2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
137 float nudge = 1; // added to traceline target and subtracted from result
138 local float oldsolid;
140 oldsolid = ent.dphitcontentsmask;
141 if(ent.weapon == WEP_CAMPINGRIFLE)
142 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147 // passing world, because we do NOT want it to touch dphitcontentsmask
149 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
162 if(accuracy_canbegooddamage(ent))
163 accuracy_add(ent, ent.weapon, maxdamage, 0);
165 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
167 if(ent.weaponentity.movedir_x > 0)
168 vecs = ent.weaponentity.movedir;
171 if(debug_shotorg != '0 0 0')
172 vecs = debug_shotorg;
174 dv = v_right * -vecs_y + v_up * vecs_z;
175 w_shotorg = ent.origin + ent.view_ofs + dv;
177 // now move the shotorg forward as much as requested if possible
180 if(ent.antilag_debug)
181 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
183 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
186 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
187 w_shotorg = trace_endpos - v_forward * nudge;
188 // calculate the shotdir from the chosen shotorg
189 w_shotdir = normalize(w_shotend - w_shotorg);
192 if (!ent.cvar_cl_noantilag)
194 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
196 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
197 if (!trace_ent.takedamage)
199 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
200 if (trace_ent.takedamage && trace_ent.classname == "player")
204 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
206 w_shotdir = normalize(trace_ent.origin - w_shotorg);
210 else if(cvar("g_antilag") == 3) // client side hitscan
212 // this part MUST use prydon cursor
213 if (ent.cursor_trace_ent) // client was aiming at someone
214 if (ent.cursor_trace_ent != ent) // just to make sure
215 if (ent.cursor_trace_ent.takedamage) // and that person is killable
216 if (ent.cursor_trace_ent.classname == "player") // and actually a player
218 // verify that the shot would miss without antilag
219 // (avoids an issue where guns would always shoot at their origin)
220 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
221 if (!trace_ent.takedamage)
223 // verify that the shot would hit if altered
224 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
225 if (trace_ent == ent.cursor_trace_ent)
226 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
228 print("antilag fail\n");
234 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
237 ent.punchangle_x = recoil * -1;
241 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
244 if(ent.items & IT_STRENGTH)
247 (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
249 (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
250 ) // prevent insane sound spam
252 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
253 ent.prevstrengthsound = time;
255 ent.prevstrengthsoundattempt = time;
257 // nudge w_shotend so a trace to w_shotend hits
258 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
261 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
262 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
263 #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)
264 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
265 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
267 float CL_Weaponentity_CustomizeEntityForClient()
269 self.viewmodelforclient = self.owner;
270 if(other.classname == "spectator")
271 if(other.enemy == self.owner)
272 self.viewmodelforclient = other;
276 float qcweaponanimation;
277 vector weapon_offset = '0 -10 0';
278 vector weapon_adjust = '10 0 -15';
279 .vector weapon_morph0origin;
280 .vector weapon_morph0angles;
281 .float weapon_morph0time;
282 .vector weapon_morph1origin;
283 .vector weapon_morph1angles;
284 .float weapon_morph1time;
285 .vector weapon_morph2origin;
286 .vector weapon_morph2angles;
287 .float weapon_morph2time;
288 .vector weapon_morph3origin;
289 .vector weapon_morph3angles;
290 .float weapon_morph3time;
291 .vector weapon_morph4origin;
292 .vector weapon_morph4angles;
293 .float weapon_morph4time;
295 #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)
300 * 1. simple animated model, muzzle flash handling on h_ model:
301 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
303 * shot = muzzle end (shot origin, also used for muzzle flashes)
304 * shell = casings ejection point (must be on the right hand side of the gun)
305 * weapon = attachment for v_tuba.md3
306 * v_tuba.md3 - first and third person model
307 * g_tuba.md3 - pickup model
309 * 2. simple animated model, muzzle flash handling on v_ model:
310 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
312 * weapon = attachment for v_tuba.md3
313 * v_tuba.md3 - first and third person model
315 * shot = muzzle end (shot origin, also used for muzzle flashes)
316 * shell = casings ejection point (must be on the right hand side of the gun)
317 * g_tuba.md3 - pickup model
