6 #include <client/main.qh>
7 #include <common/constants.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/stats.qh>
11 #include <common/util.qh>
12 #include <common/weapons/calculations.qc>
13 #include <common/weapons/weapon/_mod.inc>
14 #include <lib/csqcmodel/cl_model.qh>
15 #include <lib/csqcmodel/interpolate.qh>
16 #include <lib/warpzone/anglestransform.qh>
17 #include <lib/warpzone/client.qh>
18 #include <lib/warpzone/common.qh>
20 #include <common/weapons/weapon/_mod.inc>
22 #include <common/constants.qh>
23 #include <common/deathtypes/all.qh>
24 #include <common/items/_mod.qh>
25 #include <common/mapinfo.qh>
26 #include <common/monsters/_mod.qh>
27 #include <common/notifications/all.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/util.qh>
31 #include <common/weapons/calculations.qc>
32 #include <common/weapons/config.qc>
33 #include <common/weapons/config.qh>
34 #include <common/weapons/weapon/_mod.inc>
35 #include <lib/csqcmodel/sv_model.qh>
36 #include <lib/warpzone/anglestransform.qh>
37 #include <lib/warpzone/common.qh>
38 #include <lib/warpzone/server.qh>
39 #include <lib/warpzone/util_server.qh>
40 #include <server/command/_mod.qh>
41 #include <server/hook.qh>
42 #include <server/items/spawning.qh>
43 #include <server/mutators/_mod.qh>
44 #include <server/portals.qh>
45 #include <server/weapons/common.qh>
46 #include <server/weapons/csqcprojectile.qh>
47 #include <server/weapons/tracing.qh>
51 // WEAPON PLUGIN SYSTEM
53 WepSet _WepSet_FromWeapon(int a)
56 if (REGISTRY_MAX(Weapons) > 24)
60 if (REGISTRY_MAX(Weapons) > 48)
64 return '0 0 1' * BIT(a);
66 return '0 1 0' * BIT(a);
68 return '1 0 0' * BIT(a);
71 void WriteWepSet(float dst, WepSet w)
73 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75 else WriteInt24_t(dst, w.x);
79 WepSet WepSet_GetFromStat()
83 WepSet WepSet_GetFromStat_InMap()
85 return STAT(WEAPONSINMAP);
89 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91 return ReadInt24_t() * '1 0 0';
95 string W_FixWeaponOrder(string order, float complete)
97 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
99 string W_NameWeaponOrder_MapFunc(string s)
104 entity wi = REGISTRY_GET(Weapons, i);
105 if (wi != WEP_Null) return wi.netname;
110 string W_UndeprecateName(string s)
114 case "nex": return "vortex";
115 case "rocketlauncher": return "devastator";
116 case "laser": return "blaster";
117 case "minstanex": return "vaporizer";
118 case "grenadelauncher": return "mortar";
119 case "uzi": return "machinegun";
120 case "hmg": return "okhmg";
121 case "rpc": return "okrpc";
125 string W_NameWeaponOrder(string order)
127 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
129 string W_NumberWeaponOrder_MapFunc(string s)
131 if (s == "0" || stof(s)) return s;
132 s = W_UndeprecateName(s);
133 FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
136 string W_NumberWeaponOrder(string order)
138 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
141 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
142 string W_FixWeaponOrder_BuildImpulseList_order;
143 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
146 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
147 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
148 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
150 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
152 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
153 Weapon e1 = REGISTRY_GET(Weapons, si);
154 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
155 Weapon e2 = REGISTRY_GET(Weapons, sj);
156 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
157 if (d != 0) return -d; // high impulse first!
158 string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
159 return strstrofs(s, sprintf(" %d ", si), 0)
160 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
162 string W_FixWeaponOrder_BuildImpulseList(string o)
165 W_FixWeaponOrder_BuildImpulseList_order = o;
166 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
167 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
168 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
171 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
172 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
173 W_FixWeaponOrder_BuildImpulseList_order = string_null;
174 return substring(o, 1, -1);
177 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
179 return W_FixWeaponOrder(order, 0);
182 string W_FixWeaponOrder_ForceComplete(string order)
184 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
185 return W_FixWeaponOrder(order, 1);
188 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
190 WepSet result = '0 0 0';
191 for (int j = 0; j < n; ++j)
193 RandomSelection_Init();
194 FOREACH(Weapons, it != WEP_Null, {
195 if (remaining & (it.m_wepset))
196 RandomSelection_AddEnt(it, 1, 1);
198 Weapon w = RandomSelection_chosen_ent;
199 result |= WepSet_FromWeapon(w);
200 remaining &= ~WepSet_FromWeapon(w);
205 string GetAmmoPicture(int ammotype)
209 case RES_SHELLS: return ITEM_Shells.m_icon;
210 case RES_BULLETS: return ITEM_Bullets.m_icon;
211 case RES_ROCKETS: return ITEM_Rockets.m_icon;
212 case RES_CELLS: return ITEM_Cells.m_icon;
213 case RES_PLASMA: return ITEM_Plasma.m_icon;
214 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
215 default: return ""; // wtf, no ammo type?
