile functions, these are general functions to be manipulated by other code
 +// ============================
 +void Seeker_Missile_Explode ()
 +{
 +      self.event_damage = func_null;
 +      RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
 +
 +      remove (self);
 +}
 +
 +void Seeker_Missile_Touch()
 +{
 +      PROJECTILE_TOUCH;
 +
 +      Seeker_Missile_Explode();
 +}
 +
 +void Seeker_Missile_Think()
 +{
 +      entity e;
 +      vector desireddir, olddir, newdir, eorg;
 +      float turnrate;
 +      float dist;
 +      float spd;
 +
 +      if (time > self.cnt)
 +      {
 +              self.projectiledeathtype |= HITTYPE_SPLASH;
 +              Seeker_Missile_Explode();
 +      }
 +
 +      spd = vlen(self.velocity);
 +      spd = bound(
 +              spd - WEP_CVAR(seeker, missile_decel) * frametime,
 +              WEP_CVAR(seeker, missile_speed_max),
 +              spd + WEP_CVAR(seeker, missile_accel) * frametime
 +      );
 +
 +      if (self.enemy != world)
 +              if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
 +                      self.enemy = world;
 +
 +      if (self.enemy != world)
 +      {
 +              e               = self.enemy;
 +              eorg            = 0.5 * (e.absmin + e.absmax);
 +              turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
 +              desireddir      = normalize(eorg - self.origin);
 +              olddir          = normalize(self.velocity); // get my current direction
 +              dist            = vlen(eorg - self.origin);
 +
 +              // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
 +              if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
 +              {
 +                      // Is it a better idea (shorter distance) to trace to the target itself?
 +                      if ( vlen(self.origin + olddir * self.wait) < dist)
 +                              traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
 +                      else
 +                              traceline(self.origin, eorg, FALSE, self);
 +
 +                      // Setup adaptive tracelength
 +                      self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
 +
 +                      // Calc how important it is that we turn and add this to the desierd (enemy) dir.
 +                      desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
 +              }
-               
++
 +              newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
 +              self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
 +      }
 +      else
 +              dist = 0;
 +
 +      // Proxy
 +      if (WEP_CVAR(seeker, missile_proxy))
 +      {
 +              if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
 +              {
 +                      if (self.autoswitch == 0)
 +                      {
 +                              self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
 +                      }
 +                      else
 +                      {
 +                              if (self.autoswitch <= time)
 +                              {
 +                                      Seeker_Missile_Explode();
 +                                      self.autoswitch = 0;
 +                              }
 +                      }
 +              }
 +              else
 +              {
 +                      if (self.autoswitch != 0)
 +                              self.autoswitch = 0;
 +              }
 +      }
 +      ///////////////
 +
 +      if (self.enemy.deadflag != DEAD_NO)
 +      {
 +              self.enemy = world;
 +              self.cnt = time + 1 + (random() * 4);
 +              self.nextthink = self.cnt;
 +              return;
 +      }
 +
 +      //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
 +      self.nextthink = time;// + 0.05; // csqc projectiles
 +      UpdateCSQCProjectile(self);
 +}
 +
 +
 +
 +void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 +{
 +      if (self.health <= 0)
 +              return;
-               
++
 +      if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
 +              return; // g_projectiles_damage says to halt
 +
 +      if (self.realowner == attacker)
 +              self.health = self.health - (damage * 0.25);
 +      else
 +              self.health = self.health - damage;
-       
++
 +      if (self.health <= 0)
 +              W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
 +}
 +
 +/*
 +void Seeker_Missile_Animate()
 +{
 +      self.frame = self.frame +1;
 +      self.nextthink = time + 0.05;
 +
 +      if (self.enemy != world)
 +              if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
 +                      self.enemy = world;
 +
 +      if(self.frame == 5)
 +      {
 +              self.think           = Seeker_Missile_Think;
 +              self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
 +
 +              if (autocvar_g_balance_seeker_missile_proxy)
 +                      self.movetype    = MOVETYPE_BOUNCEMISSILE;
 +              else
 +                      self.movetype    = MOVETYPE_FLYMISSILE;
 +      }
 +
 +      UpdateCSQCProjectile(self);
 +}
 +*/
 +
 +void Seeker_Fire_Missile(vector f_diff, entity m_target)
 +{
 +      entity missile;
 +
 +      W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
 +
 +      makevectors(self.v_angle);
 +      W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
 +      w_shotorg += f_diff;
 +      pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      //self.detornator         = FALSE;
 +
 +      missile                 = spawn();
 +      missile.owner           = missile.realowner = self;
 +      missile.classname       = "seeker_missile";
 +      missile.bot_dodge       = TRUE;
 +      missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
 +
 +      missile.think           = Seeker_Missile_Think;
 +      missile.touch           = Seeker_Missile_Touch;
 +      missile.event_damage    = Seeker_Missile_Damage;
 +      missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
 +      missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
 +      missile.enemy           = m_target;
 +      missile.solid           = SOLID_BBOX;
 +      missile.scale           = 2;
 +      missile.takedamage      = DAMAGE_YES;
 +      missile.health          = WEP_CVAR(seeker, missile_health);
 +      missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
 +      missile.damagedbycontents = TRUE;
 +      //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
-       else 
++
 +      if (missile.enemy != world)
 +              missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
-       
++      else
 +              missile.projectiledeathtype = WEP_SEEKER;
 +
 +
 +      setorigin (missile, w_shotorg);
 +      setsize (missile, '-4 -4 -4', '4 4 4');
 +      missile.movetype    = MOVETYPE_FLYMISSILE;
 +      missile.flags       = FL_PROJECTILE;
 +      missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
- // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. 
++
 +      W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
 +
 +      missile.angles = vectoangles (missile.velocity);
 +
 +      CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
 +
 +      other = missile; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +// ============================
-       missile.use                     = Seeker_Flac_Explode; 
++// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
 +// ============================
 +void Seeker_Flac_Explode ()
 +{
 +      self.event_damage = func_null;
 +
 +      RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
 +
 +      remove (self);
 +}
 +
 +void Seeker_Flac_Touch()
 +{
 +      PROJECTILE_TOUCH;
 +
 +      Seeker_Flac_Explode();
 +}
 +
 +void Seeker_Fire_Flac()
 +{
 +      entity missile;
 +      vector f_diff;
 +      float c;
 +
 +      W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
 +
 +      c = mod(self.bulletcounter, 4);
 +      switch(c)
 +      {
 +              case 0:
 +                      f_diff = '-1.25 -3.75 0';
 +                      break;
 +              case 1:
 +                      f_diff = '+1.25 -3.75 0';
 +                      break;
 +              case 2:
 +                      f_diff = '-1.25 +3.75 0';
 +                      break;
 +              case 3:
 +              default:
 +                      f_diff = '+1.25 +3.75 0';
 +                      break;
 +      }
 +      W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
 +      w_shotorg += f_diff;
 +
 +      pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 +
 +      missile                                 = spawn ();
 +      missile.owner                   = missile.realowner = self;
 +      missile.classname               = "missile";
 +      missile.bot_dodge               = TRUE;
 +      missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
 +      missile.touch                   = Seeker_Flac_Explode;
-       missile.movetype                = MOVETYPE_FLY; 
++      missile.use                     = Seeker_Flac_Explode;
 +      missile.think                   = adaptor_think2use_hittype_splash;
 +      missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
 +      missile.solid                   = SOLID_BBOX;
-       missile.missile_flags       = MIF_SPLASH; 
-       
++      missile.movetype                = MOVETYPE_FLY;
 +      missile.projectiledeathtype = WEP_SEEKER;
 +      missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
 +      missile.flags                           = FL_PROJECTILE;
-       //missile.angles                                = vectoangles (missile.velocity);       
-       //missile.scale = 0.4; // BUG: the model is too big 
-       
++      missile.missile_flags       = MIF_SPLASH;
++
 +      // csqc projectiles
-               
++      //missile.angles                                = vectoangles (missile.velocity);
++      //missile.scale = 0.4; // BUG: the model is too big
++
 +      setorigin (missile, w_shotorg);
 +      setsize (missile, '-2 -2 -2', '2 2 2');
- // Begin: Tag and rocket controllers 
++
 +      W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
 +      CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
 +
 +      other = missile; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +// ============================
-       for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) 
++// Begin: Tag and rocket controllers
 +// ============================
 +entity Seeker_Tagged_Info(entity isowner, entity istarget)
 +{
 +      entity tag;
-               
++      for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
 +              if ((tag.realowner == isowner) && (tag.tag_target == istarget))
 +                      return tag;
-       
++
 +      return world;
 +}
 +
 +void Seeker_Attack()
 +{
 +      entity tracker, closest_target;
-               else 
++
 +      closest_target = world;
 +      for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
 +      {
 +              if (closest_target)
 +              {
 +                      if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
 +                              closest_target = tracker.tag_target;
 +              }
-               
++              else
 +                      closest_target = tracker.tag_target;
 +      }
-       
++
 +      traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
 +      if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
 +              closest_target = world;
-       
++
 +      Seeker_Fire_Missile('0 0 0', closest_target);
 +}
 +
 +void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
 +{
 +      float c;
 +      entity oldself,oldenemy;
 +      self.cnt = self.cnt - 1;
 +
 +      if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
-       
++
 +      oldself = self;
 +      self = self.realowner;
-       
++
 +      oldenemy = self.enemy;
 +      self.enemy = oldself.enemy;
- void Seeker_Tracker_Think() 
++
 +      c = mod(self.cnt, 4);
 +      switch(c)
 +      {
 +              case 0:
 +                      Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
 +                      break;
 +              case 1:
 +                      Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
 +                      break;
 +              case 2:
 +                      Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
 +                      break;
 +              case 3:
 +              default:
 +                      Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
 +                      break;
 +      }
 +
 +      self.enemy = oldenemy;
 +      self = oldself;
 +}
 +
-       
++void Seeker_Tracker_Think()
 +{
 +      // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
 +      if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
 +      || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
 +      {
 +              if (self)
 +              {
 +                      WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
 +                      remove(self);
 +              }
 +              return;
 +      }
- // Begin: Tag projectile 
++
 +      // Update the think method information
 +      self.nextthink = time;
 +}
 +
 +// ============================
-       
++// Begin: Tag projectile
 +// ============================
 +void Seeker_Tag_Explode ()
 +{
 +      //if(other==self.realowner)
 +      //    return;
 +      Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
 +
 +      remove (self);
 +}
 +
 +void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 +{
 +      if (self.health <= 0)
 +              return;
 +      self.health = self.health - damage;
 +      if (self.health <= 0)
 +              Seeker_Tag_Explode();
 +}
 +
 +void Seeker_Tag_Touch()
 +{
 +      vector dir;
 +      vector org2;
 +      entity e;
-               
++
 +      PROJECTILE_TOUCH;
 +
 +      dir     = normalize (self.realowner.origin - self.origin);
 +      org2    = findbetterlocation (self.origin, 8);
 +
 +      te_knightspike(org2);
 +
 +      self.event_damage = func_null;
 +      Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
 +
 +      if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
 +      {
 +              // check to see if this person is already tagged by me
 +              entity tag = Seeker_Tagged_Info(self.realowner, other);
-                               
++
 +              if (tag != world)
 +              {
 +                      if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
 +                              WaypointSprite_Kill(other.wps_tag_tracker);
-               {               
++
 +                      tag.tag_time = time;
 +              }
 +              else
-                       
-                       if      (WEP_CVAR(seeker, type) == 1)
++              {
 +                      //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
 +                      e             = spawn();
 +                      e.cnt         = WEP_CVAR(seeker, missile_count);
 +                      e.classname   = "tag_tracker";
 +                      e.owner       = self.owner;
 +                      e.realowner   = self.realowner;
-                       else 
++
++                      if(WEP_CVAR(seeker, type) == 1)
 +                      {
 +                              e.tag_target  = other;
 +                              e.tag_time    = time;
 +                              e.think       = Seeker_Tracker_Think;
 +                      }
-                       
++                      else
 +                      {
 +                              e.enemy     = other;
 +                              e.think     = Seeker_Vollycontroller_Think;
 +                      }
-               
-               if      (WEP_CVAR(seeker, type) == 1)
++
 +                      e.nextthink   = time;
 +              }
-       //missile.missile_flags = MIF_..?; 
++
++              if(WEP_CVAR(seeker, type) == 1)
 +              {
 +                      WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
 +                      WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
 +              }
 +      }
 +
 +      remove(self);
 +      return;
 +}
 +
 +void Seeker_Fire_Tag()
 +{
 +      entity missile;
 +      W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
 +
 +      W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 +
 +      missile                 = spawn();
 +      missile.owner           = missile.realowner = self;
 +      missile.classname       = "seeker_tag";
 +      missile.bot_dodge       = TRUE;
 +      missile.bot_dodgerating = 50;
 +      missile.touch           = Seeker_Tag_Touch;
 +      missile.think           = SUB_Remove;
