2 ===========================================================================
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4 CLIENT WEAPONSYSTEM CODE
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5 Bring back W_Weaponframe
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7 ===========================================================================
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10 .float weapon_frametime;
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12 float W_WeaponRateFactor()
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15 t = 1.0 / g_weaponratefactor;
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20 void W_SwitchWeapon_Force(entity e, float w)
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22 e.cnt = e.switchweapon;
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26 .float antilag_debug;
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28 // VorteX: static frame globals
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29 float WFRAME_DONTCHANGE = -1;
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30 float WFRAME_FIRE1 = 0;
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31 float WFRAME_FIRE2 = 1;
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32 float WFRAME_IDLE = 2;
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33 float WFRAME_RELOAD = 3;
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36 void(float fr, float t, void() func) weapon_thinkf;
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38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
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41 ret_x = screenright * v;
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42 ret_y = screenup * v;
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43 ret_z = screenforward * v;
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47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
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50 vector mi, ma, thisv, myv, ret;
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52 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
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54 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
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56 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
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58 thisv = targ.origin;
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59 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
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60 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
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61 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
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62 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
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65 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
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66 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
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67 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
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76 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
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77 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
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78 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
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79 ret_z = thisv_z - myv_z;
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83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
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89 if(player.hitplotfh >= 0)
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91 lag = ANTILAG_LATENCY(player);
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94 if(clienttype(player) != CLIENTTYPE_REAL)
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95 lag = 0; // only antilag for clients
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97 org = player.origin + player.view_ofs;
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98 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
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99 if(trace_ent.flags & FL_CLIENT)
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101 antilag_takeback(trace_ent, time - lag);
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102 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
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103 antilag_restore(trace_ent);
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104 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
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105 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
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113 // this function calculates w_shotorg and w_shotdir based on the weapon model
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114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
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115 // make sure you call makevectors first (FIXME?)
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116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
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118 float nudge = 1; // added to traceline target and subtracted from result
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119 local vector trueaimpoint;
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120 local float oldsolid;
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122 oldsolid = ent.dphitcontentsmask;
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123 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
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125 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
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126 // passing world, because we do NOT want it to touch dphitcontentsmask
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128 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
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129 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
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135 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
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140 // track max damage
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141 if not(inWarmupStage) {
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143 w = get_weaponinfo(ent.weapon);
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144 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
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145 ent.stats_fired[ent.weapon - 1] += maxdamage;
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146 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
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150 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
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152 if(ent.weaponentity.movedir_x > 0)
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154 vecs = ent.weaponentity.movedir;
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160 if(debug_shotorg != '0 0 0')
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161 vecs = debug_shotorg;
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163 dv = v_right * vecs_y + v_up * vecs_z;
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164 w_shotorg = ent.origin + ent.view_ofs + dv;
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166 // now move the shotorg forward as much as requested if possible
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169 if(ent.antilag_debug)
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170 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
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172 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
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175 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
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176 w_shotorg = trace_endpos - v_forward * nudge;
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177 // calculate the shotdir from the chosen shotorg
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178 w_shotdir = normalize(trueaimpoint - w_shotorg);
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181 if (!ent.cvar_cl_noantilag)
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183 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
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185 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
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186 if (!trace_ent.takedamage)