319 * 3. fully animated model, muzzle flash handling on h_ model:
320 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
322 * shot = muzzle end (shot origin, also used for muzzle flashes)
323 * shell = casings ejection point (must be on the right hand side of the gun)
324 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
325 * v_tuba.md3 - third person model
326 * g_tuba.md3 - pickup model
328 * 4. fully animated model, muzzle flash handling on v_ model:
329 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
331 * shot = muzzle end (shot origin)
332 * shell = casings ejection point (must be on the right hand side of the gun)
333 * v_tuba.md3 - third person model
335 * shot = muzzle end (for muzzle flashes)
336 * g_tuba.md3 - pickup model
340 // self.origin, self.angles
342 // self.movedir, self.view_ofs
346 // call again with ""
348 void CL_WeaponEntity_SetModel(string name)
355 // if there is a child entity, hide it until we're sure we use it
356 if (self.weaponentity)
357 self.weaponentity.model = "";
358 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
359 v_shot_idx = gettagindex(self, "shot"); // used later
361 v_shot_idx = gettagindex(self, "tag_shot");
363 if(qcweaponanimation)
365 self.angles = '0 0 0';
366 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
367 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
368 self.movedir_x += 32;
369 self.spawnorigin = self.movedir;
370 // oldorigin - not calculated here
374 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
375 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
376 animfile = fopen(animfilename, FILE_READ);
377 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
378 self.anim_fire1 = '0 1 0.01';
379 self.anim_fire2 = '1 1 0.01';
380 self.anim_idle = '2 1 0.01';
381 self.anim_reload = '3 1 0.01';
384 animparseerror = FALSE;
385 self.anim_fire1 = animparseline(animfile);
386 self.anim_fire2 = animparseline(animfile);
387 self.anim_idle = animparseline(animfile);
388 self.anim_reload = animparseline(animfile);
391 print("Parse error in ", animfilename, ", some player animations are broken\n");
394 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
395 // if we don't, this is a "real" animated model
396 if(gettagindex(self, "weapon"))
398 if (!self.weaponentity)
399 self.weaponentity = spawn();
400 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
401 setattachment(self.weaponentity, self, "weapon");
403 else if(gettagindex(self, "tag_weapon"))
405 if (!self.weaponentity)
406 self.weaponentity = spawn();
407 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
408 setattachment(self.weaponentity, self, "tag_weapon");
412 if(self.weaponentity)
413 remove(self.weaponentity);
414 self.weaponentity = world;
417 setorigin(self,'0 0 0');
418 self.angles = '0 0 0';
420 self.viewmodelforclient = world;
424 if(v_shot_idx) // v_ model attached to invisible h_ model
426 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
430 idx = gettagindex(self, "shot");
432 idx = gettagindex(self, "tag_shot");
434 self.movedir = gettaginfo(self, idx);
437 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
438 self.movedir = '0 0 0';
442 if(self.weaponentity) // v_ model attached to invisible h_ model
444 idx = gettagindex(self.weaponentity, "shell");
446 idx = gettagindex(self.weaponentity, "tag_shell");
448 self.spawnorigin = gettaginfo(self.weaponentity, idx);
454 idx = gettagindex(self, "shell");
456 idx = gettagindex(self, "tag_shell");
458 self.spawnorigin = gettaginfo(self, idx);
461 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
462 self.spawnorigin = self.movedir;
468 self.oldorigin = '0 0 0'; // use regular attachment
472 if(self.weaponentity)
474 idx = gettagindex(self, "weapon");
476 idx = gettagindex(self, "tag_weapon");
480 idx = gettagindex(self, "handle");
482 idx = gettagindex(self, "tag_handle");
486 self.oldorigin = self.movedir - gettaginfo(self, idx);
490 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");
491 self.oldorigin = '0 0 0'; // there is no way to recover from this
495 self.viewmodelforclient = self.owner;
501 if(self.weaponentity)
502 remove(self.weaponentity);
503 self.weaponentity = world;
504 self.movedir = '0 0 0';
505 self.spawnorigin = '0 0 0';
506 self.oldorigin = '0 0 0';
507 self.anim_fire1 = '0 1 0.01';
508 self.anim_fire2 = '0 1 0.01';
509 self.anim_idle = '0 1 0.01';
510 self.anim_reload = '0 1 0.01';
513 self.view_ofs = '0 0 0';
515 if(self.movedir_x >= 0)
519 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
520 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
522 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
523 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
525 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
527 // check if an instant weapon switch occurred
528 if (qcweaponanimation)
530 if (self.state == WS_READY)
532 self.angles = '0 0 0';
533 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
534 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