 +      missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
 +      missile.movetype        = MOVETYPE_FLY;
 +      missile.solid           = SOLID_BBOX;
 +
 +      missile.takedamage       = DAMAGE_YES;
 +      missile.event_damage     = Seeker_Tag_Damage;
 +      missile.health           = WEP_CVAR(seeker, tag_health);
 +      missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
 +
 +      setorigin (missile, w_shotorg);
 +      setsize (missile, '-2 -2 -2', '2 2 2');
 +
 +      missile.flags       = FL_PROJECTILE;
-                       if (WEP_CVAR(seeker, type) == 1) 
++      //missile.missile_flags = MIF_..?;
 +
 +      missile.movetype    = MOVETYPE_FLY;
 +      W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
 +      missile.angles = vectoangles (missile.velocity);
 +
 +      CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
 +
 +      other = missile; MUTATOR_CALLHOOK(EditProjectile);
 +}
 +
 +// ============================
 +// Begin: Genereal weapon functions
 +// ============================
 +
 +float w_seeker(float req)
 +{
 +      float ammo_amount;
 +
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
-                               
++                      if (WEP_CVAR(seeker, type) == 1)
 +                              if (Seeker_Tagged_Info(self, self.enemy) != world)
 +                                      self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
 +                              else
 +                                      self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
 +                      else
 +                              self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
-                               
 +                      return TRUE;
 +              }
 +              case WR_THINK:
 +              {
 +                      if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
 +                              WEP_ACTION(self.weapon, WR_RELOAD);
-                               if (WEP_CVAR(seeker, type) == 1) 
++
 +                      else if (self.BUTTON_ATCK)
 +                      {
-                               else 
++                              if (WEP_CVAR(seeker, type) == 1)
 +                              {
 +                                      if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
 +                                      {
 +                                              Seeker_Attack();
 +                                              weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
 +                                      }
 +                              }
-                               if (WEP_CVAR(seeker, type) == 1) 
++                              else
 +                              {
 +                                      if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
 +                                      {
 +                                              Seeker_Fire_Tag();
 +                                              weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
 +                                      }
 +                              }
 +                      }
 +
 +                      else if (self.BUTTON_ATCK2)
 +                      {
-                               else 
++                              if (WEP_CVAR(seeker, type) == 1)
 +                              {
 +                                      if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
 +                                      {
 +                                              Seeker_Fire_Tag();
 +                                              weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
 +                                      }
 +                              }
-                       
++                              else
 +                              {
 +                                      if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
 +                                      {
 +                                              Seeker_Fire_Flac();
 +                                              weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
 +                                      }
 +                              }
 +                      }
-                       if (WEP_CVAR(seeker, type) == 1) 
++
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model ("models/weapons/g_seeker.md3");
 +                      precache_model ("models/weapons/v_seeker.md3");
 +                      precache_model ("models/weapons/h_seeker.iqm");
 +                      precache_sound ("weapons/tag_fire.wav");
 +                      precache_sound ("weapons/flac_fire.wav");
 +                      precache_sound ("weapons/seeker_fire.wav");
 +                      WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
 +                      return TRUE;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.current_ammo = ammo_rockets;
 +                      return TRUE;
 +              }
 +              case WR_CHECKAMMO1:
 +              {
-                       
++                      if (WEP_CVAR(seeker, type) == 1)
 +                      {
 +                              ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
 +                              ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
 +                      }
 +                      else
 +                      {
 +                              ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
 +                              ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
 +                      }
-                       if (WEP_CVAR(seeker, type) == 1) 
 +                      return ammo_amount;
 +              }
 +              case WR_CHECKAMMO2:
 +              {
-                       
++                      if (WEP_CVAR(seeker, type) == 1)
 +                      {
 +                              ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
 +                              ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
 +                      }
 +                      else
 +                      {
 +                              ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
 +                              ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
 +                      }
-                       
 +                      return ammo_amount;
 +              }
 +              case WR_CONFIG:
 +              {
 +                      WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
 +                      return TRUE;
 +              }
 +              case WR_RELOAD:
 +              {
 +                      W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
 +                      return TRUE;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      return WEAPON_SEEKER_SUICIDE;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_SEEKER_MURDER_TAG;
 +                      else
 +                              return WEAPON_SEEKER_MURDER_SPRAY;
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#ifdef CSQC
 +float w_seeker(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_IMPACTEFFECT:
 +              {
 +                      vector org2;
 +                      org2 = w_org + w_backoff * 6;
 +                      if(w_deathtype & HITTYPE_BOUNCE)
 +                      {
 +                              if(w_deathtype & HITTYPE_SECONDARY)
 +                              {
 +                                      if(!w_issilent)
 +                                              sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
 +                              }
 +                              else
 +                              {
 +                                      pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
 +                                      if(!w_issilent)
 +                                      {
 +                                              if (w_random<0.15)
 +                                                      sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
 +                                              else if (w_random<0.7)
 +                                                      sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
 +                                              else
 +                                                      sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
 +                                      }
 +                              }
 +                      }
 +                      else
 +                      {
 +                              pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
 +                              if(!w_issilent)
 +                              {
 +                                      if (w_random<0.15)
 +                                              sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
 +                                      else if (w_random<0.7)
 +                                              sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
 +                                      else
 +                                              sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
 +                              }
 +                      }
-       
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_sound("weapons/seekerexp1.wav");
 +                      precache_sound("weapons/seekerexp2.wav");
 +                      precache_sound("weapons/seekerexp3.wav");
 +                      precache_sound("weapons/tagexp1.wav");
 +                      precache_sound("weapons/tagexp2.wav");
 +                      precache_sound("weapons/tagexp3.wav");
 +                      precache_sound("weapons/tag_impact.wav");
 +                      return TRUE;
 +              }
 +      }
++
 +      return TRUE;
 +}
 +#endif
 +#endif
index 4f777d7,0000000..cf194da
mode 100644,000000..100644
--- /dev/null
@@@ -1,491 -1,0 +1,491 @@@
-       
 +#ifdef REGISTER_WEAPON
 +REGISTER_WEAPON(
 +/* WEP_##id */ TUBA,
 +/* function */ w_tuba,
 +/* ammotype */ 0,
 +/* impulse  */ 1,
 +/* flags    */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
 +/* rating   */ BOT_PICKUP_RATING_MID,
 +/* model    */ "tuba",
 +/* netname  */ "tuba",
 +/* xgettext:no-c-format */
 +/* fullname  */ _("@!#%'n Tuba")
 +);
 +
 +#define TUBA_SETTINGS(weapon) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, attenuation) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, damage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, force) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, radius) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, refire) \
 +      WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
 +      WEP_ADD_PROP(weapon, reloading_time, reload_time) \
 +      WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
 +      WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
 +
 +#ifdef SVQC
 +TUBA_SETTINGS(tuba)
 +.entity tuba_note;
 +.float tuba_smoketime;
 +.float tuba_instrument;
 +
 +#define MAX_TUBANOTES 32
 +.float tuba_lastnotes_last;
 +.float tuba_lastnotes_cnt; // over
 +.vector tuba_lastnotes[MAX_TUBANOTES];
 +#endif
 +#else
 +#ifdef SVQC
 +void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
 +
 +float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
 +{
 +      float i, j, mmin, mmax, nolength;
 +      float n = tokenize_console(melody);
 +      if(n > pl.tuba_lastnotes_cnt)
 +              return FALSE;
 +      float pitchshift = 0;
 +
 +      if(instrument >= 0)
 +              if(pl.tuba_instrument != instrument)
 +                      return FALSE;
 +
 +      // verify notes...
 +      nolength = FALSE;
 +      for(i = 0; i < n; ++i)
 +      {
 +              vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +              float ai = stof(argv(n - i - 1));
 +              float np = floor(ai);
 +              if(ai == np)
 +                      nolength = TRUE;
 +              // n counts the last played notes BACKWARDS
 +              // _x is start
 +              // _y is end
 +              // _z is note pitch
 +              if(ignorepitch && i == 0)
 +              {
 +                      pitchshift = np - v_z;
 +              }
 +              else
 +              {
 +                      if(v_z + pitchshift != np)
 +                              return FALSE;
 +              }
 +      }
 +
 +      // now we know the right NOTES were played
 +      if(!nolength)
 +      {
 +              // verify rhythm...
 +              float ti = 0;
 +              if(maxtempo > 0)
 +                      mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
 +              else
 +                      mmin = 0;
 +              if(mintempo > 0)
 +                      mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
 +              else
 +                      mmax = 240; // you won't try THAT hard... (tempo 1)
 +              //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
 +
 +              for(i = 0; i < n; ++i)
 +              {
 +                      vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +                      float ai = stof(argv(n - i - 1));
 +                      ti -= 1 / (ai - floor(ai));
 +                      float tj = ti;
 +                      for(j = i+1; j < n; ++j)
 +                      {
 +                              vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +                              float aj = stof(argv(n - j - 1));
 +                              tj -= (aj - floor(aj));
 +
 +                              // note i should be at m*ti+b
 +                              // note j should be at m*tj+b
 +                              // so:
 +                              // we have a LINE l, so that
 +                              // vi_x <= l(ti) <= vi_y
 +                              // vj_x <= l(tj) <= vj_y
 +                              // what is m?
 +
 +                              // vi_x <= vi_y <= vj_x <= vj_y
 +                              // ti <= tj
 +                              //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
 +                              //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
 +                              //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
 +                              //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
 +                              mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
 +                              mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
 +                      }
 +              }
 +
 +              if(mmin > mmax) // rhythm fail
 +                      return FALSE;
 +      }
 +
 +      pl.tuba_lastnotes_cnt = 0;
 +
 +      return TRUE;
 +}
 +
 +void W_Tuba_NoteOff()
 +{
 +      // we have a note:
 +      //   on: self.spawnshieldtime
 +      //   off: time
 +      //   note: self.cnt
 +      if(self.owner.tuba_note == self)
 +      {
 +              self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
 +              self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
 +              self.owner.tuba_note = world;
 +              self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
 +
 +              string s;
 +              s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
 +              if(s != "")
 +              {
 +                      // simulate a server message
 +                      switch(self.tuba_instrument)
 +                      {
 +                              default:
 +                              case 0: // Tuba
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
 +                                      break;
 +                              case 1:
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
 +                                      break;
 +                              case 2:
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
 +                                      break;
 +                      }
 +              }
 +      }
 +      remove(self);
 +}
 +
 +float Tuba_GetNote(entity pl, float hittype)
 +{
 +      float note;
 +      float movestate;
 +      movestate = 5;
 +      if(pl.movement_x < 0) movestate -= 3;
 +      if(pl.movement_x > 0) movestate += 3;
 +      if(pl.movement_y < 0) movestate -= 1;
 +      if(pl.movement_y > 0) movestate += 1;
 +#ifdef GMQCC
 +      note = 0;
 +#endif
 +      switch(movestate)
 +      {
 +      // layout: originally I wanted
 +      //   eb e  e#=f
 +      //   B  c  d
 +      //   Gb G  G#
 +      // but then you only use forward and right key. So to make things more
 +      // interesting, I swapped B with e#. Har har har...