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188 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
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189 if (trace_ent.takedamage && trace_ent.classname == "player")
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193 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
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195 w_shotdir = normalize(trace_ent.origin - w_shotorg);
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199 else if(cvar("g_antilag") == 3) // client side hitscan
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201 // this part MUST use prydon cursor
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202 if (ent.cursor_trace_ent) // client was aiming at someone
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203 if (ent.cursor_trace_ent != ent) // just to make sure
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204 if (ent.cursor_trace_ent.takedamage) // and that person is killable
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205 if (ent.cursor_trace_ent.classname == "player") // and actually a player
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207 // verify that the shot would miss without antilag
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208 // (avoids an issue where guns would always shoot at their origin)
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209 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
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210 if (!trace_ent.takedamage)
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212 // verify that the shot would hit if altered
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213 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
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214 if (trace_ent == ent.cursor_trace_ent)
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215 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
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217 print("antilag fail\n");
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223 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
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227 ent.punchangle_x += crandom() * recoil;
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228 ent.punchangle_y += crandom() * recoil;
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233 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
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236 if (ent.items & IT_STRENGTH && maxdamage)
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237 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
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240 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
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241 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
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242 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
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244 .string weaponname;
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246 float CL_Weaponentity_CustomizeEntityForClient()
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248 self.viewmodelforclient = self.owner;
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249 if(other.classname == "spectator")
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250 if(other.enemy == self.owner)
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251 self.viewmodelforclient = other;
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255 float CL_ExteriorWeaponentity_CustomizeEntityForClient()
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257 // hide the exterior weapon entity of a predator from their prey
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258 // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it
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259 if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)
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263 chase = other.cvar_chase_active;
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265 if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))
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266 other = other.enemy; // also do this for the player we are spectating
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268 if not(chase || other.classname == "observer") // the observer check prevents a bug
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269 if(other.predator == self.owner)
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271 setmodel(self, "");
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275 if(cvar("g_nodepthtestplayers"))
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276 self.effects |= EF_NODEPTHTEST;
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278 self.effects &~= EF_NODEPTHTEST;
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279 if(cvar("g_fullbrightplayers"))
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280 self.effects |= EF_FULLBRIGHT;
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282 if not(self.owner.stat_eaten)
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283 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
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284 else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))
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286 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model
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287 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST
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290 setmodel(self, ""); // hide prey's weapon model
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294 float qcweaponanimation;
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295 vector weapon_offset = '0 -10 0';
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296 vector weapon_adjust = '10 0 -15';
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297 .vector weapon_morph0origin;
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298 .vector weapon_morph0angles;
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299 .float weapon_morph0time;
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300 .vector weapon_morph1origin;
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301 .vector weapon_morph1angles;
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302 .float weapon_morph1time;
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303 .vector weapon_morph2origin;
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304 .vector weapon_morph2angles;
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305 .float weapon_morph2time;
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306 .vector weapon_morph3origin;
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307 .vector weapon_morph3angles;
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308 .float weapon_morph3time;
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309 .vector weapon_morph4origin;
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310 .vector weapon_morph4angles;
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311 .float weapon_morph4time;
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312 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
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315 * supported formats:
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317 * 1. simple animated model, muzzle flash handling on h_ model:
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318 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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320 * shot = muzzle end (shot origin, also used for muzzle flashes)
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321 * shell = casings ejection point (must be on the right hand side of the gun)
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322 * weapon = attachment for v_tuba.md3
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323 * v_tuba.md3 - first and third person model
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324 * g_tuba.md3 - pickup model
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326 * 2. simple animated model, muzzle flash handling on v_ model:
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327 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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329 * weapon = attachment for v_tuba.md3
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330 * v_tuba.md3 - first and third person model
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332 * shot = muzzle end (shot origin, also used for muzzle flashes)
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333 * shell = casings ejection point (must be on the right hand side of the gun)