538 setorigin(self, self.view_ofs);
539 // reset animstate now
540 self.wframe = WFRAME_IDLE;
541 self.weapon_morph0time = 0;
542 self.weapon_morph1time = 0;
543 self.weapon_morph2time = 0;
544 self.weapon_morph3time = 0;
545 self.weapon_morph4time = 0;
546 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
549 vector CL_Weapon_GetShotOrg(float wpn)
553 wi = get_weaponinfo(wpn);
556 CL_WeaponEntity_SetModel(wi.mdl);
558 CL_WeaponEntity_SetModel("");
564 void CL_Weaponentity_Think()
567 self.nextthink = time;
568 if (intermission_running)
569 self.frame = self.anim_idle_x;
570 if (self.owner.weaponentity != self)
572 if (self.weaponentity)
573 remove(self.weaponentity);
577 if (self.owner.deadflag != DEAD_NO)
580 if (self.weaponentity)
581 self.weaponentity.model = "";
584 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
586 self.cnt = self.owner.weapon;
587 self.dmg = self.owner.modelindex;
588 self.deadflag = self.owner.deadflag;
590 CL_WeaponEntity_SetModel(self.owner.weaponname);
593 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
594 self.effects = self.owner.effects & EFMASK_CHEAP;
595 self.effects &~= EF_LOWPRECISION;
596 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
597 self.effects &~= EF_TELEPORT_BIT;
598 self.effects &~= EF_RESTARTANIM_BIT;
601 if(self.owner.alpha == default_player_alpha)
602 self.alpha = default_weapon_alpha;
603 else if(self.owner.alpha != 0)
604 self.alpha = self.owner.alpha;
608 self.colormap = self.owner.colormap;
609 if (self.weaponentity)
611 self.weaponentity.effects = self.effects;
612 self.weaponentity.alpha = self.alpha;
613 self.weaponentity.colormap = self.colormap;
616 self.angles = '0 0 0';
619 if (self.state == WS_RAISE && !intermission_running)
621 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
622 self.angles_x = -90 * f * f;
623 if (qcweaponanimation)
625 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
626 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
629 else if (self.state == WS_DROP && !intermission_running)
631 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
632 self.angles_x = -90 * f * f;
633 if (qcweaponanimation)
635 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
636 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
639 else if (self.state == WS_CLEAR)
642 self.angles_x = -90 * f * f;
643 if (qcweaponanimation)
645 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
646 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
649 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
651 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
652 f = 1 - pow(1 - f, 3);
653 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
654 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
656 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
658 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
659 f = 1 - pow(1 - f, 3);
660 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
661 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
663 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
665 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
666 f = 1 - pow(1 - f, 3);
667 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
668 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
670 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
672 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
673 f = 1 - pow(1 - f, 3);
674 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
675 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
677 else if (qcweaponanimation)
679 // begin a new idle morph
680 self.owner.weapon_morph0time = time;
681 self.owner.weapon_morph0angles = self.angles;
682 self.owner.weapon_morph0origin = self.origin;
690 // turn gun to the left to look at it
692 self.owner.weapon_morph1time = time + t * 0.2;
693 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
694 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');
695 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
697 self.owner.weapon_morph2time = time + t * 0.6;
698 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
699 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');
700 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
702 self.owner.weapon_morph3time = time + t;
703 self.owner.weapon_morph3angles = '0 0 0';
704 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');
705 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
709 // raise the gun a bit
711 self.owner.weapon_morph1time = time + t * 0.2;
712 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
713 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');
714 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
716 self.owner.weapon_morph2time = time + t * 0.5;
717 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
718 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');
719 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
721 self.owner.weapon_morph3time = time + t;
722 self.owner.weapon_morph3angles = '0 0 0';