 +      //   eb e  B
 +      // f=e# c  d
 +      //   Gb G  G#
 +              case 1: note = -6; break; // Gb
 +              case 2: note = -5; break; // G
 +              case 3: note = -4; break; // G#
 +              case 4: note = +5; break; // e#
 +              default:
 +              case 5: note =  0; break; // c
 +              case 6: note = +2; break; // d
 +              case 7: note = +3; break; // eb
 +              case 8: note = +4; break; // e
 +              case 9: note = -1; break; // B
 +      }
 +      if(pl.BUTTON_CROUCH)
 +              note -= 12;
 +      if(pl.BUTTON_JUMP)
 +              note += 12;
 +      if(hittype & HITTYPE_SECONDARY)
 +              note += 7;
-       
++
 +      // we support two kinds of tubas, those tuned in Eb and those tuned in C
 +      // kind of tuba currently is player slot number, or team number if in
 +      // teamplay
 +      // that way, holes in the range of notes are "plugged"
 +      if(teamplay)
 +      {
 +              if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
 +                      note += 3;
 +      }
 +      else
 +      {
 +              if(pl.clientcolors & 1)
 +                      note += 3;
 +      }
-       if not(self.tuba_note)
++
 +      // total range of notes:
 +      //                       0
 +      //                 ***  ** ****
 +      //                        ***  ** ****
 +      //     ***  ** ****
 +      //            ***  ** ****
 +      //     ***  ********************* ****
 +      //     -18.........................+12
 +      //        ***  ********************* ****
 +      //     -18............................+15
 +      //     with jump: ... +24
 +      //     ... +27
 +      return note;
 +}
 +
 +float W_Tuba_NoteSendEntity(entity to, float sf)
 +{
 +      float f;
 +
 +      msg_entity = to;
 +      if(!sound_allowed(MSG_ONE, self.realowner))
 +              return FALSE;
 +
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
 +      WriteByte(MSG_ENTITY, sf);
 +      if(sf & 1)
 +      {
 +              WriteChar(MSG_ENTITY, self.cnt);
 +              f = 0;
 +              if(self.realowner != to)
 +                      f |= 1;
 +              f |= 2 * self.tuba_instrument;
 +              WriteByte(MSG_ENTITY, f);
 +      }
 +      if(sf & 2)
 +      {
 +              WriteCoord(MSG_ENTITY, self.origin_x);
 +              WriteCoord(MSG_ENTITY, self.origin_y);
 +              WriteCoord(MSG_ENTITY, self.origin_z);
 +      }
 +      return TRUE;
 +}
 +
 +void W_Tuba_NoteThink()
 +{
 +      float dist_mult;
 +      float vol0, vol1;
 +      vector dir0, dir1;
 +      vector v;
 +      entity e;
 +      if(time > self.teleport_time)
 +      {
 +              W_Tuba_NoteOff();
 +              return;
 +      }
 +      self.nextthink = time;
 +      dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
 +      FOR_EACH_REALCLIENT(e)
 +      if(e != self.realowner)
 +      {
 +              v = self.origin - (e.origin + e.view_ofs);
 +              vol0 = max(0, 1 - vlen(v) * dist_mult);
 +              dir0 = normalize(v);
 +              v = self.realowner.origin - (e.origin + e.view_ofs);
 +              vol1 = max(0, 1 - vlen(v) * dist_mult);
 +              dir1 = normalize(v);
 +              if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
 +              {
 +                      setorigin(self, self.realowner.origin);
 +                      self.SendFlags |= 2;
 +                      break;
 +              }
 +              if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
 +              {
 +                      setorigin(self, self.realowner.origin);
 +                      self.SendFlags |= 2;
 +                      break;
 +              }
 +      }
 +}
 +
 +void W_Tuba_NoteOn(float hittype)
 +{
 +      vector o;
 +      float n;
 +
 +      W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
 +
 +      n = Tuba_GetNote(self, hittype);
 +
 +      hittype = 0;
 +      if(self.tuba_instrument & 1)
 +              hittype |= HITTYPE_SECONDARY;
 +      if(self.tuba_instrument & 2)
 +              hittype |= HITTYPE_BOUNCE;
 +
 +      if(self.tuba_note)
 +      {
 +              if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
 +              {
 +                      entity oldself = self;
 +                      self = self.tuba_note;
 +                      W_Tuba_NoteOff();
 +                      self = oldself;
 +              }
 +      }
 +
++      if (!self.tuba_note)
 +      {
 +              self.tuba_note = spawn();
 +              self.tuba_note.owner = self.tuba_note.realowner = self;
 +              self.tuba_note.cnt = n;
 +              self.tuba_note.tuba_instrument = self.tuba_instrument;
 +              self.tuba_note.think = W_Tuba_NoteThink;
 +              self.tuba_note.nextthink = time;
 +              self.tuba_note.spawnshieldtime = time;
 +              Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
 +      }
 +
 +      self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
 +
 +      //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
 +      RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
 +
 +      o = gettaginfo(self.exteriorweaponentity, 0);
 +      if(time > self.tuba_smoketime)
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
 +              self.tuba_smoketime = time + 0.25;
 +      }
 +}
 +
 +float w_tuba(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
 +                      // bots cannot play the Tuba well yet
 +                      // I think they should start with the recorder first
 +                      if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
 +                      {
 +                              if(random() > 0.5)
 +                                      self.BUTTON_ATCK = 1;
 +                              else
 +                                      self.BUTTON_ATCK2 = 1;
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_THINK:
 +              {
 +                      if (self.BUTTON_ATCK)
 +                      if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
 +                      {
 +                              W_Tuba_NoteOn(0);
 +                              //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
 +                              weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
 +                      }
 +                      if (self.BUTTON_ATCK2)
 +                      if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
 +                      {
 +                              W_Tuba_NoteOn(HITTYPE_SECONDARY);
 +                              //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
 +                              weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
 +                      }
 +                      if(self.tuba_note)
 +                      {
 +                              if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
 +                              {
 +                                      entity oldself = self;
 +                                      self = self.tuba_note;
 +                                      W_Tuba_NoteOff();
 +                                      self = oldself;
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model ("models/weapons/g_tuba.md3");
 +                      precache_model ("models/weapons/v_tuba.md3");
 +                      precache_model ("models/weapons/h_tuba.iqm");
 +                      precache_model ("models/weapons/v_akordeon.md3");
 +                      precache_model ("models/weapons/h_akordeon.iqm");
 +                      precache_model ("models/weapons/v_kleinbottle.md3");
 +                      precache_model ("models/weapons/h_kleinbottle.iqm");
 +                      WEP_SET_PROPS(TUBA_SETTINGS(tuba), WEP_TUBA)
 +                      return TRUE;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.current_ammo = ammo_none;
 +                      self.tuba_instrument = 0;
 +                      return TRUE;
 +              }
 +              case WR_RELOAD:
 +              {
 +                      // switch to alternate instruments :)
 +                      if(self.weaponentity.state == WS_READY)
 +                      {
 +                              switch(self.tuba_instrument)
 +                              {
 +                                      case 0:
 +                                              self.tuba_instrument = 1;
 +                                              self.weaponname = "akordeon";
 +                                              break;
 +                                      case 1:
 +                                              self.tuba_instrument = 2;
 +                                              self.weaponname = "kleinbottle";
 +                                              break;
 +                                      case 2:
 +                                              self.tuba_instrument = 0;
 +                                              self.weaponname = "tuba";
 +                                              break;
 +                              }
 +                              W_SetupShot(self, FALSE, 0, "", 0, 0);
 +                              pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
 +                              self.weaponentity.state = WS_INUSE;
 +                              weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_CHECKAMMO1:
 +              case WR_CHECKAMMO2:
 +              {
 +                      return TRUE; // tuba has infinite ammo
 +              }
 +              case WR_CONFIG:
 +              {
 +                      WEP_CONFIG_SETTINGS(TUBA_SETTINGS(tuba))
 +                      return TRUE;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_BOUNCE)
 +                              return WEAPON_KLEINBOTTLE_SUICIDE;
 +                      else if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_ACCORDEON_SUICIDE;
 +                      else
 +                              return WEAPON_TUBA_SUICIDE;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_BOUNCE)
 +                              return WEAPON_KLEINBOTTLE_MURDER;
 +                      else if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_ACCORDEON_MURDER;
 +                      else
 +                              return WEAPON_TUBA_MURDER;
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#ifdef CSQC
 +float w_tuba(float req)
 +{
 +      // nothing to do here; particles of tuba are handled differently
 +
 +      return TRUE;
 +}
 +#endif
 +#endif
index 362a3d8,0000000..75a1a67
mode 100644,000000..100644
--- /dev/null
@@@ -1,238 -1,0 +1,238 @@@
- ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
 +#ifndef MENUQC
 +#include "calculations.qh"
 +#endif
 +
 +const float BOT_PICKUP_RATING_LOW     = 2500;
 +const float BOT_PICKUP_RATING_MID     = 5000;
 +const float BOT_PICKUP_RATING_HIGH    = 10000;
 +
 +const float WEP_TYPE_OTHER          =  0x00; // not for damaging people
 +const float WEP_TYPE_SPLASH         =  0x01; // splash damage
 +const float WEP_TYPE_HITSCAN        =  0x02; // hitscan
 +const float WEP_TYPEMASK            =  0x0F;
 +const float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
 +const float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
 +const float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
 +const float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
 +const float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
 +const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
 +
 +const float MAX_SHOT_DISTANCE = 32768;
 +
 +// weapon requests // WEAPONTODO
 +#define WR_SETUP          1 // (SERVER) setup weapon data
 +#define WR_THINK          2 // (SERVER) logic to run every frame
 +#define WR_CHECKAMMO1     3 // (SERVER) checks ammo for weapon
 +#define WR_CHECKAMMO2     4 // (SERVER) checks ammo for weapon
 +#define WR_AIM            5 // (SERVER) runs bot aiming code for this weapon
 +#define WR_INIT           6 // (BOTH) precaches models/sounds used by this weapon
 +#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
 +#define WR_KILLMESSAGE    8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
 +#define WR_RELOAD         9 // (SERVER) does not need to do anything
 +#define WR_RESETPLAYER    10 // (SERVER) does not need to do anything
 +#define WR_IMPACTEFFECT   11 // (CLIENT) impact effect
 +#define WR_SWITCHABLE     12 // (CLIENT) impact effect
 +#define WR_PLAYERDEATH    13 // (SERVER) does not need to do anything
 +#define WR_GONETHINK      14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
 +#define WR_CONFIG         15 // (ALL) 
 +
 +// WEAPONTODO
 +const float   IT_UNLIMITED_WEAPON_AMMO     = 1;
 +// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
 +const float   IT_UNLIMITED_SUPERWEAPONS    = 2;
 +// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
 +const float   IT_CTF_SHIELDED              = 4; // set for the flag shield
 +const float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
 +const float   IT_JETPACK                   = 16; // actual item
 +const float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
 +WANT_CONST float   IT_SHELLS                    = 256;
 +WANT_CONST float   IT_NAILS                     = 512;
 +WANT_CONST float   IT_ROCKETS                   = 1024;
 +WANT_CONST float   IT_CELLS                     = 2048;
 +const float   IT_SUPERWEAPON               = 4096;
 +const float   IT_FUEL                      = 128;
 +const float   IT_STRENGTH                  = 8192;
 +const float   IT_INVINCIBLE                = 16384;
 +const float   IT_HEALTH                    = 32768;
 +// union:
 +      // for items:
 +      WANT_CONST float        IT_KEY1                                 = 131072;
 +      WANT_CONST float        IT_KEY2                                 = 262144;
 +      // for players:
 +      const float     IT_RED_FLAG_TAKEN               = 32768;
 +      const float     IT_RED_FLAG_LOST                = 65536;
 +      const float     IT_RED_FLAG_CARRYING            = 98304;
 +      const float     IT_BLUE_FLAG_TAKEN              = 131072;
 +      const float     IT_BLUE_FLAG_LOST               = 262144;
 +      const float     IT_BLUE_FLAG_CARRYING   = 393216;
 +// end
 +const float   IT_5HP                       = 524288;
 +const float   IT_25HP                      = 1048576;
 +const float   IT_ARMOR_SHARD               = 2097152;
 +const float   IT_ARMOR                     = 4194304;
 +
 +const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
 +const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
 +const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
 +
 +const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
 +
 +// variables:
 +string weaponorder_byid;
 +
 +// Weapon sets
 +typedef vector WepSet;
 +WepSet WepSet_FromWeapon(float a);
 +#ifdef SVQC
 +void WepSet_AddStat();
 +void WriteWepSet(float dest, WepSet w);
 +#endif
 +#ifdef CSQC
 +WepSet WepSet_GetFromStat();
 +WepSet ReadWepSet();
 +#endif
 +
 +// Weapon name macros
 +#define WEP_FIRST 1
 +#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
 +float WEP_COUNT;
 +float WEP_LAST;
 +WepSet WEPSET_ALL;
 +WepSet WEPSET_SUPERWEAPONS;
 +
 +// functions:
 +entity get_weaponinfo(float id);
 +string W_FixWeaponOrder(string order, float complete);
 +string W_NameWeaponOrder(string order);
 +string W_NumberWeaponOrder(string order);
 +
 +// ammo types
 +.float ammo_shells;
 +.float ammo_nails;
 +.float ammo_rockets;
 +.float ammo_cells;
 +.float ammo_fuel;
 +.float ammo_batteries; // dummy
 +
 +// entity properties of weaponinfo:
 +.float weapon; // WEP_...
 +.WepSet weapons; // WEPSET_...
 +.string netname; // short name
 +.string message; // human readable name
 +.float items; // IT_...
 +.float(float) weapon_func; // w_...
