]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename main.qc to weaponsystem.qc
authorSamual Lenks <samual@xonotic.org>
Mon, 1 Jul 2013 08:43:53 +0000 (04:43 -0400)
committerSamual Lenks <samual@xonotic.org>
Mon, 1 Jul 2013 08:43:53 +0000 (04:43 -0400)
qcsrc/server/weapons/main.qc [deleted file]
qcsrc/server/weapons/main.qh [deleted file]
qcsrc/server/weapons/weaponsystem.qc [new file with mode: 0644]
qcsrc/server/weapons/weaponsystem.qh [new file with mode: 0644]

diff --git a/qcsrc/server/weapons/main.qc b/qcsrc/server/weapons/main.qc
deleted file mode 100644 (file)
index 68c78aa..0000000
+++ /dev/null
@@ -1,1162 +0,0 @@
-/*
-===========================================================================
-
-  CLIENT WEAPONSYSTEM CODE
-  Bring back W_Weaponframe
-
-===========================================================================
-*/
-
-.float weapon_frametime;
-
-float W_WeaponRateFactor()
-{
-       float t;
-       t = 1.0 / g_weaponratefactor;
-
-       return t;
-}
-
-void W_SwitchWeapon_Force(entity e, float w)
-{
-       e.cnt = e.switchweapon;
-       e.switchweapon = w;
-       e.selectweapon = w;
-}
-
-.float antilag_debug;
-
-// VorteX: static frame globals
-float WFRAME_DONTCHANGE = -1;
-float WFRAME_FIRE1 = 0;
-float WFRAME_FIRE2 = 1;
-float WFRAME_IDLE = 2;
-float WFRAME_RELOAD = 3;
-.float wframe;
-
-void(float fr, float t, void() func) weapon_thinkf;
-
-vector w_shotorg;
-vector w_shotdir;
-vector w_shotend;
-
-.float prevstrengthsound;
-.float prevstrengthsoundattempt;
-void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
-{
-       if((player.items & IT_STRENGTH)
-               && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
-               || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
-               {
-                       sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
-                       player.prevstrengthsound = time;
-               }
-               player.prevstrengthsoundattempt = time;
-}
-
-// 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 (!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;
-}
-
-#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
-#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
-#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
-
-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';
-       
-       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 not(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, ATTN_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);
-               }
-               
-               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 && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
-                       {
-                               self.clip_load = self.(weapon_load[self.switchweapon]);
-                               self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_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))));
-                       weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
-               }
-               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))));
-                       weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
-#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 && !WEPSET_CONTAINS_EW(self, 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 weapon_boblayer1(float spd, vector org)
-{
-       // VorteX: haste can be added here
-}
-
-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;
-}
-
-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);
-       }
-}
-
-#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)
-{
-       W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
-}
-
-#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
-#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
-
-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, float sent_ammo_amount, float sent_time, string sent_sound)
-{
-       // set global values to work with
-
-       self.reload_ammo_min = sent_ammo_min;
-       self.reload_ammo_amount = sent_ammo_amount;
-       self.reload_time = sent_time;
-       self.reload_sound = sent_sound;
-
-       // check if we meet the necessary conditions to reload
-
-       entity e;
-       e = get_weaponinfo(self.weapon);
-
-       // don't reload weapons that don't have the RELOADABLE flag
-       if not(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(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 not(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, ATTN_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;
-}
diff --git a/qcsrc/server/weapons/main.qh b/qcsrc/server/weapons/main.qh
deleted file mode 100644 (file)
index bd60f4b..0000000
+++ /dev/null
@@ -1,4 +0,0 @@
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn);
diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc
new file mode 100644 (file)
index 0000000..68c78aa
--- /dev/null
@@ -0,0 +1,1162 @@
+/*
+===========================================================================
+
+  CLIENT WEAPONSYSTEM CODE
+  Bring back W_Weaponframe
+
+===========================================================================
+*/
+
+.float weapon_frametime;
+
+float W_WeaponRateFactor()
+{
+       float t;
+       t = 1.0 / g_weaponratefactor;
+
+       return t;
+}
+
+void W_SwitchWeapon_Force(entity e, float w)
+{
+       e.cnt = e.switchweapon;
+       e.switchweapon = w;
+       e.selectweapon = w;
+}
+
+.float antilag_debug;
+
+// VorteX: static frame globals
+float WFRAME_DONTCHANGE = -1;
+float WFRAME_FIRE1 = 0;
+float WFRAME_FIRE2 = 1;
+float WFRAME_IDLE = 2;
+float WFRAME_RELOAD = 3;
+.float wframe;
+
+void(float fr, float t, void() func) weapon_thinkf;
+
+vector w_shotorg;
+vector w_shotdir;
+vector w_shotend;
+
+.float prevstrengthsound;
+.float prevstrengthsoundattempt;
+void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+{
+       if((player.items & IT_STRENGTH)
+               && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+               || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+               {
+                       sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+                       player.prevstrengthsound = time;
+               }
+               player.prevstrengthsoundattempt = time;
+}
+
+// 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 (!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;
+}
+
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
+
+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';
+       
+       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 not(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, ATTN_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);
+               }
+               
+               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 && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+                       {
+                               self.clip_load = self.(weapon_load[self.switchweapon]);
+                               self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_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))));
+                       weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
+               }
+               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))));
+                       weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
+#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 && !WEPSET_CONTAINS_EW(self, 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 weapon_boblayer1(float spd, vector org)
+{
+       // VorteX: haste can be added here
+}
+
+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;
+}
+
+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);
+       }
+}
+
+#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)
+{
+       W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
+}
+
+#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
+#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
+
+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, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+       // set global values to work with
+
+       self.reload_ammo_min = sent_ammo_min;
+       self.reload_ammo_amount = sent_ammo_amount;
+       self.reload_time = sent_time;
+       self.reload_sound = sent_sound;
+
+       // check if we meet the necessary conditions to reload
+
+       entity e;
+       e = get_weaponinfo(self.weapon);
+
+       // don't reload weapons that don't have the RELOADABLE flag
+       if not(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(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 not(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, ATTN_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;
+}
diff --git a/qcsrc/server/weapons/weaponsystem.qh b/qcsrc/server/weapons/weaponsystem.qh
new file mode 100644 (file)
index 0000000..bd60f4b
--- /dev/null
@@ -0,0 +1,4 @@
+float weaponswapping;
+float internalteam;
+
+void weapon_defaultspawnfunc(float wpn);