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334 * g_tuba.md3 - pickup model
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336 * 3. fully animated model, muzzle flash handling on h_ model:
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337 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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339 * shot = muzzle end (shot origin, also used for muzzle flashes)
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340 * shell = casings ejection point (must be on the right hand side of the gun)
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341 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
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342 * v_tuba.md3 - third person model
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343 * g_tuba.md3 - pickup model
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345 * 4. fully animated model, muzzle flash handling on v_ model:
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346 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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348 * shot = muzzle end (shot origin)
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349 * shell = casings ejection point (must be on the right hand side of the gun)
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350 * v_tuba.md3 - third person model
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352 * shot = muzzle end (for muzzle flashes)
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353 * g_tuba.md3 - pickup model
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356 void CL_Weaponentity_Think()
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358 float tb, v_shot_idx;
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359 self.nextthink = time;
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360 if (intermission_running)
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361 self.frame = self.anim_idle_x;
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362 if (self.owner.weaponentity != self)
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364 if (self.weaponentity)
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365 remove(self.weaponentity);
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369 if (self.owner.deadflag != DEAD_NO)
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372 if (self.weaponentity)
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373 self.weaponentity.model = "";
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376 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
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377 if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model
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379 self.cnt = self.owner.weapon;
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380 self.dmg = self.owner.modelindex;
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381 self.deadflag = self.owner.deadflag;
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383 string animfilename;
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385 if (self.owner.weaponname != "")
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387 // if there is a child entity, hide it until we're sure we use it
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388 if (self.weaponentity)
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389 self.weaponentity.model = "";
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390 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
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391 v_shot_idx = gettagindex(self, "shot"); // used later
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393 v_shot_idx = gettagindex(self, "tag_shot");
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395 if(qcweaponanimation)
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397 self.angles = '0 0 0';
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398 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
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399 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
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400 self.movedir_x += 32;
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401 self.spawnorigin = self.movedir;
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402 // oldorigin - not calculated here
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406 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
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407 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
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408 animfile = fopen(animfilename, FILE_READ);
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409 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
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410 self.anim_fire1 = '0 1 0.01';
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411 self.anim_fire2 = '1 1 0.01';
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412 self.anim_idle = '2 1 0.01';
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413 self.anim_reload = '3 1 0.01';
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416 animparseerror = FALSE;
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417 self.anim_fire1 = animparseline(animfile);
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418 self.anim_fire2 = animparseline(animfile);
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419 self.anim_idle = animparseline(animfile);
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420 self.anim_reload = animparseline(animfile);
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422 if (animparseerror)
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423 print("Parse error in ", animfilename, ", some player animations are broken\n");
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426 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
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427 // if we don't, this is a "real" animated model
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428 if(gettagindex(self, "weapon"))
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430 if (!self.weaponentity)
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431 self.weaponentity = spawn();
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432 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
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433 setattachment(self.weaponentity, self, "weapon");
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435 else if(gettagindex(self, "tag_weapon"))
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437 if (!self.weaponentity)
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438 self.weaponentity = spawn();
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439 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
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440 setattachment(self.weaponentity, self, "tag_weapon");
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444 if(self.weaponentity)
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445 remove(self.weaponentity);
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446 self.weaponentity = world;
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449 setorigin(self,'0 0 0');
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450 self.angles = '0 0 0';
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452 self.viewmodelforclient = world;
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456 if(v_shot_idx) // v_ model attached to invisible h_ model
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458 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
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462 idx = gettagindex(self, "shot");
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464 idx = gettagindex(self, "tag_shot");
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466 self.movedir = gettaginfo(self, idx);
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469 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
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470 self.movedir = '0 0 0';
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474 if(self.weaponentity) // v_ model attached to invisible h_ model
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476 idx = gettagindex(self.weaponentity, "shell");
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478 idx = gettagindex(self.weaponentity, "tag_shell");
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480 self.spawnorigin = gettaginfo(self.weaponentity, idx);
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486 idx = gettagindex(self, "shell");