219 string GetAmmoName(int ammotype)
223 case RES_SHELLS: return ITEM_Shells.m_name;
224 case RES_BULLETS: return ITEM_Bullets.m_name;
225 case RES_ROCKETS: return ITEM_Rockets.m_name;
226 case RES_CELLS: return ITEM_Cells.m_name;
227 case RES_PLASMA: return ITEM_Plasma.m_name;
228 case RES_FUEL: return ITEM_JetpackFuel.m_name;
229 default: return "batteries";
233 entity GetAmmoItem(int ammotype)
237 case RES_SHELLS: return ITEM_Shells;
238 case RES_BULLETS: return ITEM_Bullets;
239 case RES_ROCKETS: return ITEM_Rockets;
240 case RES_CELLS: return ITEM_Cells;
241 case RES_PLASMA: return ITEM_Plasma;
242 case RES_FUEL: return ITEM_JetpackFuel;
244 LOG_WARNF("Invalid ammo type %d ", ammotype);
246 // WEAPONTODO: use this generic func to reduce duplication ?
247 // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
251 int GetAmmoTypeFromNum(int i)
255 case 0: return RES_SHELLS;
256 case 1: return RES_BULLETS;
257 case 2: return RES_ROCKETS;
258 case 3: return RES_CELLS;
259 case 4: return RES_PLASMA;
260 case 5: return RES_FUEL;
261 default: return RES_NONE;
265 int GetAmmoStat(int ammotype)
269 case RES_SHELLS: return STAT_SHELLS;
270 case RES_BULLETS: return STAT_NAILS;
271 case RES_ROCKETS: return STAT_ROCKETS;
272 case RES_CELLS: return STAT_CELLS;
273 case RES_PLASMA: return STAT_PLASMA.m_id;
274 case RES_FUEL: return STAT_FUEL.m_id;
280 string W_Sound(string w_snd)
282 string output = strcat("weapons/", w_snd);
283 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
284 return M_ARGV(1, string);
287 string W_Model(string w_mdl)
289 string output = strcat("models/weapons/", w_mdl);
290 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
291 return M_ARGV(1, string);
295 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
317 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
322 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
324 else if (STAT(SHOOTFROMEYE))
328 else if (STAT(SHOOTFROMCENTER))
333 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
336 if (y_is_right) v.y = -v.y;
337 if (v.x != 0) vecs.x = v.x;
341 else // just do the same as top
343 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
349 #define shotorg_adjust shotorg_adjust_values
354 * 1. simple animated model, muzzle flash handling on h_ model:
355 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
357 * shot = muzzle end (shot origin, also used for muzzle flashes)
358 * shell = casings ejection point (must be on the right hand side of the gun)
359 * weapon = attachment for v_tuba.md3
360 * v_tuba.md3 - first and third person model
361 * g_tuba.md3 - pickup model
363 * 2. simple animated model, muzzle flash handling on v_ model:
364 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
366 * weapon = attachment for v_tuba.md3
367 * v_tuba.md3 - first and third person model
369 * shot = muzzle end (shot origin, also used for muzzle flashes)
370 * shell = casings ejection point (must be on the right hand side of the gun)
371 * g_tuba.md3 - pickup model
373 * 3. fully animated model, muzzle flash handling on h_ model:
374 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
376 * shot = muzzle end (shot origin, also used for muzzle flashes)
377 * shell = casings ejection point (must be on the right hand side of the gun)
378 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
379 * v_tuba.md3 - third person model
380 * g_tuba.md3 - pickup model
382 * 4. fully animated model, muzzle flash handling on v_ model:
383 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
385 * shot = muzzle end (shot origin)
386 * shell = casings ejection point (must be on the right hand side of the gun)
387 * v_tuba.md3 - third person model
389 * shot = muzzle end (for muzzle flashes)
390 * g_tuba.md3 - pickup model
393 * this.origin, this.angles
395 * this.movedir, this.view_ofs, this.movedir_aligned
402 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
406 vector oldmin = this.mins, oldmax = this.maxs;
407 setmodel(this, MDL_Null);
408 setsize(this, oldmin, oldmax);
409 if (this.weaponchild) delete(this.weaponchild);
410 this.weaponchild = NULL;
411 this.movedir = '0 0 0';
412 this.spawnorigin = '0 0 0';
413 this.oldorigin = '0 0 0';
414 this.anim_fire1 = '0 1 0.01';
415 this.anim_fire2 = '0 1 0.01';
416 this.anim_idle = '0 1 0.01';
417 this.anim_reload = '0 1 0.01';
421 // if there is a child entity, hide it until we're sure we use it
422 if (this.weaponchild) this.weaponchild.model = "";
423 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
424 int v_shot_idx; // used later
425 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
427 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
428 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
429 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