 +.string mdl; // modelname without g_, v_, w_
 +.string model; // full name of g_ model
 +.float spawnflags; // WEPSPAWNFLAG_... combined
 +.float impulse; // weapon impulse
 +.float bot_pickupbasevalue; // bot weapon priority
 +.string model2; // wpn- sprite name
 +..float ammo_field; // main ammo field
 +
 +// other useful macros
 +#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
 +
 +// =====================
 +//  Weapon Registration
 +// =====================
 +
 +float w_null(float dummy);
 +void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
 +void register_weapons_done();
 +
 +// note: the fabs call is just there to hide "if result is constant" warning
 +#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
 +      float id; \
 +      WepSet bit; \
 +      float func(float); \
 +      void RegisterWeapons_##id() \
 +      { \
 +              WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
 +              bit = WepSet_FromWeapon(id); \
 +              WEPSET_ALL |= bit; \
 +              if((weapontype) & WEP_FLAG_SUPERWEAPON) \
 +                      WEPSET_SUPERWEAPONS |= bit; \
 +              ++WEP_COUNT; \
 +              register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
 +      } \
 +      ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
 +#ifdef MENUQC
 +#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
 +      REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
 +#else
 +#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
 +      REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
 +#endif
 +
 +#define MO_NONE 0
 +#define MO_PRI 1
 +#define MO_SEC 2
 +#define MO_BOTH 3
 +
 +#define WEP_DUPECHECK(dupecheck,cvar) \
 +      #ifndef dupecheck \
 +              #define dupecheck \
 +              float cvar; \
 +      #else \
 +              #error DUPLICATE WEAPON CVAR: cvar \
 +      #endif
 +
 +/*
 +#define WEP_CLEAN_DUPECHECK(dupecheck) \
 +      #ifdef WEP_CVAR_##weapon##_##name \
 +              #undef WEP_CVAR_##weapon##_##name \
 +      #endif
 +*/
 +
 +#define WEP_ADD_CVAR(weapon,mode,name) \
 +      #if mode == MO_PRI \
 +              WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
 +      #endif \
 +      #if mode == MO_SEC \
 +              WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
 +      #endif \
 +      #if mode == MO_BOTH \
 +              WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
 +              WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
 +      #endif \
 +      #if mode == MO_NONE \
 +              WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
 +      #endif
 +
 +#define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
 +#define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
 +#define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
 +#define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
 +
 +#define WEP_ADD_PROP(weapon,prop,name) \
 +      .float ##prop; \
 +      WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
 +
 +#define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
 +
 +#define WEP_SET_PROPS(wepsettings,wepid) \
 +      #define WEP_ADD_CVAR(weapon,mode,name) \
 +      #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(wepid,weapon,prop,name) \
 +      wepsettings \
 +      #undef WEP_ADD_CVAR \
 +      #undef WEP_ADD_PROP
 +
 +#include "all.qh"
 +
 +#undef WEP_ADD_CVAR
 +#undef WEP_ADD_PROP
 +#undef REGISTER_WEAPON
++ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
 +
 +string W_FixWeaponOrder(string order, float complete);
 +string W_NumberWeaponOrder(string order);
 +string W_NameWeaponOrder(string order);
 +string W_FixWeaponOrder_BuildImpulseList(string o);
 +string W_FixWeaponOrder_AllowIncomplete(string order);
 +string W_FixWeaponOrder_ForceComplete(string order);
 +
 +void W_RandomWeapons(entity e, float n);
 +
 +string W_Name(float weaponid);
 +
 +float W_AmmoItemCode(float wpn);
Simple merge
Simple merge
@@@ -544,9 -544,9 +544,9 @@@ void havocbot_movetogoal(
        else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
                self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
  
 -      // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
 +      // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump // WEAPONTODO: move this to bot think!
        if(skill>6)
-       if not(self.flags & FL_ONGROUND)
+       if (!(self.flags & FL_ONGROUND))
        {
                tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
                if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
@@@ -860,8 -865,8 +864,8 @@@ void readplayerstartcvars(
        for (i = WEP_FIRST; i <= WEP_LAST; ++i)
        {
                e = get_weaponinfo(i);
-               if((start_weapons | warmup_start_weapons) & WepSet_FromWeapon(i))
+               if(precache_weapons & WepSet_FromWeapon(i))
 -                      weapon_action(i, WR_PRECACHE);
 +                      WEP_ACTION(i, WR_INIT);
        }
  
        start_ammo_shells = max(0, start_ammo_shells);
@@@ -920,10 -920,10 +920,10 @@@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreT
                        if(self.weaponentity.weapons)
                        {
                                self.weapons = self.weaponentity.weapons;
 -                              weapon_action(WEP_PORTO, WR_RESETPLAYER);
 +                              WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
                                self.switchweapon = self.weaponentity.switchweapon;
                                W_SwitchWeapon(self.switchweapon);
-                               
                self.weaponentity.weapons = '0 0 0';
                        }
                }
@@@ -292,8 -292,8 +292,8 @@@ MUTATOR_HOOKFUNCTION(minstagib_FilterIt
                self.ammo_cells = autocvar_g_minstagib_ammo_drop;
                return FALSE;
        }
-       
 -      if(self.weapon == WEP_ROCKET_LAUNCHER || self.weapon == WEP_NEX)
 +      if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_NEX)
        {
                entity e = spawn();
                setorigin(e, self.origin);
Simple merge
@@@ -233,9 -223,10 +232,8 @@@ playerstats.q
  
  round_handler.qc
  
 -../common/explosion_equation.qc
 -
  mutators/base.qc
  mutators/gamemode_assault.qc
- mutators/gamemode_arena.qc
  mutators/gamemode_ca.qc
  mutators/gamemode_ctf.qc
  mutators/gamemode_domination.qc
@@@ -1,10 -1,38 +1,10 @@@
 -#define ISF_LOCATION 2
 -#define ISF_MODEL    4
 -#define ISF_STATUS   8
 -    #define ITS_STAYWEP   1
 -    #define ITS_ANIMATE1  2
 -    #define ITS_ANIMATE2  4
 -    #define ITS_AVAILABLE 8
 -    #define ITS_ALLOWFB   16
 -    #define ITS_ALLOWSI   32
 -    #define ITS_POWERUP   64
 -#define ISF_COLORMAP 16
 -#define ISF_DROP 32
 -#define ISF_ANGLES 64
 -
 -.float ItemStatus;
 -
  #ifdef CSQC
 -
 -var float  autocvar_cl_animate_items = 1;
 -var float  autocvar_cl_ghost_items = 0.45;
 -var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
 -var float  autocvar_cl_fullbright_items = 0;
 -var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
 -var float  autocvar_cl_weapon_stay_alpha = 0.75;
 -var float  autocvar_cl_simple_items = 0;
 -var string autocvr_cl_simpleitems_postfix = "_simple";
 -.float  spawntime;
 -.float  gravity;
 -.vector colormod;
  void ItemDraw()
- {    
+ {
      if(self.gravity)
-     {        
+     {
          Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-         if(self.move_flags & FL_ONGROUND) 
+         if(self.move_flags & FL_ONGROUND)
          { // For some reason move_avelocity gets set to '0 0 0' here ...
              self.oldorigin = self.origin;
              self.gravity = 0;
@@@ -1703,9 -1943,9 +1707,9 @@@ float GiveItems(entity e, float beginar
                if(wi.weapon)
                {
                        POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
-                       if not(save_weapons & WepSet_FromWeapon(j))
+                       if (!(save_weapons & WepSet_FromWeapon(j)))
                                if(e.weapons & WepSet_FromWeapon(j))
 -                                      weapon_action(wi.weapon, WR_PRECACHE);
 +                                      WEP_ACTION(wi.weapon, WR_INIT);
                }
        }
        POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
Simple merge
@@@ -143,12 -143,12 +143,12 @@@ void load_unit_settings(entity ent, str
  
  void turret_projectile_explode()
  {
-     
      self.takedamage = DAMAGE_NO;
-     self.event_damage = func_null;    
+     self.event_damage = func_null;
  #ifdef TURRET_DEBUG
      float d;
 -    d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
 +    d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
      self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
      self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
  #else
@@@ -7,10 -7,10 +7,10 @@@ void turret_flac_projectile_think_explo
      if(self.enemy != world)
      if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
          setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
-             
  #ifdef TURRET_DEBUG
      float d;
 -    d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
 +    d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
      self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
      self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
  #else
@@@ -5,7 -5,7 +5,7 @@@ void turret_machinegun_attack()
  //.float bulletcounter;
  void turret_machinegun_attack()
  {
-     fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
 -    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, autocvar_g_balance_uzi_bulletconstant);
++    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
      endFireBallisticBullet();
  
      UziFlash();
@@@ -516,7 -515,7 +516,7 @@@ void walker_postthink(
  void walker_attack()
  {
      sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
-     fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
 -    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, autocvar_g_balance_uzi_bulletconstant);
++    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
      endFireBallisticBullet();
      pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
  }
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
index 084a9d0,0000000..00605ce
mode 100644,000000..100644
--- /dev/null
@@@ -1,120 -1,0 +1,120 @@@
-               if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)
 +float accuracy_byte(float n, float d)
 +{
 +      //print(sprintf("accuracy: %d / %d\n", n, d));
 +      if(n <= 0)
 +              return 0;
 +      if(n > d)
 +              return 255;
 +      return 1 + rint(n * 100.0 / d);
 +}
 +
 +float accuracy_send(entity to, float sf)
 +{
 +      float w, f;
 +      entity a;
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
 +
 +      a = self.owner;
 +      if(IS_SPEC(a))
 +              a = a.enemy;
 +      a = a.accuracy;
 +
 +      if(to != a.owner)
++              if (!(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share))
 +                      sf = 0;
 +      // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
 +      WriteInt24_t(MSG_ENTITY, sf);
 +      if(sf == 0)
 +              return TRUE;
 +      // note: we know that client and server agree about SendFlags...
 +      for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
 +      {
 +              if(sf & f)
 +                      WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
 +              if(f == 0x800000)
 +                      f = 1;
 +              else
 +                      f *= 2;
 +      }
 +      return TRUE;
 +}
 +
 +// init/free
 +void accuracy_init(entity e)
 +{
 +      e.accuracy = spawn();
 +      e.accuracy.owner = e;
 +      e.accuracy.classname = "accuracy";
 +      e.accuracy.drawonlytoclient = e;
 +      Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
 +}
 +
 +void accuracy_free(entity e)
 +{
 +      remove(e.accuracy);
 +}
 +
 +// force a resend of a player's accuracy stats
 +void accuracy_resend(entity e)
 +{
 +      e.accuracy.SendFlags = 0xFFFFFF;
 +}
 +
 +// update accuracy stats
 +.float hit_time;
 +.float fired_time;
 +
 +void accuracy_add(entity e, float w, float fired, float hit)
 +{
 +      entity a;
 +      float b;
 +      if(IS_INDEPENDENT_PLAYER(e))
 +              return;
 +      a = e.accuracy;
 +      if(!a || !(hit || fired))
 +              return;
 +      w -= WEP_FIRST;
 +      b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
 +      if(hit)
 +              a.(accuracy_hit[w]) += hit;
 +      if(fired)
 +              a.(accuracy_fired[w]) += fired;
 +
 +    if(hit && a.hit_time != time) // only run this once per frame
 +    {
 +        a.(accuracy_cnt_hit[w]) += 1;
 +        a.hit_time = time;
 +    }
 +
 +    if(fired && a.fired_time != time) // only run this once per frame
 +    {
 +        a.(accuracy_cnt_fired[w]) += 1;
 +        a.fired_time = time;
 +    }
 +
 +      if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
 +              return;
 +      w = pow(2, mod(w, 24));
 +      a.SendFlags |= w;
 +      FOR_EACH_CLIENT(a)
 +              if(IS_SPEC(a))
 +                      if(a.enemy == e)
 +                              a.SendFlags |= w;
 +}
 +
 +float accuracy_isgooddamage(entity attacker, entity targ)
 +{
 +      if(!warmup_stage)
 +      if(IS_CLIENT(targ))
 +      if(targ.deadflag == DEAD_NO)
 +      if(DIFF_TEAM(attacker, targ))
 +              return TRUE;
 +      return FALSE;
 +}
 +
 +float accuracy_canbegooddamage(entity attacker)
 +{
 +      if(!warmup_stage)
 +              return TRUE;
 +      return FALSE;
 +}
index 3554f1f,0000000..4d208eb
mode 100644,000000..100644
--- /dev/null
@@@ -1,106 -1,0 +1,116 @@@
-       
 +.float csqcprojectile_type;
 +
 +float CSQCProjectile_SendEntity(entity to, float sf)
 +{
 +      float ft, fr;
 +
 +      // note: flag 0x08 = no trail please (teleport bit)
 +      sf = sf & 0x0F;
 +
 +      if(self.csqcprojectile_clientanimate)
 +              sf |= 0x80; // client animated, not interpolated
 +
 +      if(self.flags & FL_ONGROUND)
 +              sf |= 0x40;
 +
 +      ft = fr = 0;
 +      if(self.fade_time != 0 || self.fade_rate != 0)
 +      {
 +              ft = (self.fade_time - time) / sys_frametime;
 +              fr = (1 / self.fade_rate) / sys_frametime;
 +              if(ft <= 255 && fr <= 255 && fr >= 1)
 +                      sf |= 0x20;
 +      }
 +
 +      if(self.gravity != 0)
 +              sf |= 0x10;
 +
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE);
 +      WriteByte(MSG_ENTITY, sf);
 +
 +      if(sf & 1)
 +      {
 +              WriteCoord(MSG_ENTITY, self.origin_x);
 +              WriteCoord(MSG_ENTITY, self.origin_y);
 +              WriteCoord(MSG_ENTITY, self.origin_z);
 +
 +              if(sf & 0x80)
 +              {
 +                      WriteCoord(MSG_ENTITY, self.velocity_x);
 +                      WriteCoord(MSG_ENTITY, self.velocity_y);
 +                      WriteCoord(MSG_ENTITY, self.velocity_z);
 +                      if(sf & 0x10)
 +                              WriteCoord(MSG_ENTITY, self.gravity);
 +              }
 +
 +              if(sf & 0x20)
 +              {
 +                      WriteByte(MSG_ENTITY, ft);
 +                      WriteByte(MSG_ENTITY, fr);
 +              }
 +      }
 +
 +      if(sf & 2)
 +              WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf?