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488 idx = gettagindex(self, "tag_shell");
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490 self.spawnorigin = gettaginfo(self, idx);
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493 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
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494 self.spawnorigin = self.movedir;
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500 self.oldorigin = '0 0 0'; // use regular attachment
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504 if(self.weaponentity)
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506 idx = gettagindex(self, "weapon");
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508 idx = gettagindex(self, "tag_weapon");
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512 idx = gettagindex(self, "handle");
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514 idx = gettagindex(self, "tag_handle");
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518 self.oldorigin = self.movedir - gettaginfo(self, idx);
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522 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");
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523 self.oldorigin = '0 0 0'; // there is no way to recover from this
\r
527 self.viewmodelforclient = self.owner;
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533 if(self.weaponentity)
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534 remove(self.weaponentity);
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535 self.weaponentity = world;
\r
536 self.movedir = '0 0 0';
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537 self.spawnorigin = '0 0 0';
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538 self.oldorigin = '0 0 0';
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539 self.anim_fire1 = '0 1 0.01';
\r
540 self.anim_fire2 = '0 1 0.01';
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541 self.anim_idle = '0 1 0.01';
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542 self.anim_reload = '0 1 0.01';
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545 self.view_ofs = '0 0 0';
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547 if(self.movedir_x >= 0)
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551 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
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552 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
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554 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
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555 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
\r
557 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
\r
559 // check if an instant weapon switch occurred
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560 if (qcweaponanimation)
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562 if (self.state == WS_READY)
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564 self.angles = '0 0 0';
\r
565 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
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566 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
570 setorigin(self, self.view_ofs);
\r
571 // reset animstate now
\r
572 self.wframe = WFRAME_IDLE;
\r
573 self.weapon_morph0time = 0;
\r
574 self.weapon_morph1time = 0;
\r
575 self.weapon_morph2time = 0;
\r
576 self.weapon_morph3time = 0;
\r
577 self.weapon_morph4time = 0;
\r
578 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
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581 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
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582 self.effects = self.owner.effects & EFMASK_CHEAP;
\r
583 self.effects &~= EF_LOWPRECISION;
\r
584 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
\r
585 self.effects &~= EF_TELEPORT_BIT;
\r
586 self.effects &~= EF_RESTARTANIM_BIT;
\r
587 self.effects |= tb;
\r
589 if(self.owner.alpha == default_player_alpha)
\r
590 self.alpha = default_weapon_alpha;
\r
591 else if(self.owner.alpha != 0 && !self.owner.stat_eaten)
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592 self.alpha = self.owner.alpha;
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596 self.colormap = self.owner.colormap;
\r
597 self.colormod = self.owner.colormod;
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598 self.glowmod = self.owner.weaponentity_glowmod;
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599 if (self.weaponentity)
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601 self.weaponentity.effects = self.effects;
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602 self.weaponentity.alpha = self.alpha;
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603 self.weaponentity.colormap = self.colormap;
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604 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors
\r
605 self.weaponentity.glowmod = self.glowmod;
\r
608 self.angles = '0 0 0';
\r
611 if (self.state == WS_RAISE && !intermission_running)
\r
613 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
\r
614 self.angles_x = -90 * f * f;
\r
615 if (qcweaponanimation)
\r
617 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
618 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
621 else if (self.state == WS_DROP && !intermission_running)
\r
623 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
\r
624 self.angles_x = -90 * f * f;
\r
625 if (qcweaponanimation)
\r
627 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
628 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
631 else if (self.state == WS_CLEAR)
\r
634 self.angles_x = -90 * f * f;
\r
635 if (qcweaponanimation)
\r
637 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
638 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
641 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
\r
643 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
\r
644 f = 1 - pow(1 - f, 3);
\r
645 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
\r
646 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
\r
648 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
\r
650 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
\r
651 f = 1 - pow(1 - f, 3);
\r
652 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
\r
653 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
\r
655 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
\r
657 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
\r
658 f = 1 - pow(1 - f, 3);
\r
659 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
\r
660 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
\r
662 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
\r
664 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
\r
665 f = 1 - pow(1 - f, 3);
\r
666 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
\r
667 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
\r
669 else if (qcweaponanimation)
\r
671 // begin a new idle morph
\r
672 self.owner.weapon_morph0time = time;
\r
673 self.owner.weapon_morph0angles = self.angles;
\r
674 self.owner.weapon_morph0origin = self.origin;
\r
682 // turn gun to the left to look at it
\r
684 self.owner.weapon_morph1time = time + t * 0.2;
\r
685 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
\r
686 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
687 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
689 self.owner.weapon_morph2time = time + t * 0.6;
\r
690 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
\r
691 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
692 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
694 self.owner.weapon_morph3time = time + t;
\r
695 self.owner.weapon_morph3angles = '0 0 0';
\r
696 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
697 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
701 // raise the gun a bit
\r
703 self.owner.weapon_morph1time = time + t * 0.2;
\r
704 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
\r
705 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
706 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
708 self.owner.weapon_morph2time = time + t * 0.5;
\r
709 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
\r
710 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
711 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
713 self.owner.weapon_morph3time = time + t;
\r
714 self.owner.weapon_morph3angles = '0 0 0';
\r
715 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
716 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
722 self.owner.weapon_morph1time = time + t * 0.3;
\r
723 self.owner.weapon_morph1angles = randomvec() * 6;
\r
724 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
725 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
727 self.owner.weapon_morph2time = time + t * 0.7;
\r