430 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
431 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
432 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
434 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
435 // if we don't, this is a "real" animated model
437 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
439 if (!this.weaponchild)
441 this.weaponchild = new(weaponchild);
443 this.weaponchild.drawmask = MASK_NORMAL;
444 this.weaponchild.renderflags |= RF_VIEWMODEL;
447 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
448 setsize(this.weaponchild, '0 0 0', '0 0 0');
449 setattachment(this.weaponchild, this, t);
453 if (this.weaponchild) delete(this.weaponchild);
454 this.weaponchild = NULL;
457 setsize(this, '0 0 0', '0 0 0');
458 setorigin(this, '0 0 0');
459 this.angles = '0 0 0';
462 this.viewmodelforclient = NULL;
464 this.renderflags &= ~RF_VIEWMODEL;
466 if (v_shot_idx) // v_ model attached to invisible h_ model
468 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
473 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
475 this.movedir = gettaginfo(this, idx);
479 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
481 this.movedir = '0 0 0';
486 // v_ model attached to invisible h_ model
488 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
490 this.spawnorigin = gettaginfo(this.weaponchild, idx);
492 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
494 this.spawnorigin = gettaginfo(this, idx);
498 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
500 this.spawnorigin = this.movedir;
505 this.oldorigin = '0 0 0'; // use regular attachment
510 if (this.weaponchild)
511 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
513 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
516 this.oldorigin = this.movedir - gettaginfo(this, idx);
521 "weapon model %s does not support the 'handle' tag "
522 "and neither does the v_ model support the 'shot' tag, "
523 "will display muzzle flashes TOTALLY wrong\n",
525 this.oldorigin = '0 0 0'; // there is no way to recover from this
530 this.viewmodelforclient = this.owner;
532 this.renderflags |= RF_VIEWMODEL;
536 this.view_ofs = '0 0 0';
537 this.movedir_aligned = this.movedir;
539 if (this.movedir.x >= 0)
541 //int algn = STAT(GUNALIGN, this.owner);
542 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
544 this.m_gunalign = algn;
546 vector v = this.movedir;
547 this.movedir = shotorg_adjust(v, false, false, algn);
548 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
549 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
551 int compressed_shotorg = compressShotOrigin(this.movedir);
552 // make them match perfectly
555 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
557 this.movedir = decompressShotOrigin(compressed_shotorg);
559 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
561 // check if an instant weapon switch occurred
562 setorigin(this, this.view_ofs);
564 // reset animstate now
565 this.wframe = WFRAME_IDLE;
566 setanim(this, this.anim_idle, true, false, true);
572 REGISTER_NET_TEMP(wframe)
574 NET_HANDLE(wframe, bool isNew)
576 WFRAME fr = ReadByte();
577 float t = ReadFloat();
578 int slot = ReadByte();
579 bool restartanim = ReadByte();
580 entity wepent = viewmodels[slot];
581 if(fr == WFRAME_IDLE)
582 wepent.animstate_looping = false; // we don't need to enforce idle animation
589 case WFRAME_IDLE: a = wepent.anim_idle; break;
590 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
591 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
592 case WFRAME_RELOAD: a = wepent.anim_reload; break;
595 anim_set(wepent, a, !restartanim, restartanim, restartanim);
597 wepent.state = ReadByte();
598 wepent.weapon_nextthink = ReadFloat();
599 switch (wepent.state)
602 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
605 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
608 wepent.weapon_switchdelay = 0;
616 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
618 if (!IS_REAL_CLIENT(actor)) return;
619 int channel = MSG_ONE;
621 WriteHeader(channel, wframe);
622 WriteByte(channel, wepframe);
623 WriteFloat(channel, attackrate);
624 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
625 WriteByte(channel, restartanim);
626 WriteByte(channel, weaponentity.state);
627 WriteFloat(channel, weaponentity.weapon_nextthink);
631 REGISTER_NET_C2S(w_whereis)
633 void Weapon_whereis(Weapon this, entity cl);
634 NET_HANDLE(w_whereis, bool)
636 Weapon wpn = ReadRegistered(Weapons);
637 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
641 void w_whereis(Weapon this)
643 int channel = MSG_C2S;
644 WriteHeader(channel, w_whereis);
645 WriteRegistered(Weapons, channel, this);
647 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
651 case CMD_REQUEST_COMMAND:
656 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
661 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
664 FOREACH(Weapons, it != WEP_Null && it.netname == s,
671 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
672 case CMD_REQUEST_USAGE:
674 LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
675 LOG_HELP(" Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
683 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
686 flash.angles_z = random() * 360;
688 entity view = actor.(weaponentity);
689 entity exterior = actor.exteriorweaponentity;
691 if (view.oldorigin.x > 0)
693 setattachment(flash, exterior, "");
694 setorigin(flash, view.oldorigin + offset);
698 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
699 else setattachment(flash, exterior, "tag_shot");
700 setorigin(flash, offset);
704 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
706 flash.owner = wepent;
707 flash.angles_z = random() * 360;
709 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
710 else setattachment(flash, wepent, "tag_shot");
711 setorigin(flash, offset);
715 void W_MuzzleFlash_Model_Think(entity this)
720 this.nextthink = time + 0.05;
724 setthink(this, SUB_Remove);
725 this.nextthink = time;
726 this.realowner.muzzle_flash = NULL;
731 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
733 if(wepent.muzzle_flash == NULL)
734 wepent.muzzle_flash = spawn();
736 entity flash = wepent.muzzle_flash;
737 setmodel(flash, muzzlemodel); // precision set below
740 setthink(flash, W_MuzzleFlash_Model_Think);
741 flash.nextthink = time + 0.02;
744 flash.angles_z = random() * 180;
745 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
746 flash.owner = flash.realowner = wepent;
749 flash.drawmask = MASK_NORMAL;
753 REGISTER_NET_TEMP(w_muzzleflash)
756 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
758 // don't show an exterior muzzle effect for the off-hand
759 if(weaponslot(weaponentity) == 0)
761 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
763 if(thiswep.m_muzzlemodel != MDL_Null)
765 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
766 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
770 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
772 if(!IS_REAL_CLIENT(it))
774 int channel = MSG_ONE;
776 WriteHeader(channel, w_muzzleflash);
777 WriteByte(channel, thiswep.m_id);
778 WriteByte(channel, weaponslot(weaponentity));
779 WriteVector(channel, shotorg);
783 NET_HANDLE(w_muzzleflash, bool isNew)
786 int weapon_id = ReadByte();
787 int slot = ReadByte();
788 vector sv_shotorg = ReadVector();
790 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
791 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
792 vector forward, right, up;
793 MAKE_VECTORS(viewangles, forward, right, up);
795 if(autocvar_chase_active)
797 // in third person mode, show the muzzle flash from the server side weapon position
798 // we don't have a view model to reference in this case
799 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
802 if(!autocvar_r_drawviewmodel) return;
804 entity wepent = viewmodels[slot];
805 // get the local player entity to calculate shot origin
806 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
808 rlplayer = csqcplayer; // fall back to the global
810 vector md = wepent.movedir_aligned;
811 vector vecs = ((md.x > 0) ? md : '0 0 0');
812 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
813 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
815 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
817 if(thiswep.m_muzzlemodel != MDL_Null)
819 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
820 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
831 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
833 string o = W_FixWeaponOrder_ForceComplete(wo);
834 strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
840 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
841 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
845 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
846 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
847 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
848 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
849 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
850 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
852 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
853 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
854 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
855 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
856 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
857 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
858 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
859 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);