-       
++
 +      return 1;
 +}
 +
 +.vector csqcprojectile_oldorigin;
 +void CSQCProjectile_Check(entity e)
 +{
 +      if(e.csqcprojectile_clientanimate)
 +      if(e.flags & FL_ONGROUND)
 +      if(e.origin != e.csqcprojectile_oldorigin)
 +              UpdateCSQCProjectile(e);
 +      e.csqcprojectile_oldorigin = e.origin;
 +}
 +
 +void CSQCProjectile(entity e, float clientanimate, float type, float docull)
 +{
 +      Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity);
-       
++
 +      e.csqcprojectile_clientanimate = clientanimate;
++
 +      if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE)
 +      {
 +              if(e.gravity == 0)
 +                      e.gravity = 1;
 +      }
 +      else
 +              e.gravity = 0;
 +
 +      if(!sound_allowed(MSG_BROADCAST, e))
 +              type |= 0x80;
 +      e.csqcprojectile_type = type;
 +}
 +
++// FIXME HACK
++float ItemSend(entity to, float sf);
++void ItemUpdate(entity item);
++// END HACK
 +void UpdateCSQCProjectile(entity e)
 +{
 +      if(e.SendEntity == CSQCProjectile_SendEntity)
 +      {
 +              // send new origin data
 +              e.SendFlags |= 0x01;
 +      }
++// FIXME HACK
++      else if(e.SendEntity == ItemSend)
++      {
++              ItemUpdate(e);
++      }
++// END HACK
 +}
 +
 +void UpdateCSQCProjectileAfterTeleport(entity e)
 +{
 +      if(e.SendEntity == CSQCProjectile_SendEntity)
 +      {
 +              // send new origin data
 +              e.SendFlags |= 0x01;
 +              // mark as teleported
 +              e.SendFlags |= 0x08;
 +      }
 +}
index 6fcab0d,0000000..b709889
mode 100644,000000..100644
--- /dev/null
@@@ -1,717 -1,0 +1,697 @@@
-               FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
 +// this function calculates w_shotorg and w_shotdir based on the weapon model
 +// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 +// make sure you call makevectors first (FIXME?)
 +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)
 +{
 +      float nudge = 1; // added to traceline target and subtracted from result
 +      float oldsolid;
 +      vector vecs, dv;
 +      oldsolid = ent.dphitcontentsmask;
 +      if(ent.weapon == WEP_RIFLE)
 +              ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 +      else
 +              ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 +      if(antilag)
 +              WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
 +              // passing world, because we do NOT want it to touch dphitcontentsmask
 +      else
 +              WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
 +      ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 +
 +      vector vf, vr, vu;
 +      vf = v_forward;
 +      vr = v_right;
 +      vu = v_up;
 +      w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
 +      v_forward = vf;
 +      v_right = vr;
 +      v_up = vu;
 +
 +      // un-adjust trueaim if shotend is too close
 +      if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
 +              w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
 +
 +      // track max damage
 +      if(accuracy_canbegooddamage(ent))
 +              accuracy_add(ent, ent.weapon, maxdamage, 0);
 +
 +      W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 +
 +      if(ent.weaponentity.movedir_x > 0)
 +              vecs = ent.weaponentity.movedir;
 +      else
 +              vecs = '0 0 0';
 +
 +      dv = v_right * -vecs_y + v_up * vecs_z;
 +      w_shotorg = ent.origin + ent.view_ofs + dv;
 +
 +      // now move the shotorg forward as much as requested if possible
 +      if(antilag)
 +      {
 +              if(ent.antilag_debug)
 +                      tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
 +              else
 +                      tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
 +      }
 +      else
 +              tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
 +      w_shotorg = trace_endpos - v_forward * nudge;
 +      // calculate the shotdir from the chosen shotorg
 +      w_shotdir = normalize(w_shotend - w_shotorg);
 +
 +      if (antilag)
 +      if (!ent.cvar_cl_noantilag)
 +      {
 +              if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
 +              {
 +                      traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
 +                      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 && IS_PLAYER(trace_ent))
 +                              {
 +                                      entity e;
 +                                      e = trace_ent;
 +                                      traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
 +                                      if(trace_ent == e)
 +                                              w_shotdir = normalize(trace_ent.origin - w_shotorg);
 +                              }
 +                      }
 +              }
 +              else if(autocvar_g_antilag == 3) // client side hitscan
 +              {
 +                      // this part MUST use prydon cursor
 +                      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 (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)
 +                              traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
 +                              if (!trace_ent.takedamage)
 +                              {
 +                                      // verify that the shot would hit if altered
 +                                      traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
 +                                      if (trace_ent == ent.cursor_trace_ent)
 +                                              w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
 +                                      else
 +                                              print("antilag fail\n");
 +                              }
 +                      }
 +              }
 +      }
 +
 +      ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
 +
 +      if (!autocvar_g_norecoil)
 +              ent.punchangle_x = recoil * -1;
 +
 +      if (snd != "")
 +      {
 +              sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
 +              W_PlayStrengthSound(ent);
 +      }
 +
 +      // nudge w_shotend so a trace to w_shotend hits
 +      w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
 +}
 +
 +vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
 +{
 +      vector mdirection;
 +      float mspeed;
 +      vector outvelocity;
 +
 +      mvelocity = mvelocity * g_weaponspeedfactor;
 +
 +      mdirection = normalize(mvelocity);
 +      mspeed = vlen(mvelocity);
 +
 +      outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
 +
 +      return outvelocity;
 +}
 +
 +#if 0
 +float mspercallsum;
 +float mspercallsstyle;
 +float mspercallcount;
 +#endif
 +void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
 +{
 +      if(missile.owner == world)
 +              error("Unowned missile");
 +
 +      dir = dir + upDir * (pUpSpeed / pSpeed);
 +      dir_z += pZSpeed / pSpeed;
 +      pSpeed *= vlen(dir);
 +      dir = normalize(dir);
 +
 +#if 0
 +      if(autocvar_g_projectiles_spread_style != mspercallsstyle)
 +      {
 +              mspercallsum = mspercallcount = 0;
 +              mspercallsstyle = autocvar_g_projectiles_spread_style;
 +      }
 +      mspercallsum -= gettime(GETTIME_HIRES);
 +#endif
 +      dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
 +#if 0
 +      mspercallsum += gettime(GETTIME_HIRES);
 +      mspercallcount += 1;
 +      print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
 +#endif
 +
 +      missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
 +}
 +
 +void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO
 +{
 +      W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
 +}
 +
 +
 +// ====================
 +//  Ballistics Tracing
 +// ====================
 +
 +void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
 +{
 +      vector hitloc, force, endpoint, dir;
 +      entity ent, endent;
 +      float endq3surfaceflags;
 +      float totaldmg;
 +      entity o;
 +
 +      float length;
 +      vector beampos;
 +      string snd;
 +      entity pseudoprojectile;
 +      float f, ffs;
 +
 +      pseudoprojectile = world;
 +
 +      railgun_start = start;
 +      railgun_end = end;
 +
 +      dir = normalize(end - start);
 +      length = vlen(end - start);
 +      force = dir * bforce;
 +
 +      // go a little bit into the wall because we need to hit this wall later
 +      end = end + dir;
 +
 +      totaldmg = 0;
 +
 +      // trace multiple times until we hit a wall, each obstacle will be made
 +      // non-solid so we can hit the next, while doing this we spawn effects and
 +      // note down which entities were hit so we can damage them later
 +      o = self;
 +      while (1)
 +      {
 +              if(self.antilag_debug)
 +                      WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
 +              else
 +                      WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
 +              if(o && WarpZone_trace_firstzone)
 +              {
 +                      o = world;
 +                      continue;
 +              }
 +
 +              if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
 +                      Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
 +
 +              // if it is world we can't hurt it so stop now
 +              if (trace_ent == world || trace_fraction == 1)
 +                      break;
 +
 +              // make the entity non-solid so we can hit the next one
 +              trace_ent.railgunhit = TRUE;
 +              trace_ent.railgunhitloc = end;
 +              trace_ent.railgunhitsolidbackup = trace_ent.solid;
 +              trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
 +              trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
 +
 +              // stop if this is a wall
 +              if (trace_ent.solid == SOLID_BSP)
 +                      break;
 +
 +              // make the entity non-solid
 +              trace_ent.solid = SOLID_NOT;
 +      }
 +
 +      endpoint = trace_endpos;
 +      endent = trace_ent;
 +      endq3surfaceflags = trace_dphitq3surfaceflags;
 +
 +      // find all the entities the railgun hit and restore their solid state
 +      ent = findfloat(world, railgunhit, TRUE);
 +      while (ent)
 +      {
 +              // restore their solid type
 +              ent.solid = ent.railgunhitsolidbackup;
 +              ent = findfloat(ent, railgunhit, TRUE);
 +      }
 +
 +      // spawn a temporary explosion entity for RadiusDamage calls
 +      //explosion = spawn();
 +
 +      // Find all non-hit players the beam passed close by
 +      if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
 +      {
-                       self.last_yoda = time; 
++              FOR_EACH_REALCLIENT(msg_entity)
++              if(msg_entity != self)
++              if(!msg_entity.railgunhit)
++              if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
 +              {
 +                      // nearest point on the beam
 +                      beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
 +
 +                      f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
 +                      if(f <= 0)
 +                              continue;
 +
 +                      snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
 +
 +                      if(!pseudoprojectile)
 +                              pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
 +                      soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
 +              }
 +
 +              if(pseudoprojectile)
 +                      remove(pseudoprojectile);
 +      }
 +
 +      // find all the entities the railgun hit and hurt them
 +      ent = findfloat(world, railgunhit, TRUE);
 +      while (ent)
 +      {
 +              // get the details we need to call the damage function
 +              hitloc = ent.railgunhitloc;
 +
 +              f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
 +              ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
 +
 +              if(accuracy_isgooddamage(self.realowner, ent))
 +                      totaldmg += bdamage * f;
 +
 +              // apply the damage
 +              if (ent.takedamage)
 +                      Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
 +
 +              // create a small explosion to throw gibs around (if applicable)
 +              //setorigin (explosion, hitloc);
 +              //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
 +
 +              ent.railgunhitloc = '0 0 0';
 +              ent.railgunhitsolidbackup = SOLID_NOT;
 +              ent.railgunhit = FALSE;
 +              ent.railgundistance = 0;
 +
 +              // advance to the next entity
 +              ent = findfloat(ent, railgunhit, TRUE);
 +      }
 +
 +      // calculate hits and fired shots for hitscan
 +      accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
 +
 +      trace_endpos = endpoint;
 +      trace_ent = endent;
 +      trace_dphitq3surfaceflags = endq3surfaceflags;
 +}
 +
 +void W_BallisticBullet_Hit (void)
 +{
 +      float f, q, g;
 +
 +      f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
 +      q = 1 + self.dmg_edge / self.dmg;
 +
 +      if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
 +              Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
 +
 +      if(other && other != self.enemy)
 +      {
 +              endzcurveparticles();
 +
 +              yoda = 0;
 +              railgun_start = self.origin - 2 * frametime * self.velocity;
 +              railgun_end = self.origin + 2 * frametime * self.velocity;
 +              g = accuracy_isgooddamage(self.realowner, other);
 +              Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
 +
 +              /*if(yoda && (time > (self.last_yoda + 5)))
 +              {
 +                      Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-       // special case for zero density and zero bullet constant: 
++                      self.last_yoda = time;
 +              }*/
 +
 +              // calculate hits for ballistic weapons
 +              if(g)
 +              {
 +                      // do not exceed 100%
 +                      q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
 +                      self.dmg_total += f * self.dmg;
 +                      accuracy_add(self.realowner, self.realowner.weapon, 0, q);
 +              }
 +      }
 +
 +      self.enemy = other; // don't hit the same player twice with the same bullet
 +}
 +
 +void W_BallisticBullet_LeaveSolid_think()
 +{
 +      setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
 +      self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
 +
 +      self.think = self.W_BallisticBullet_LeaveSolid_think_save;
 +      self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
 +      self.W_BallisticBullet_LeaveSolid_think_save = func_null;
 +
 +      self.flags &= ~FL_ONGROUND;
 +
 +      if(self.enemy.solid == SOLID_BSP)
 +      {
 +              float f;
 +              f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
 +              Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
 +      }
 +
 +      UpdateCSQCProjectile(self);
 +}
 +
 +float W_BallisticBullet_LeaveSolid(float eff)
 +{
 +      // move the entity along its velocity until it's out of solid, then let it resume
 +      vector vel = self.velocity;
 +      float dt, dst, velfactor, v0, vs;
 +      float maxdist;
 +      float E0_m, Es_m;
 +      float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
 +
 +      // outside the world? forget it
 +      if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
 +              return 0;
 +
-       if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
-       if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
++      // special case for zero density and zero bullet constant:
 +
 +      if(self.dmg_radius == 0)
 +      {
 +              if(other.ballistics_density < 0)
 +                      constant = 0; // infinite travel distance
 +              else
 +                      return 0; // no penetration
 +      }
 +      else
 +      {
 +              if(other.ballistics_density < 0)
 +                      constant = 0; // infinite travel distance
 +              else if(other.ballistics_density == 0)
 +                      constant = self.dmg_radius;
 +              else
 +                      constant = self.dmg_radius * other.ballistics_density;
 +      }
 +
 +      // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
 +      v0 = vlen(vel);
 +
 +      E0_m = 0.5 * v0 * v0;
 +
 +      if(constant)
 +      {
 +              maxdist = E0_m / constant;
 +              // maxdist = 0.5 * v0 * v0 / constant
 +              // dprint("max dist = ", ftos(maxdist), "\n");
 +
 +              if(maxdist <= autocvar_g_ballistics_mindistance)
 +                      return 0;
 +      }
 +      else
 +      {
 +              maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
 +      }
 +
 +      traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
 +      if(trace_fraction == 1) // 1: we never got out of solid
 +              return 0;
 +
 +      self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
 +
 +      dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
 +      // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
 +      Es_m = E0_m - constant * dst;
 +      if(Es_m <= 0)
 +      {
 +              // roundoff errors got us
 +              return 0;
 +      }
 +      vs = sqrt(2 * Es_m);
 +      velfactor = vs / v0;
 +
 +      dt = dst / (0.5 * (v0 + vs));
 +      // this is not correct, but the differential equations have no analytic
 +      // solution - and these times are very small anyway
 +      //print("dt = ", ftos(dt), "\n");
 +
 +      self.W_BallisticBullet_LeaveSolid_think_save = self.think;
 +      self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
 +      self.think = W_BallisticBullet_LeaveSolid_think;
 +      self.nextthink = time + dt;
 +
 +      vel = vel * velfactor;
 +
 +      self.velocity = '0 0 0';
 +      self.flags |= FL_ONGROUND; // prevent moving
 +      self.W_BallisticBullet_LeaveSolid_velocity = vel;
 +
 +      if(eff >= 0)
 +              if(vlen(trace_endpos - self.origin) > 4)
 +              {
 +                      endzcurveparticles();
 +                      trailparticles(self, eff, self.origin, trace_endpos);
 +              }
 +
 +      return 1;
 +}
 +
 +void W_BallisticBullet_Touch (void)
 +{
 +      //float density;
 +
 +      if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
 +              return;
 +
 +      PROJECTILE_TOUCH;
 +      W_BallisticBullet_Hit ();
 +
 +      if(self.dmg_radius < 0) // these NEVER penetrate solid
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      // if we hit "weapclip", bail out
 +      //
 +      // rationale of this check:
 +      //
 +      // any shader that is solid, nodraw AND trans is meant to clip weapon
 +      // shots and players, but has no other effect!