728 self.owner.weapon_morph2angles = randomvec() * 6;
\r
729 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
730 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
732 self.owner.weapon_morph3time = time + t;
\r
733 self.owner.weapon_morph3angles = '0 0 0';
\r
734 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
735 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
739 // hold it mostly steady
\r
740 t = random() * 6 + 4;
\r
741 self.owner.weapon_morph1time = time + t * 0.2;
\r
742 self.owner.weapon_morph1angles = randomvec() * 1;
\r
743 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
744 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
746 self.owner.weapon_morph2time = time + t * 0.5;
\r
747 self.owner.weapon_morph2angles = randomvec() * 1;
\r
748 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
749 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
751 self.owner.weapon_morph3time = time + t * 0.7;
\r
752 self.owner.weapon_morph3angles = randomvec() * 1;
\r
753 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
754 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
757 self.owner.weapon_morph4time = time + t;
\r
758 self.owner.weapon_morph4angles = '0 0 0';
\r
759 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
\r
760 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
\r
764 // if we are a micro or macro, size the weapon model accordingly
\r
765 if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))
\r
766 if(self.owner.scale) // prevents some exceptions
\r
768 self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));
\r
769 if(self.scale < 0.1)
\r
770 self.scale = 0.1; // stuff breaks if scale is smaller than this
\r
771 self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");
\r
773 // copy properties to the static weapon entity as well
\r
774 if(self.weaponentity != world) // prevents assignment to world
\r
776 self.weaponentity.scale = self.scale;
\r
777 self.weaponentity.origin = self.origin;
\r
782 void CL_ExteriorWeaponentity_Think()
\r
786 self.nextthink = time;
\r
787 if (self.owner.exteriorweaponentity != self)
\r
792 if (self.owner.deadflag != DEAD_NO)
\r
797 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
\r
798 if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model
\r
800 self.cnt = self.owner.weapon;
\r
801 self.dmg = self.owner.modelindex;
\r
802 self.deadflag = self.owner.deadflag;
\r
803 if (self.owner.weaponname != "")
\r
804 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
\r
808 if((tag_found = gettagindex(self.owner, "tag_weapon")))
\r
810 self.tag_index = tag_found;
\r
811 self.tag_entity = self.owner;
\r
814 setattachment(self, self.owner, "bip01 r hand");
\r
816 // if that didn't find a tag, hide the exterior weapon model
\r
817 if (!self.tag_index)
\r
820 self.effects = self.owner.effects;
\r
821 if(sv_pitch_min == sv_pitch_max)
\r
822 self.effects |= EF_LOWPRECISION;
\r
824 self.effects &~= EF_LOWPRECISION;
\r
825 self.effects = self.effects & EFMASK_CHEAP; // eat performance
\r
826 if(self.owner.alpha == default_player_alpha)
\r
827 self.alpha = default_weapon_alpha;
\r
828 else if(self.owner.alpha != 0)
\r
829 self.alpha = self.owner.alpha;
\r
832 self.colormod = self.owner.colormod; // used by the regurgitating colors
\r
834 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
\r
838 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
\r
840 ang_y = self.owner.v_angle_y;
\r
842 var vector v = v_forward;
\r
843 var float t = self.tag_entity.frame1time;
\r
844 var float f = self.tag_entity.frame;
\r
845 self.tag_entity.frame1time = time;
\r
846 self.tag_entity.frame = self.tag_entity.anim_idle_x;
\r
847 gettaginfo(self.tag_entity, self.tag_index);
\r
848 self.tag_entity.frame1time = t;
\r
849 self.tag_entity.frame = f;
\r
850 // untransform v according to this coordinate space
\r
852 w_x = v_forward * v;
\r
853 w_y = -v_right * v;
\r
855 self.angles = vectoangles(w);
\r
859 ang_x = -/* don't ask */ang_x;
\r
863 // if we are a micro or macro, size the weapon model accordingly
\r
864 if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))
\r
865 if(self.model != "")
\r
867 self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first
\r
868 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;
\r
871 self.colormap = self.owner.colormap;
\r
872 self.glowmod = self.owner.weaponentity_glowmod;
\r
873 self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;
\r
876 // spawning weaponentity for client
\r
877 void CL_SpawnWeaponentity()
\r
879 self.weaponentity = spawn();
\r
880 self.weaponentity.classname = "weaponentity";
\r
881 self.weaponentity.solid = SOLID_NOT;
\r
882 self.weaponentity.owner = self;
\r
883 setmodel(self.weaponentity, ""); // precision set when changed
\r
884 setorigin(self.weaponentity, '0 0 0');
\r
885 self.weaponentity.angles = '0 0 0';
\r
886 self.weaponentity.viewmodelforclient = self;
\r
887 self.weaponentity.flags = 0;
\r
888 self.weaponentity.think = CL_Weaponentity_Think;
\r
889 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
\r
890 self.weaponentity.nextthink = time;
\r
892 self.exteriorweaponentity = spawn();
\r
893 self.exteriorweaponentity.classname = "exteriorweaponentity";
\r
894 self.exteriorweaponentity.solid = SOLID_NOT;
\r
895 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
\r
896 self.exteriorweaponentity.owner = self;
\r
897 setorigin(self.exteriorweaponentity, '0 0 0');
\r
898 self.exteriorweaponentity.angles = '0 0 0';
\r
899 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
\r
900 self.exteriorweaponentity.nextthink = time;
\r
903 .float hasweapon_complain_spam;
\r
905 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
\r
907 local float weaponbit;
\r
908 //local float weaponbit, f;
\r
909 //local entity oldself;
\r
911 if(time < self.hasweapon_complain_spam)
\r
914 self.hasweapon_complain_spam = time + 0.2;
\r
916 if (wpn < WEP_FIRST || wpn > WEP_LAST)
\r
919 sprint(self, "Invalid weapon\n");
\r
922 weaponbit = W_WeaponBit(wpn);
\r
923 if (cl.weapons & weaponbit)
\r
925 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo
\r
928 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
\r
936 f = weapon_action(wpn, WR_CHECKAMMO1);
\r
937 f = f + weapon_action(wpn, WR_CHECKAMMO2);
\r
943 if(clienttype(cl) == CLIENTTYPE_REAL)
\r
945 play2(cl, "misc/unavailable.wav");
\r
946 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
\r
956 // Report Proper Weapon Status / Modified Weapon Ownership Message
\r
957 if(weaponsInMap & weaponbit)
\r
959 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
\r
961 if(cvar("g_showweaponspawns"))
\r
966 e = get_weaponinfo(wpn);
\r
969 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
\r
971 if(e.classname == "droppedweapon")
\r
973 if not(e.flags & FL_ITEM)
\r
975 WaypointSprite_Spawn(
\r
987 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
\r
989 play2(cl, "misc/unavailable.wav");
\r
997 if (self.weapon != -1)
\r
999 if (self.weaponentity)
\r
1001 self.weaponentity.state = WS_CLEAR;
\r
1002 self.weaponentity.effects = 0;
\r
1008 if (self.weaponentity)
\r
1009 self.weaponentity.state = WS_READY;
\r
1010 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
\r
1013 // Setup weapon for client (after this raise frame will be launched)
\r
1014 void weapon_setup(float windex)
\r
1017 qcweaponanimation = cvar("sv_qcweaponanimation");
\r
1018 e = get_weaponinfo(windex);
\r
1019 self.items &~= IT_AMMO;
\r
1020 self.items = self.items | e.items;
\r
1022 // the two weapon entities will notice this has changed and update their models
\r
1023 self.weapon = windex;
\r
1024 self.weaponname = e.mdl;
\r
1027 // perform weapon to attack (weaponstate and attack_finished check is here)
\r
1028 void W_SwitchToOtherWeapon(entity pl)
\r
1030 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
\r
1032 w = W_WeaponBit(pl.weapon);
\r
1034 ww = w_getbestweapon(pl);
\r
1037 W_SwitchWeapon_Force(pl, ww);
\r
1040 .float prevdryfire;
\r
1041 float weapon_prepareattack_checkammo(float secondary)
\r
1043 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1044 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
\r
1046 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
\r
1048 sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);
\r
1049 self.prevdryfire = time;
\r
1052 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo
\r
1053 //W_SwitchToOtherWeapon(self);
\r
1058 .float race_penalty;
\r
1059 float weapon_prepareattack_check(float secondary, float attacktime)
\r
1061 if(!weapon_prepareattack_checkammo(secondary))
\r
1064 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
\r
1065 //if all players readied up and the countdown is running
\r
1066 if(time < game_starttime || time < self.race_penalty) {
\r
1070 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
\r
1073 // do not even think about shooting if switching
\r
1074 if(self.switchweapon != self.weapon)