 +      //
 +      // if it is not trans, it is caulk and should not have this side effect
 +      //
 +      // matching shaders:
 +      //   common/weapclip (intended)
 +      //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
 +      if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
++      if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
++      if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      // go through solid!
 +      if(!W_BallisticBullet_LeaveSolid(-1))
 +      {
 +              remove(self);
 +              return;
 +      }
 +
 +      self.projectiledeathtype |= HITTYPE_BOUNCE;
 +}
 +
 +void endFireBallisticBullet() // WEAPONTODO
 +{
 +      endzcurveparticles();
 +}
 +
 +void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
 +{
 +      if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
 +              zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
 +      WarpZone_trace_forent = world;
 +      self.owner = world;
 +}
 +
-       float antilagging;
-       antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
++void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
 +{
 +      float lag, dt, savetime; //, density;
 +      entity pl, oldself;
-       if(gravityfactor > 0)
-       {
-               proj.movetype = MOVETYPE_TOSS;
-               proj.gravity = gravityfactor;
-       }
-       else
-               proj.movetype = MOVETYPE_FLY;
 +
 +      entity proj;
 +      proj = spawn();
 +      proj.classname = "bullet";
 +      proj.owner = proj.realowner = self;
 +      PROJECTILE_MAKETRIGGER(proj);
-       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
++      proj.movetype = MOVETYPE_FLY;
 +      proj.think = SUB_Remove;
 +      proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
-       if(antilagging)
-       {
-               float eff;
-               if(tracereffects & EF_RED)
-                       eff = particleeffectnum("tr_rifle");
-               else if(tracereffects & EF_BLUE)
-                       eff = particleeffectnum("tr_rifle_weak");
-               else
-                       eff = particleeffectnum("tr_bullet");
-               // NOTE: this may severely throw off weapon balance
-               lag = ANTILAG_LATENCY(self);
-               if(lag < 0.001)
-                       lag = 0;
-               if not(IS_REAL_CLIENT(self))
-                       lag = 0;
-               if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
-                       lag = 0; // only do hitscan, but no antilag
++      W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE);
 +      proj.angles = vectoangles(proj.velocity);
 +      if(bulletconstant > 0)
 +              proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
 +      else if(bulletconstant == 0)
 +              proj.dmg_radius = 0;
 +      else
 +              proj.dmg_radius = -1;
 +      // so: bulletconstant = bullet mass / area of bullet circle
 +      setorigin(proj, start);
 +      proj.flags = FL_PROJECTILE;
 +
 +      proj.touch = W_BallisticBullet_Touch;
 +      proj.dmg = damage;
 +      proj.dmg_force = force;
 +      proj.projectiledeathtype = dtype;
 +
 +      proj.oldvelocity = proj.velocity;
 +
 +      other = proj; MUTATOR_CALLHOOK(EditProjectile);
 +
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_takeback(pl, time - lag);
-               oldself = self;
-               self = proj;
++      float eff;
 +
-               savetime = frametime;
-               frametime = 0.05;
++      if(tracereffects & EF_RED)
++              eff = particleeffectnum("tr_rifle");
++      else if(tracereffects & EF_BLUE)
++              eff = particleeffectnum("tr_rifle_weak");
++      else
++              eff = particleeffectnum("tr_bullet");
 +
-               for(;;)
-               {
-                       // DP tracetoss is stupid and always traces in 0.05s
-                       // ticks. This makes it trace in 0.05*0.125s ticks
-                       // instead.
-                       vector v0;
-                       float g0;
-                       v0 = self.velocity;
-                       g0 = self.gravity;
-                       self.velocity = self.velocity * 0.125;
-                       self.gravity *= 0.125 * 0.125;
-                       trace_fraction = 0;
-                       fireBallisticBullet_trace_callback_ent = self;
-                       fireBallisticBullet_trace_callback_eff = eff;
-                       WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
-                       self.velocity = v0;
-                       self.gravity = g0;
-                       if(trace_fraction == 1)
-                               break;
-                               // won't hit anything anytime soon (DP's
-                               // tracetoss does 200 tics of, here,
-                               // 0.05*0.125s, that is, 1.25 seconds
++      // NOTE: this may severely throw off weapon balance
++      lag = ANTILAG_LATENCY(self);
++      if(lag < 0.001)
++              lag = 0;
++      if (!IS_REAL_CLIENT(self))
++              lag = 0;
++      if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
++              lag = 0; // only do hitscan, but no antilag
 +
-                       other = trace_ent;
-                       dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
-                       setorigin(self, trace_endpos);
-                       self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
++      if(lag)
++              FOR_EACH_PLAYER(pl)
++                      if(pl != self)
++                              antilag_takeback(pl, time - lag);
 +
-                       if(!SUB_OwnerCheck())
-                       {
-                               if(SUB_NoImpactCheck())
-                                       break;
++      oldself = self;
++      self = proj;
 +
-                               // hit the player
-                               W_BallisticBullet_Hit();
-                       }
++      savetime = frametime;
++      frametime = 0.05;
 +
-                       if(proj.dmg_radius < 0) // these NEVER penetrate solid
-                               break;
++      for(;;)
++      {
++              // DP tracetoss is stupid and always traces in 0.05s
++              // ticks. This makes it trace in 0.05*0.125s ticks
++              // instead.
++              vector v0;
++              v0 = self.velocity;
++              self.velocity = self.velocity * 0.125;
++              trace_fraction = 0;
++              fireBallisticBullet_trace_callback_ent = self;
++              fireBallisticBullet_trace_callback_eff = eff;
++              WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
++              self.velocity = v0;
++
++              if(trace_fraction == 1)
++                      break;
++                      // won't hit anything anytime soon (DP's
++                      // tracetoss does 200 tics of, here,
++                      // 0.05*0.125s, that is, 1.25 seconds
 +
-                       // if we hit "weapclip", bail out
-                       //
-                       // rationale of this check:
-                       //
-                       // any shader that is solid, nodraw AND trans is meant to clip weapon
-                       // shots and players, but has no other effect!
-                       //
-                       // if it is not trans, it is caulk and should not have this side effect
-                       //
-                       // matching shaders:
-                       //   common/weapclip (intended)
-                       //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
-                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-                       if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
-                       if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
++              other = trace_ent;
++              dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
++              setorigin(self, trace_endpos);
++              self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
 +
-                       // go through solid!
-                       if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
-                               break;
++              if(!SUB_OwnerCheck())
++              {
++                      if(SUB_NoImpactCheck())
 +                              break;
 +
-                       W_BallisticBullet_LeaveSolid_think();
++                      // hit the player
++                      W_BallisticBullet_Hit();
++              }
 +
-                       self.projectiledeathtype |= HITTYPE_BOUNCE;
-               }
-               frametime = savetime;
-               self = oldself;
++              if(proj.dmg_radius < 0) // these NEVER penetrate solid
++                      break;
 +
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_restore(pl);
++              // if we hit "weapclip", bail out
++              //
++              // rationale of this check:
++              //
++              // any shader that is solid, nodraw AND trans is meant to clip weapon
++              // shots and players, but has no other effect!
++              //
++              // if it is not trans, it is caulk and should not have this side effect
++              //
++              // matching shaders:
++              //   common/weapclip (intended)
++              //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
++              if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
++              if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
++              if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
++                      break;
 +
-               remove(proj);
++              // go through solid!
++              if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
++                      break;
 +
-               return;
++              W_BallisticBullet_LeaveSolid_think();
 +
-       if(tracereffects & EF_RED)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
-       else if(tracereffects & EF_BLUE)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
-       else
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
++              self.projectiledeathtype |= HITTYPE_BOUNCE;
 +      }
++      frametime = savetime;
++      self = oldself;
 +
-               if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);                    
++      if(lag)
++              FOR_EACH_PLAYER(pl)
++                      if(pl != self)
++                              antilag_restore(pl);
++
++      remove(proj);
++
++      return;
 +}
 +
 +void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
 +{
 +      vector  end;
 +
 +      dir = normalize(dir + randomvec() * spread);
 +      end = start + dir * MAX_SHOT_DISTANCE;
 +      if(self.antilag_debug)
 +              traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
 +      else
 +              traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
 +
 +      end = trace_endpos;
 +
 +      if (pointcontents (trace_endpos) != CONTENT_SKY)
 +      {
++              if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
++                      Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
 +
 +              Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
 +      }
 +      trace_endpos = end;
 +}
index 2586c2e,0000000..ddf1424
mode 100644,000000..100644
--- /dev/null
@@@ -1,943 -1,0 +1,943 @@@
-       
 +/*
 +===========================================================================
 +
 +  CLIENT WEAPONSYSTEM CODE
 +  Bring back W_Weaponframe
 +
 +===========================================================================
 +*/
 +
 +.float weapon_frametime;
 +
 +float W_WeaponRateFactor()
 +{
 +      float t;
 +      t = 1.0 / g_weaponratefactor;
 +
 +      return t;
 +}
 +
 +// VorteX: static frame globals
 +const float WFRAME_DONTCHANGE = -1;
 +const float WFRAME_FIRE1 = 0;
 +const float WFRAME_FIRE2 = 1;
 +const float WFRAME_IDLE = 2;
 +const float WFRAME_RELOAD = 3;
 +.float wframe;
 +
 +void(float fr, float t, void() func) weapon_thinkf;
 +
 +float CL_Weaponentity_CustomizeEntityForClient()
 +{
 +      self.viewmodelforclient = self.owner;
 +      if(IS_SPEC(other))
 +              if(other.enemy == self.owner)
 +                      self.viewmodelforclient = other;
 +      return TRUE;
 +}
 +
 +/*
 + * supported formats:
 + *
 + * 1. simple animated model, muzzle flash handling on h_ model:
 + *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
 + *      tags:
 + *        shot = muzzle end (shot origin, also used for muzzle flashes)
 + *        shell = casings ejection point (must be on the right hand side of the gun)
 + *        weapon = attachment for v_tuba.md3
 + *    v_tuba.md3 - first and third person model
 + *    g_tuba.md3 - pickup model
 + *
 + * 2. simple animated model, muzzle flash handling on v_ model:
 + *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
 + *      tags:
 + *        weapon = attachment for v_tuba.md3
 + *    v_tuba.md3 - first and third person model
 + *      tags:
 + *        shot = muzzle end (shot origin, also used for muzzle flashes)
 + *        shell = casings ejection point (must be on the right hand side of the gun)
 + *    g_tuba.md3 - pickup model
 + *
 + * 3. fully animated model, muzzle flash handling on h_ model:
 + *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
 + *      tags:
 + *        shot = muzzle end (shot origin, also used for muzzle flashes)
 + *        shell = casings ejection point (must be on the right hand side of the gun)
 + *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
 + *    v_tuba.md3 - third person model
 + *    g_tuba.md3 - pickup model
 + *
 + * 4. fully animated model, muzzle flash handling on v_ model:
 + *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
 + *      tags:
 + *        shot = muzzle end (shot origin)
 + *        shell = casings ejection point (must be on the right hand side of the gun)
 + *    v_tuba.md3 - third person model
 + *      tags:
 + *        shot = muzzle end (for muzzle flashes)
 + *    g_tuba.md3 - pickup model
 + */
 +
 +// writes:
 +//   self.origin, self.angles
 +//   self.weaponentity
 +//   self.movedir, self.view_ofs
 +//   attachment stuff
 +//   anim stuff
 +// to free:
 +//   call again with ""
 +//   remove the ent
 +void CL_WeaponEntity_SetModel(string name)
 +{
 +      float v_shot_idx;
 +      if (name != "")
 +      {
 +              // if there is a child entity, hide it until we're sure we use it
 +              if (self.weaponentity)
 +                      self.weaponentity.model = "";
 +              setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
 +              v_shot_idx = gettagindex(self, "shot"); // used later
 +              if(!v_shot_idx)
 +                      v_shot_idx = gettagindex(self, "tag_shot");
 +
 +              setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
 +              // preset some defaults that work great for renamed zym files (which don't need an animinfo)
 +              self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
 +              self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
 +              self.anim_idle   = animfixfps(self, '2 1 0.01', '0 0 0');
 +              self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
 +
 +              // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
 +              // if we don't, this is a "real" animated model
 +              if(gettagindex(self, "weapon"))
 +              {
 +                      if (!self.weaponentity)
 +                              self.weaponentity = spawn();
 +                      setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
 +                      setattachment(self.weaponentity, self, "weapon");
 +              }
 +              else if(gettagindex(self, "tag_weapon"))
 +              {
 +                      if (!self.weaponentity)
 +                              self.weaponentity = spawn();
 +                      setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
 +                      setattachment(self.weaponentity, self, "tag_weapon");
 +              }
 +              else
 +              {
 +                      if(self.weaponentity)
 +                              remove(self.weaponentity);
 +                      self.weaponentity = world;
 +              }
 +
 +              setorigin(self,'0 0 0');
 +              self.angles = '0 0 0';
 +              self.frame = 0;
 +              self.viewmodelforclient = world;
 +
 +              float idx;
 +
 +              if(v_shot_idx) // v_ model attached to invisible h_ model
 +              {
 +                      self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
 +              }
 +              else
 +              {
 +                      idx = gettagindex(self, "shot");
 +                      if(!idx)
 +                              idx = gettagindex(self, "tag_shot");
 +                      if(idx)
 +                              self.movedir = gettaginfo(self, idx);
 +                      else
 +                      {
 +                              print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
 +                              self.movedir = '0 0 0';
 +                      }
 +              }
 +
 +              if(self.weaponentity) // v_ model attached to invisible h_ model
 +              {
 +                      idx = gettagindex(self.weaponentity, "shell");
 +                      if(!idx)
 +                              idx = gettagindex(self.weaponentity, "tag_shell");
 +                      if(idx)
 +                              self.spawnorigin = gettaginfo(self.weaponentity, idx);
 +              }
 +              else
 +                      idx = 0;
 +              if(!idx)
 +              {
 +                      idx = gettagindex(self, "shell");
 +                      if(!idx)
 +                              idx = gettagindex(self, "tag_shell");
 +                      if(idx)
 +                              self.spawnorigin = gettaginfo(self, idx);
 +                      else
 +                      {
 +                              print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
 +                              self.spawnorigin = self.movedir;
 +                      }
 +              }
 +
 +              if(v_shot_idx)
 +              {
 +                      self.oldorigin = '0 0 0'; // use regular attachment
 +              }
 +              else
 +              {
 +                      if(self.weaponentity)
 +                      {
 +                              idx = gettagindex(self, "weapon");
 +                              if(!idx)
 +                                      idx = gettagindex(self, "tag_weapon");
 +                      }
 +                      else
 +                      {
 +                              idx = gettagindex(self, "handle");
 +                              if(!idx)
 +                                      idx = gettagindex(self, "tag_handle");
 +                      }
 +                      if(idx)
 +                      {
 +                              self.oldorigin = self.movedir - gettaginfo(self, idx);
 +                      }
 +                      else
 +                      {
 +                              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");
 +                              self.oldorigin = '0 0 0'; // there is no way to recover from this
 +                      }
 +              }
 +
 +              self.viewmodelforclient = self.owner;
 +      }
 +      else
 +      {
 +              self.model = "";
 +              if(self.weaponentity)
 +                      remove(self.weaponentity);
 +              self.weaponentity = world;
 +              self.movedir = '0 0 0';
 +              self.spawnorigin = '0 0 0';
 +              self.oldorigin = '0 0 0';
 +              self.anim_fire1  = '0 1 0.01';
 +              self.anim_fire2  = '0 1 0.01';
 +              self.anim_idle   = '0 1 0.01';
 +              self.anim_reload = '0 1 0.01';
 +      }
 +
 +      self.view_ofs = '0 0 0';
 +
 +      if(self.movedir_x >= 0)
 +      {
 +              vector v0;
 +              v0 = self.movedir;
 +              self.movedir = shotorg_adjust(v0, FALSE, FALSE);
 +              self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
 +      }
 +      self.owner.stat_shotorg = compressShotOrigin(self.movedir);
 +      self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
 +
 +      self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
 +
 +      // check if an instant weapon switch occurred
 +      setorigin(self, self.view_ofs);
 +      // reset animstate now
 +      self.wframe = WFRAME_IDLE;
 +      setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
 +}
 +
 +vector CL_Weapon_GetShotOrg(float wpn)
 +{
 +      entity wi, oldself;
 +      vector ret;
 +      wi = get_weaponinfo(wpn);
 +      oldself = self;
 +      self = spawn();
 +      CL_WeaponEntity_SetModel(wi.mdl);
 +      ret = self.movedir;
 +      CL_WeaponEntity_SetModel("");
 +      remove(self);
 +      self = oldself;
 +      return ret;
 +}
 +
 +void CL_Weaponentity_Think()
 +{
 +      float tb;
 +      self.nextthink = time;
 +      if (intermission_running)
 +              self.frame = self.anim_idle_x;
 +      if (self.owner.weaponentity != self)
 +      {
 +              if (self.weaponentity)
 +                      remove(self.weaponentity);
 +              remove(self);
 +              return;
 +      }
 +      if (self.owner.deadflag != DEAD_NO)
 +      {
 +              self.model = "";
 +              if (self.weaponentity)
 +                      self.weaponentity.model = "";
 +              return;
 +      }
 +      if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
 +      {
 +              self.weaponname = self.owner.weaponname;
 +              self.dmg = self.owner.modelindex;
 +              self.deadflag = self.owner.deadflag;
 +
 +              CL_WeaponEntity_SetModel(self.owner.weaponname);
 +      }
 +
 +      tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
 +      self.effects = self.owner.effects & EFMASK_CHEAP;
 +      self.effects &= ~EF_LOWPRECISION;
 +      self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
 +      self.effects &= ~EF_TELEPORT_BIT;
 +      self.effects &= ~EF_RESTARTANIM_BIT;
 +      self.effects |= tb;
 +
 +      if(self.owner.alpha == default_player_alpha)
 +              self.alpha = default_weapon_alpha;
 +      else if(self.owner.alpha != 0)
 +              self.alpha = self.owner.alpha;
 +      else
 +              self.alpha = 1;
 +
 +      self.glowmod = self.owner.weaponentity_glowmod;
 +      self.colormap = self.owner.colormap;
 +      if (self.weaponentity)
 +      {
 +              self.weaponentity.effects = self.effects;
 +              self.weaponentity.alpha = self.alpha;
 +              self.weaponentity.colormap = self.colormap;
 +              self.weaponentity.glowmod = self.glowmod;
 +      }
 +
 +      self.angles = '0 0 0';
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
++
 +      float f = (self.owner.weapon_nextthink - time);
 +      if (self.state == WS_RAISE && !intermission_running)
 +      {
 +              entity newwep = get_weaponinfo(self.owner.switchweapon);
 +              f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
 +              //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)
 +      {
 +              entity oldwep = get_weaponinfo(self.owner.weapon);
 +              f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
 +              //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)
 +      {
 +              f = 1;
 +              self.angles_x = -90 * f * f;
 +      }
 +}
 +
 +void CL_ExteriorWeaponentity_Think()
 +{
 +      float tag_found;
 +      self.nextthink = time;
 +      if (self.owner.exteriorweaponentity != self)
 +      {
 +              remove(self);
 +              return;
 +      }
 +      if (self.owner.deadflag != DEAD_NO)
 +      {
 +              self.model = "";
 +              return;
 +      }
 +      if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
 +      {
 +              self.weaponname = self.owner.weaponname;
 +              self.dmg = self.owner.modelindex;
 +              self.deadflag = self.owner.deadflag;
 +              if (self.owner.weaponname != "")
 +                      setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
 +              else
 +                      self.model = "";
 +
 +              if((tag_found = gettagindex(self.owner, "tag_weapon")))
 +              {
 +                      self.tag_index = tag_found;
 +                      self.tag_entity = self.owner;
 +              }
 +              else
 +                      setattachment(self, self.owner, "bip01 r hand");
 +      }
 +      self.effects = self.owner.effects;
 +      self.effects |= EF_LOWPRECISION;
 +      self.effects = self.effects & EFMASK_CHEAP; // eat performance
 +      if(self.owner.alpha == default_player_alpha)
 +              self.alpha = default_weapon_alpha;
 +      else if(self.owner.alpha != 0)
 +              self.alpha = self.owner.alpha;
 +      else
 +              self.alpha = 1;
 +
 +      self.glowmod = self.owner.weaponentity_glowmod;
 +      self.colormap = self.owner.colormap;
 +
 +      CSQCMODEL_AUTOUPDATE();
 +}
 +
 +// spawning weaponentity for client
 +void CL_SpawnWeaponentity()
 +{
 +      self.weaponentity = spawn();
 +      self.weaponentity.classname = "weaponentity";
 +      self.weaponentity.solid = SOLID_NOT;
 +      self.weaponentity.owner = self;
 +      setmodel(self.weaponentity, ""); // precision set when changed
 +      setorigin(self.weaponentity, '0 0 0');
 +      self.weaponentity.angles = '0 0 0';
 +      self.weaponentity.viewmodelforclient = self;
 +      self.weaponentity.flags = 0;
 +      self.weaponentity.think = CL_Weaponentity_Think;
 +      self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 +      self.weaponentity.nextthink = time;
 +
 +      self.exteriorweaponentity = spawn();
 +      self.exteriorweaponentity.classname = "exteriorweaponentity";
 +      self.exteriorweaponentity.solid = SOLID_NOT;
 +      self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
 +      self.exteriorweaponentity.owner = self;
 +      setorigin(self.exteriorweaponentity, '0 0 0');
 +      self.exteriorweaponentity.angles = '0 0 0';
 +      self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
 +      self.exteriorweaponentity.nextthink = time;
 +
 +      {
 +              entity oldself = self;
 +              self = self.exteriorweaponentity;
 +              CSQCMODEL_AUTOINIT();
 +              self = oldself;
 +      }
 +}
 +
 +// Weapon subs
 +void w_clear()
 +{
 +      if (self.weapon != -1)
 +      {
 +              self.weapon = 0;
 +              self.switchingweapon = 0;
 +      }
 +      if (self.weaponentity)
 +      {
 +              self.weaponentity.state = WS_CLEAR;
 +              self.weaponentity.effects = 0;
 +      }
 +}
 +
 +void w_ready()
 +{
 +      if (self.weaponentity)
 +              self.weaponentity.state = WS_READY;
 +      weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
 +}
 +
 +.float prevdryfire;