\r
1077 if(attacktime >= 0)
\r
1079 // don't fire if previous attack is not finished
\r
1080 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
\r
1082 // don't fire while changing weapon
\r
1083 if (self.weaponentity.state != WS_READY)
\r
1089 float weapon_prepareattack_do(float secondary, float attacktime)
\r
1091 self.weaponentity.state = WS_INUSE;
\r
1093 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
\r
1095 // if the weapon hasn't been firing continuously, reset the timer
\r
1096 if(attacktime >= 0)
\r
1098 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
\r
1100 ATTACK_FINISHED(self) = time;
\r
1101 //dprint("resetting attack finished to ", ftos(time), "\n");
\r
1103 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
\r
1105 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
\r
1108 float weapon_prepareattack(float secondary, float attacktime)
\r
1110 if(weapon_prepareattack_check(secondary, attacktime))
\r
1112 weapon_prepareattack_do(secondary, attacktime);
\r
1119 void weapon_thinkf(float fr, float t, void() func)
\r
1122 vector of, or, ou;
\r
1123 float restartanim;
\r
1125 if(fr == WFRAME_DONTCHANGE)
\r
1127 fr = self.weaponentity.wframe;
\r
1128 restartanim = FALSE;
\r
1130 else if (fr == WFRAME_IDLE)
\r
1131 restartanim = FALSE;
\r
1133 restartanim = TRUE;
\r
1139 if (self.weaponentity)
\r
1141 self.weaponentity.wframe = fr;
\r
1142 if (qcweaponanimation)
\r
1144 if (fr != WFRAME_IDLE)
\r
1146 self.weapon_morph0time = time;
\r
1147 self.weapon_morph0angles = self.weaponentity.angles;
\r
1148 self.weapon_morph0origin = self.weaponentity.origin;
\r
1150 self.weapon_morph1angles = '0 0 0';
\r
1151 self.weapon_morph1time = time + t;
\r
1152 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1153 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1155 self.weapon_morph2angles = '0 0 0';
\r
1156 self.weapon_morph2time = time + t;
\r
1157 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
\r
1158 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1160 self.weapon_morph3angles = '0 0 0';
\r
1161 self.weapon_morph3time = time + t;
\r
1162 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
\r
1163 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1165 self.weapon_morph4angles = '0 0 0';
\r
1166 self.weapon_morph4time = time + t;
\r
1167 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
\r
1168 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1170 if (fr == WFRAME_FIRE1)
\r
1172 self.weapon_morph1angles = '5 0 0';
\r
1173 self.weapon_morph1time = time + t * 0.1;
\r
1174 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1175 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1176 self.weapon_morph4time = time + t + 1; // delay idle effect
\r
1178 else if (fr == WFRAME_FIRE2)
\r
1180 self.weapon_morph1angles = '10 0 0';
\r
1181 self.weapon_morph1time = time + t * 0.1;
\r
1182 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1183 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1184 self.weapon_morph4time = time + t + 1; // delay idle effect
\r
1186 else if (fr == WFRAME_RELOAD)
\r
1188 self.weapon_morph1time = time + t * 0.05;
\r
1189 self.weapon_morph1angles = '-10 40 0';
\r
1190 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1191 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1193 self.weapon_morph2time = time + t * 0.15;
\r
1194 self.weapon_morph2angles = '-10 40 5';
\r
1195 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
\r
1196 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1198 self.weapon_morph3time = time + t * 0.25;
\r
1199 self.weapon_morph3angles = '-10 40 0';
\r
1200 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
\r
1201 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1207 if (fr == WFRAME_IDLE)
\r
1208 a = self.weaponentity.anim_idle;
\r
1209 else if (fr == WFRAME_FIRE1)
\r
1210 a = self.weaponentity.anim_fire1;
\r
1211 else if (fr == WFRAME_FIRE2)
\r
1212 a = self.weaponentity.anim_fire2;
\r
1213 else if (fr == WFRAME_RELOAD)
\r
1214 a = self.weaponentity.anim_reload;
\r
1215 a_z *= g_weaponratefactor;
\r
1216 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
\r
1224 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
\r
1226 backtrace("Tried to override initial weapon think function - should this really happen?");
\r
1229 t *= W_WeaponRateFactor();
\r
1231 // VorteX: haste can be added here
\r
1232 if (self.weapon_think == w_ready)
\r
1234 self.weapon_nextthink = time;
\r
1235 //dprint("started firing at ", ftos(time), "\n");
\r
1237 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
\r
1239 self.weapon_nextthink = time;
\r
1240 //dprint("reset weapon animation timer at ", ftos(time), "\n");
\r
1242 self.weapon_nextthink = self.weapon_nextthink + t;
\r
1243 self.weapon_think = func;
\r
1244 //dprint("next ", ftos(self.weapon_nextthink), "\n");
\r
1248 if (!self.crouch) // shoot anim stands up, this looks bad
\r
1250 local vector anim;
\r
1251 anim = self.anim_shoot;
\r
1252 anim_z = anim_y / (t + sys_frametime);
\r
1253 setanim(self, anim, FALSE, TRUE, TRUE);
\r
1257 void weapon_boblayer1(float spd, vector org)
\r
1259 // VorteX: haste can be added here
\r
1262 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
\r
1264 vector mdirection;
\r
1268 vector outvelocity;
\r
1270 mvelocity = mvelocity * g_weaponspeedfactor;
\r
1272 mdirection = normalize(mvelocity);
\r
1273 mspeed = vlen(mvelocity);
\r
1275 nstyle = cvar("g_projectiles_newton_style");
\r
1278 // absolute velocity
\r
1279 outvelocity = mvelocity;
\r
1281 else if(nstyle == 1)
\r
1283 // true Newtonian projectiles
\r
1284 outvelocity = pvelocity + mvelocity;
\r
1286 else if(nstyle == 2)
\r
1288 // true Newtonian projectiles with automatic aim adjustment
\r
1290 // solve: |outspeed * mdirection - pvelocity| = mspeed
\r
1291 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
\r
1292 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
\r
1296 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
\r
1297 // velocity without mdirection component > mspeed
\r
1298 // fire at smallest possible mspeed that works?
\r
1299 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
\r
1302 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
\r
1304 outspeed = solution_y; // the larger one
\r
1307 //outspeed = 0; // slowest possible shot
\r
1308 outspeed = solution_x; // the real part (that is, the average!)
\r
1309 //dprint("impossible shot, adjusting\n");
\r
1312 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
\r
1313 outvelocity = mdirection * outspeed;
\r
1315 else if(nstyle == 3)
\r
1317 // pseudo-Newtonian:
\r
1318 outspeed = mspeed + mdirection * pvelocity;
\r
1319 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
\r
1320 outvelocity = mdirection * outspeed;
\r
1322 else if(nstyle == 4)
\r
1325 outspeed = mspeed + vlen(pvelocity);
\r
1326 outvelocity = mdirection * outspeed;
\r
1329 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
\r
1331 return outvelocity;
\r
1334 void W_AttachToShotorg(entity flash, vector offset)
\r
1337 flash.owner = self;
\r
1338 flash.angles_z = random() * 360;
\r
1339 if(qcweaponanimation)
\r
1341 setorigin(flash, w_shotorg + w_shotdir * 50);
\r
1342 flash.angles = vectoangles(w_shotdir);
\r
1343 flash.angles_z = random() * 360;
\r
1347 setattachment(flash, self.weaponentity, "shot");
\r
1348 setorigin(flash, offset);
\r
1351 copyentity(flash, xflash);
\r
1353 flash.viewmodelforclient = self;
\r
1355 if(self.weaponentity.oldorigin_x > 0)
\r
1357 setattachment(xflash, self.exteriorweaponentity, "");
\r
1358 setorigin(xflash, self.weaponentity.oldorigin + offset);
\r
1362 setattachment(xflash, self.exteriorweaponentity, "shot");
\r
1367 vector cliptoplane(vector v, vector p)
\r
1369 return v - (v * p) * p;
\r
1372 vector solve_cubic_pq(float p, float q)
\r
1375 D = q*q/4.0 + p*p*p/27.0;
\r
1379 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
\r
1380 u = sqrt(-4.0/3.0 * p);
\r
1381 // a in range 0..pi/3
\r
1388 '1 0 0' * cos(a + 2.0/3.0*M_PI)
\r
1390 '0 1 0' * cos(a + 4.0/3.0*M_PI)
\r
1403 return '1 1 0' * v + '0 0 1' * u;
\r
1405 return '0 1 1' * v + '1 0 0' * u;
\r
1410 u = cbrt(-q/2.0 + sqrt(D));
\r
1411 v = cbrt(-q/2.0 - sqrt(D));
\r
1412 return '1 1 1' * (u + v);
\r
1415 vector solve_cubic_abcd(float a, float b, float c, float d)
\r
1418 // x = (y - b) / 3a
\r
1421 p = (9*a*c - 3*b*b);
\r
1422 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
\r
1423 v = solve_cubic_pq(p, q);
\r
1424 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
\r
1426 v += '1 0 -1' * (v_z - v_x); // swap x, z
\r
1430 vector findperpendicular(vector v)
\r
1436 return normalize(cliptoplane(p, v));
\r
1439 vector W_CalculateProjectileSpread(vector forward, float spread)
\r
1445 spread *= g_weaponspreadfactor;
\r
1448 sstyle = cvar("g_projectiles_spread_style");
\r
1452 // this is the baseline for the spread value!