 +.float prevwarntime;
 +float weapon_prepareattack_checkammo(float secondary)
 +{
-               
++      if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
 +      if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
 +      {
 +              // always keep the Mine Layer if we placed mines, so that we can detonate them
 +              entity mine;
 +              if(self.weapon == WEP_MINE_LAYER)
 +              for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
 +                      return FALSE;
 +
 +              if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
 +              {
 +                      sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
 +                      self.prevdryfire = time;
 +              }
 +
 +              if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
 +              {
 +                      if(time - self.prevwarntime > 1)
 +                      {
 +                              Send_Notification(
 +                                      NOTIF_ONE,
 +                                      self,
 +                                      MSG_MULTI,
 +                                      ITEM_WEAPON_PRIMORSEC,
 +                                      self.weapon,
 +                                      secondary,
 +                                      (1 - secondary)
 +                              );
 +                      }
 +                      self.prevwarntime = time;
 +              }
 +              else // this weapon is totally unable to fire, switch to another one
 +              {
 +                      W_SwitchToOtherWeapon(self);
 +              }
-       if not(e.spawnflags & WEP_FLAG_RELOADABLE)
++
 +              return FALSE;
 +      }
 +      return TRUE;
 +}
 +.float race_penalty;
 +float weapon_prepareattack_check(float secondary, float attacktime)
 +{
 +      if(!weapon_prepareattack_checkammo(secondary))
 +              return FALSE;
 +
 +      //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
 +      //if all players readied up and the countdown is running
 +      if(time < game_starttime || time < self.race_penalty) {
 +              return FALSE;
 +      }
 +
 +      if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
 +              return FALSE;
 +
 +      // do not even think about shooting if switching
 +      if(self.switchweapon != self.weapon)
 +              return FALSE;
 +
 +      if(attacktime >= 0)
 +      {
 +              // don't fire if previous attack is not finished
 +              if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
 +                      return FALSE;
 +              // don't fire while changing weapon
 +              if (self.weaponentity.state != WS_READY)
 +                      return FALSE;
 +      }
 +
 +      return TRUE;
 +}
 +float weapon_prepareattack_do(float secondary, float attacktime)
 +{
 +      self.weaponentity.state = WS_INUSE;
 +
 +      self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
 +
 +      // if the weapon hasn't been firing continuously, reset the timer
 +      if(attacktime >= 0)
 +      {
 +              if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
 +              {
 +                      ATTACK_FINISHED(self) = time;
 +                      //dprint("resetting attack finished to ", ftos(time), "\n");
 +              }
 +              ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
 +      }
 +      self.bulletcounter += 1;
 +      //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
 +      return TRUE;
 +}
 +float weapon_prepareattack(float secondary, float attacktime)
 +{
 +      if(weapon_prepareattack_check(secondary, attacktime))
 +      {
 +              weapon_prepareattack_do(secondary, attacktime);
 +              return TRUE;
 +      }
 +      else
 +              return FALSE;
 +}
 +
 +void weapon_thinkf(float fr, float t, void() func)
 +{
 +      vector a;
 +      vector of, or, ou;
 +      float restartanim;
 +
 +      if(fr == WFRAME_DONTCHANGE)
 +      {
 +              fr = self.weaponentity.wframe;
 +              restartanim = FALSE;
 +      }
 +      else if (fr == WFRAME_IDLE)
 +              restartanim = FALSE;
 +      else
 +              restartanim = TRUE;
 +
 +      of = v_forward;
 +      or = v_right;
 +      ou = v_up;
 +
 +      if (self.weaponentity)
 +      {
 +              self.weaponentity.wframe = fr;
 +              a = '0 0 0';
 +              if (fr == WFRAME_IDLE)
 +                      a = self.weaponentity.anim_idle;
 +              else if (fr == WFRAME_FIRE1)
 +                      a = self.weaponentity.anim_fire1;
 +              else if (fr == WFRAME_FIRE2)
 +                      a = self.weaponentity.anim_fire2;
 +              else // if (fr == WFRAME_RELOAD)
 +                      a = self.weaponentity.anim_reload;
 +              a_z *= g_weaponratefactor;
 +              setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
 +      }
 +
 +      v_forward = of;
 +      v_right = or;
 +      v_up = ou;
 +
 +      if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
 +      {
 +              backtrace("Tried to override initial weapon think function - should this really happen?");
 +      }
 +
 +      t *= W_WeaponRateFactor();
 +
 +      // VorteX: haste can be added here
 +      if (self.weapon_think == w_ready)
 +      {
 +              self.weapon_nextthink = time;
 +              //dprint("started firing at ", ftos(time), "\n");
 +      }
 +      if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
 +      {
 +              self.weapon_nextthink = time;
 +              //dprint("reset weapon animation timer at ", ftos(time), "\n");
 +      }
 +      self.weapon_nextthink = self.weapon_nextthink + t;
 +      self.weapon_think = func;
 +      //dprint("next ", ftos(self.weapon_nextthink), "\n");
 +
 +      if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
 +      {
 +              if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
 +                      animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
 +              else
 +                      animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
 +      }
 +      else
 +      {
 +              if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
 +                      self.anim_upper_action = 0;
 +      }
 +}
 +
 +float forbidWeaponUse()
 +{
 +      if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
 +              return 1;
 +      if(round_handler_IsActive() && !round_handler_IsRoundStarted())
 +              return 1;
 +      if(self.player_blocked)
 +              return 1;
 +      if(self.freezetag_frozen)
 +              return 1;
 +      return 0;
 +}
 +
 +void W_WeaponFrame()
 +{
 +      vector fo, ri, up;
 +
 +      if (frametime)
 +              self.weapon_frametime = frametime;
 +
 +      if (!self.weaponentity || self.health < 1)
 +              return; // Dead player can't use weapons and injure impulse commands
 +
 +      if(forbidWeaponUse())
 +      if(self.weaponentity.state != WS_CLEAR)
 +      {
 +              w_ready();
 +              return;
 +      }
 +
 +      if(!self.switchweapon)
 +      {
 +              self.weapon = 0;
 +              self.switchingweapon = 0;
 +              self.weaponentity.state = WS_CLEAR;
 +              self.weaponname = "";
 +              self.items &= ~IT_AMMO;
 +              return;
 +      }
 +
 +      makevectors(self.v_angle);
 +      fo = v_forward; // save them in case the weapon think functions change it
 +      ri = v_right;
 +      up = v_up;
 +
 +      // Change weapon
 +      if (self.weapon != self.switchweapon)
 +      {
 +              if (self.weaponentity.state == WS_CLEAR)
 +              {
 +                      // end switching!
 +                      self.switchingweapon = self.switchweapon;
 +                      entity newwep = get_weaponinfo(self.switchweapon);
 +
 +                      self.items &= ~IT_AMMO;
 +                      self.items = self.items | (newwep.items & IT_AMMO);
 +
 +                      // the two weapon entities will notice this has changed and update their models
 +                      self.weapon = self.switchweapon;
 +                      self.weaponname = newwep.mdl;
 +                      self.bulletcounter = 0; // WEAPONTODO
 +                      WEP_ACTION(self.switchweapon, WR_SETUP);
 +                      self.weaponentity.state = WS_RAISE;
 +
 +                      // set our clip load to the load of the weapon we switched to, if it's reloadable
 +                      if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
 +                      {
 +                              self.clip_load = self.(weapon_load[self.switchweapon]);
 +                              self.clip_size = newwep.reloading_ammo;
 +                      }
 +                      else
 +                              self.clip_load = self.clip_size = 0;
 +
 +                      // VorteX: add player model weapon select frame here
 +                      // setcustomframe(PlayerWeaponRaise);
 +                      weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
 +                      //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
 +              }
 +              else if (self.weaponentity.state == WS_DROP)
 +              {
 +                      // in dropping phase we can switch at any time
 +                      self.switchingweapon = self.switchweapon;
 +              }
 +              else if (self.weaponentity.state == WS_READY)
 +              {
 +                      // start switching!
 +                      self.switchingweapon = self.switchweapon;
 +
 +                      entity oldwep = get_weaponinfo(self.weapon);
 +                      
 +#ifndef INDEPENDENT_ATTACK_FINISHED
 +                      if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
 +                      {
 +#endif
 +                      sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
 +                      self.weaponentity.state = WS_DROP;
 +                      // set up weapon switch think in the future, and start drop anim
 +                      weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
 +                      //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
 +#ifndef INDEPENDENT_ATTACK_FINISHED
 +                      }
 +#endif
 +              }
 +      }
 +
 +      // LordHavoc: network timing test code
 +      //if (self.button0)
 +      //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
 +
 +      float w;
 +      w = self.weapon;
 +
 +      // call the think code which may fire the weapon
 +      // and do so multiple times to resolve framerate dependency issues if the
 +      // server framerate is very low and the weapon fire rate very high
 +      float c;
 +      c = 0;
 +      while (c < W_TICSPERFRAME)
 +      {
 +              c = c + 1;
 +              if(w && !(self.weapons & WepSet_FromWeapon(w)))
 +              {
 +                      if(self.weapon == self.switchweapon)
 +                              W_SwitchWeapon_Force(self, w_getbestweapon(self));
 +                      w = 0;
 +              }
 +
 +              v_forward = fo;
 +              v_right = ri;
 +              v_up = up;
 +
 +              if(w)
 +                      WEP_ACTION(self.weapon, WR_THINK);
 +              else
 +                      WEP_ACTION(self.weapon, WR_GONETHINK);
 +
 +              if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
 +              {
 +                      if(self.weapon_think)
 +                      {
 +                              v_forward = fo;
 +                              v_right = ri;
 +                              v_up = up;
 +                              self.weapon_think();
 +                      }
 +                      else
 +                              bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
 +              }
 +      }
 +
 +#if 0
 +      if (self.items & IT_CELLS)
 +              self.currentammo = self.ammo_cells;
 +      else if (self.items & IT_ROCKETS)
 +              self.currentammo = self.ammo_rockets;
 +      else if (self.items & IT_NAILS)
 +              self.currentammo = self.ammo_nails;
 +      else if (self.items & IT_SHELLS)
 +              self.currentammo = self.ammo_shells;
 +      else
 +              self.currentammo = 1;
 +#endif
 +}
 +
 +void W_AttachToShotorg(entity flash, vector offset)
 +{
 +      entity xflash;
 +      flash.owner = self;
 +      flash.angles_z = random() * 360;
 +
 +      if(gettagindex(self.weaponentity, "shot"))
 +              setattachment(flash, self.weaponentity, "shot");
 +      else
 +              setattachment(flash, self.weaponentity, "tag_shot");
 +      setorigin(flash, offset);
 +
 +      xflash = spawn();
 +      copyentity(flash, xflash);
 +
 +      flash.viewmodelforclient = self;
 +
 +      if(self.weaponentity.oldorigin_x > 0)
 +      {
 +              setattachment(xflash, self.exteriorweaponentity, "");
 +              setorigin(xflash, self.weaponentity.oldorigin + offset);
 +      }
 +      else
 +      {
 +              if(gettagindex(self.exteriorweaponentity, "shot"))
 +                      setattachment(xflash, self.exteriorweaponentity, "shot");
 +              else
 +                      setattachment(xflash, self.exteriorweaponentity, "tag_shot");
 +              setorigin(xflash, offset);
 +      }
 +}
 +
 +void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
 +{
 +      if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
 +              return;
 +
 +      // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
 +      if(ammo_reload)
 +      {
 +              self.clip_load -= ammo_use;
 +              self.(weapon_load[self.weapon]) = self.clip_load;
 +      }
 +      else
 +              self.(self.current_ammo) -= ammo_use;
 +}
 +
 +// weapon reloading code
 +
 +.float reload_ammo_amount, reload_ammo_min, reload_time;
 +.float reload_complain;
 +.string reload_sound;
 +
 +void W_ReloadedAndReady()
 +{
 +      // finish the reloading process, and do the ammo transfer
 +
 +      self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
 +
 +      // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
 +      if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
 +              self.clip_load = self.reload_ammo_amount;
 +      else
 +      {
 +              while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
 +              {
 +                      self.clip_load += 1;
 +                      self.(self.current_ammo) -= 1;
 +              }
 +      }
 +      self.(weapon_load[self.weapon]) = self.clip_load;
 +
 +      // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
 +      // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
 +      // so your weapon is disabled for a few seconds without reason
 +
 +      //ATTACK_FINISHED(self) -= self.reload_time - 1;
 +
 +      w_ready();
 +}
 +
 +void W_Reload(float sent_ammo_min, string sent_sound)
 +{
 +      // set global values to work with
 +      entity e;
 +      e = get_weaponinfo(self.weapon);
 +
 +      self.reload_ammo_min = sent_ammo_min;
 +      self.reload_ammo_amount = e.reloading_ammo;;
 +      self.reload_time = e.reloading_time;
 +      self.reload_sound = sent_sound;
 +
 +      // don't reload weapons that don't have the RELOADABLE flag
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
++      if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
 +      {
 +              dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
 +              return;
 +      }
 +
 +      // return if reloading is disabled for this weapon
 +      if(!self.reload_ammo_amount)
 +              return;
 +
 +      // our weapon is fully loaded, no need to reload
 +      if (self.clip_load >= self.reload_ammo_amount)
 +              return;
 +
 +      // no ammo, so nothing to load
 +      if(!self.(self.current_ammo) && self.reload_ammo_min)
-               if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
++      if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
 +      {
 +              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"));
 +                      self.reload_complain = time + 1;
 +              }
 +              // switch away if the amount of ammo is not enough to keep using this weapon
++              if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
 +              {
 +                      self.clip_load = -1; // reload later
 +                      W_SwitchToOtherWeapon(self);
 +              }
 +              return;
 +      }
 +
 +      if (self.weaponentity)
 +      {
 +              if (self.weaponentity.wframe == WFRAME_RELOAD)
 +                      return;
 +
 +              // allow switching away while reloading, but this will cause a new reload!
 +              self.weaponentity.state = WS_READY;
 +      }
 +
 +      // now begin the reloading process
 +
 +      sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
 +
 +      // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
 +      // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
 +      // so your weapon is disabled for a few seconds without reason
 +
 +      //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
 +
 +      weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
 +
 +      if(self.clip_load < 0)
 +              self.clip_load = 0;
 +      self.old_clip_load = self.clip_load;
 +      self.clip_load = self.(weapon_load[self.weapon]) = -1;
 +}