\r
1453 // standard deviation: sqrt(2/5)
\r
1454 // density function: sqrt(1-r^2)
\r
1455 return forward + randomvec() * spread;
\r
1457 else if(sstyle == 1)
\r
1459 // same thing, basically
\r
1460 return normalize(forward + cliptoplane(randomvec() * spread, forward));
\r
1462 else if(sstyle == 2)
\r
1464 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
\r
1465 sigma = spread * 0.89442719099991587855; // match baseline stddev
\r
1466 v1 = findperpendicular(forward);
\r
1467 v2 = cross(forward, v1);
\r
1468 // random point on unit circle
\r
1469 dx = random() * 2 * M_PI;
\r
1472 // radius in our dist function
\r
1475 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1477 else if(sstyle == 3) // gauss 3d
\r
1479 sigma = spread * 0.44721359549996; // match baseline stddev
\r
1480 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
\r
1482 v1_x += gsl_ran_gaussian(sigma);
\r
1483 v1_y += gsl_ran_gaussian(sigma);
\r
1484 v1_z += gsl_ran_gaussian(sigma);
\r
1487 else if(sstyle == 4) // gauss 2d
\r
1489 sigma = spread * 0.44721359549996; // match baseline stddev
\r
1490 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
\r
1491 v1_x = gsl_ran_gaussian(sigma);
\r
1492 v1_y = gsl_ran_gaussian(sigma);
\r
1493 v1_z = gsl_ran_gaussian(sigma);
\r
1494 return normalize(forward + cliptoplane(v1, forward));
\r
1496 else if(sstyle == 5) // 1-r
\r
1498 sigma = spread * 1.154700538379252; // match baseline stddev
\r
1499 v1 = findperpendicular(forward);
\r
1500 v2 = cross(forward, v1);
\r
1501 // random point on unit circle
\r
1502 dx = random() * 2 * M_PI;
\r
1505 // radius in our dist function
\r
1507 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
\r
1508 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1510 else if(sstyle == 6) // 1-r^2
\r
1512 sigma = spread * 1.095445115010332; // match baseline stddev
\r
1513 v1 = findperpendicular(forward);
\r
1514 v2 = cross(forward, v1);
\r
1515 // random point on unit circle
\r
1516 dx = random() * 2 * M_PI;
\r
1519 // radius in our dist function
\r
1523 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1525 else if(sstyle == 7) // (1-r) (2-r)
\r
1527 sigma = spread * 1.224744871391589; // match baseline stddev
\r
1528 v1 = findperpendicular(forward);
\r
1529 v2 = cross(forward, v1);
\r
1530 // random point on unit circle
\r
1531 dx = random() * 2 * M_PI;
\r
1534 // radius in our dist function
\r
1538 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1541 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
\r
1544 * how to derive falloff functions:
\r
1545 * rho(r) := (2-r) * (1-r);
\r
1548 * rhor(r) := r * rho(r);
\r
1549 * cr(t) := integrate(rhor(r), r, a, t);
\r
1550 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
\r
1551 * variance : scr(b) / cr(b);
\r
1552 * solve(cr(r) = rand * cr(b), r), programmmode:false;
\r
1553 * sqrt(0.4 / variance), numer;
\r
1558 float mspercallsum;
\r
1559 float mspercallsstyle;
\r
1560 float mspercallcount;
\r
1562 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
\r
1564 if(missile.owner == world)
\r
1565 error("Unowned missile");
\r
1567 dir = dir + upDir * (pUpSpeed / pSpeed);
\r
1568 dir_z += pZSpeed / pSpeed;
\r
1569 pSpeed *= vlen(dir);
\r
1570 dir = normalize(dir);
\r
1573 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
\r
1575 mspercallsum = mspercallcount = 0;
\r
1576 mspercallsstyle = cvar("g_projectiles_spread_style");
\r
1578 mspercallsum -= gettime(GETTIME_HIRES);
\r
1580 dir = W_CalculateProjectileSpread(dir, spread);
\r
1582 mspercallsum += gettime(GETTIME_HIRES);
\r
1583 mspercallcount += 1;
\r
1584 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
\r
1587 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
\r
1590 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
\r
1592 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
\r
1595 #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"))
\r
1596 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))
\r
1598 void W_DisplayDigitThink()
\r
1600 // dprint(strcat(ftos(gun.scale), " --------\n"));
\r
1602 self.nextthink = time;
\r
1603 float w_load, w_ammo;
\r
1604 w_load = self.owner.weapon_load[self.owner.weapon];
\r
1605 w_ammo = self.owner.(self.owner.current_ammo);
\r
1607 // the owner has switched to another weapon, remove the digits
\r
1608 if(self.weapon != self.owner.weapon || self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
\r
1610 self.nextthink = 0;
\r
1616 // copy all properties of the weapon to the digit
\r
1617 self.origin = self.weaponentity.origin;
\r
1618 self.angles = self.weaponentity.angles;
\r
1619 self.scale = self.weaponentity.scale;
\r
1620 self.effects = self.weaponentity.effects;
\r
1621 self.alpha = self.weaponentity.alpha;
\r
1622 self.colormap = self.weaponentity.colormap;
\r
1623 self.colormod = self.weaponentity.colormod; // used by the regurgitating colors
\r
1624 self.glowmod = self.weaponentity.glowmod;
\r
1627 if(self.team) // weapon load display
\r
1631 self.skin = 11; // unavailable digit
\r
1636 txt = ftos(floor(w_load));
\r
1637 txt = substring(txt, self.cnt - 1, 1);
\r
1640 if(self.owner.weapon_load[self.owner.weapon] <= ceil(cvar("g_gundisplay_warn_load")))
\r
1642 // in warning mode, only keep red color
\r
1643 if(!self.colormod)
\r
1644 self.colormod = '1 1 1';
\r
1645 self.colormod_y = 0;
\r
1646 self.colormod_z = 0;
\r
1649 else // ammo display
\r
1651 txt = ftos(floor(w_ammo));
\r
1652 txt = substring(txt, self.cnt - 1, 1);
\r
1654 if(w_ammo <= ceil(cvar("g_gundisplay_warn_ammo")))
\r
1656 // in warning mode, only keep red color
\r
1657 if(!self.colormod)
\r
1658 self.colormod = '1 1 1';
\r
1659 self.colormod_y = 0;
\r
1660 self.colormod_z = 0;
\r
1664 if((!txt || txt == ""))
\r
1665 self.skin = 10; // empty digit
\r
1667 self.skin = stof(txt);
\r
1670 void W_DisplayDigitSetup(entity own, float num, float load, float exterior)
\r
1674 digit.owner = own;
\r
1675 digit.weapon = own.weapon;
\r
1676 digit.team = load;
\r
1678 e = get_weaponinfo(digit.weapon);
\r
1680 if(exterior) // exterior weapon
\r
1682 // keep the digit attached to the same bone as the gun
\r
1683 setattachment(digit, digit.owner, "bip01 r hand");
\r
1684 digit.weaponentity = digit.owner.exteriorweaponentity;
\r
1686 else // view weapon
\r
1688 // keep the digit attached to the same bone as the gun
\r
1689 // TODO: Does this work with self-animated weapons too?
\r
1690 if(gettagindex(digit.owner.weaponentity, "weapon"))
\r
1691 setattachment(digit, digit.owner.weaponentity, "weapon");
\r
1692 else if(gettagindex(digit.owner.weaponentity, "tag_weapon"))
\r
1693 setattachment(digit, digit.owner.weaponentity, "tag_weapon");
\r
1694 digit.weaponentity = digit.owner.weaponentity;
\r
1699 // weapon load digit
\r
1700 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));
\r
1704 // ammo count digit
\r
1705 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));
\r
1707 digit.think = W_DisplayDigitThink;
\r
1708 digit.nextthink = time;
\r
1711 void W_Display(entity own)
\r
1715 e = get_weaponinfo(own.weapon);
\r
1717 for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)
\r
1719 W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model
\r
1720 W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model
\r
1722 for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)
\r
1724 W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model
\r
1725 W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model
\r
1729 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
\r
1731 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
\r
1734 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
\r
1737 self.clip_load -= ammo_use;
\r
1738 self.(weapon_load[self.weapon]) = self.clip_load;
\r
1741 self.(self.current_ammo) -= ammo_use;
\r
1744 // weapon reloading code
\r
1746 .float reload_ammo_amount, reload_ammo_min, reload_time;
\r
1747 .float reload_complain;
\r
1748 .string reload_sound;
\r
1750 void W_ReloadedAndReady()
\r
1752 // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out
\r
1753 if(self.stat_eaten)
\r
1755 self.clip_load = self.(weapon_load[self.weapon]) = -1;
\r
1756 w_ready(); // don't keep executing each frame
\r
1760 // finish the reloading process, and do the ammo transfer
\r
1762 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
\r
1764 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
\r
1765 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1766 self.clip_load = self.reload_ammo_amount;
\r
1769 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have
\r
1771 self.clip_load += 1;
\r
1772 self.(self.current_ammo) -= 1;
\r
1775 self.(weapon_load[self.weapon]) = self.clip_load;
\r
1777 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
\r
1778 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
\r
1779 // so your weapon is disabled for a few seconds without reason
\r
1781 //ATTACK_FINISHED(self) -= self.reload_time - 1;
\r
1786 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
\r
1788 // if we are inside the stomach, don't allow reloading
\r
1789 if(self.stat_eaten)
\r
1792 // set global values to work with
\r
1793 self.reload_ammo_min = sent_ammo_min;
\r
1794 self.reload_ammo_amount = sent_ammo_amount;
\r
1795 self.reload_time = sent_time;
\r
1796 self.reload_sound = sent_sound;
\r
1798 // check if we meet the necessary conditions to reload
\r
1801 e = get_weaponinfo(self.weapon);
\r
1803 // don't reload weapons that don't have the RELOADABLE flag
\r
1804 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
\r
1806 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
\r
1809 // return if reloading is disabled for this weapon
\r
1810 if(!self.reload_ammo_amount)
\r
1812 // our weapon is fully loaded, no need to reload
\r
1813 if (self.clip_load >= self.reload_ammo_amount)
\r
1815 // no ammo, so nothing to load
\r
1816 if(self.(self.current_ammo) < 1 && self.reload_ammo_min)
\r
1817 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1819 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
\r
1821 play2(self, "misc/unavailable.wav");
\r
1822 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
\r
1823 self.reload_complain = time + 1;
\r
1825 // switch away if the amount of ammo is not enough to keep using this weapon
\r
1826 // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo
\r
1827 /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
\r
1829 self.clip_load = -1; // reload later
\r
1830 W_SwitchToOtherWeapon(self);
\r
1835 if (self.weaponentity)
\r
1837 if (self.weaponentity.wframe == WFRAME_RELOAD)
\r
1840 // allow switching away while reloading, but this will cause a new reload!
\r
1841 self.weaponentity.state = WS_READY;
\r
1844 // now begin the reloading process
\r
1846 // weapon reload effects
\r
1847 if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading
\r
1850 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;
\r
1851 SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
\r
1852 pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);
\r
1854 sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
\r
1856 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
\r
1857 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
\r
1858 // so your weapon is disabled for a few seconds without reason
\r
1860 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
\r
1862 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
\r
1864 if(self.clip_load < 0)
\r
1865 self.clip_load = 0;
\r
1866 self.old_clip_load = self.clip_load;
\r
1867 self.clip_load = self.(weapon_load[self.weapon]) = -1;
\r