723 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');
724 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
730 self.owner.weapon_morph1time = time + t * 0.3;
731 self.owner.weapon_morph1angles = randomvec() * 6;
732 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');
733 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
735 self.owner.weapon_morph2time = time + t * 0.7;
736 self.owner.weapon_morph2angles = randomvec() * 6;
737 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');
738 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
740 self.owner.weapon_morph3time = time + t;
741 self.owner.weapon_morph3angles = '0 0 0';
742 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');
743 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
747 // hold it mostly steady
748 t = random() * 6 + 4;
749 self.owner.weapon_morph1time = time + t * 0.2;
750 self.owner.weapon_morph1angles = randomvec() * 1;
751 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');
752 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
754 self.owner.weapon_morph2time = time + t * 0.5;
755 self.owner.weapon_morph2angles = randomvec() * 1;
756 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');
757 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
759 self.owner.weapon_morph3time = time + t * 0.7;
760 self.owner.weapon_morph3angles = randomvec() * 1;
761 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');
762 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
765 self.owner.weapon_morph4time = time + t;
766 self.owner.weapon_morph4angles = '0 0 0';
767 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');
768 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
773 void CL_ExteriorWeaponentity_Think()
777 self.nextthink = time;
778 if (self.owner.exteriorweaponentity != self)
783 if (self.owner.deadflag != DEAD_NO)
788 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
790 self.cnt = self.owner.weapon;
791 self.dmg = self.owner.modelindex;
792 self.deadflag = self.owner.deadflag;
793 if (self.owner.weaponname != "")
794 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
798 if((tag_found = gettagindex(self.owner, "tag_weapon")))
800 self.tag_index = tag_found;
801 self.tag_entity = self.owner;
804 setattachment(self, self.owner, "bip01 r hand");
806 // if that didn't find a tag, hide the exterior weapon model
810 self.effects = self.owner.effects;
811 if(sv_pitch_min == sv_pitch_max)
812 self.effects |= EF_LOWPRECISION;
814 self.effects &~= EF_LOWPRECISION;
815 self.effects = self.effects & EFMASK_CHEAP; // eat performance
816 if(self.owner.alpha == default_player_alpha)
817 self.alpha = default_weapon_alpha;
818 else if(self.owner.alpha != 0)
819 self.alpha = self.owner.alpha;
823 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
827 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
829 ang_y = self.owner.v_angle_y;
831 var vector v = v_forward;
832 var float t = self.tag_entity.frame1time;
833 var float f = self.tag_entity.frame;
834 self.tag_entity.frame1time = time;
835 self.tag_entity.frame = self.tag_entity.anim_idle_x;
836 gettaginfo(self.tag_entity, self.tag_index);
837 self.tag_entity.frame1time = t;
838 self.tag_entity.frame = f;
839 // untransform v according to this coordinate space
844 self.angles = vectoangles(w);
848 ang_x = -/* don't ask */ang_x;
852 self.colormap = self.owner.colormap;
855 // spawning weaponentity for client
856 void CL_SpawnWeaponentity()
858 self.weaponentity = spawn();
859 self.weaponentity.classname = "weaponentity";
860 self.weaponentity.solid = SOLID_NOT;
861 self.weaponentity.owner = self;
862 setmodel(self.weaponentity, ""); // precision set when changed
863 setorigin(self.weaponentity, '0 0 0');
864 self.weaponentity.angles = '0 0 0';
865 self.weaponentity.viewmodelforclient = self;
866 self.weaponentity.flags = 0;
867 self.weaponentity.think = CL_Weaponentity_Think;
868 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
869 self.weaponentity.nextthink = time;
871 self.exteriorweaponentity = spawn();
872 self.exteriorweaponentity.classname = "exteriorweaponentity";
873 self.exteriorweaponentity.solid = SOLID_NOT;
874 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
875 self.exteriorweaponentity.owner = self;
876 setorigin(self.exteriorweaponentity, '0 0 0');
877 self.exteriorweaponentity.angles = '0 0 0';
878 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
879 self.exteriorweaponentity.nextthink = time;
882 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
885 WriteByte(MSG_ONE, SVC_TEMPENTITY);
886 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
887 WriteByte(MSG_ONE, wpn);
888 WriteString(MSG_ONE, wpnname);
889 WriteByte(MSG_ONE, type);
892 .float hasweapon_complain_spam;
894 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
896 local float weaponbit, f;
897 local entity oldself;
899 if(time < self.hasweapon_complain_spam)
902 self.hasweapon_complain_spam = time + 0.2;
904 if (wpn < WEP_FIRST || wpn > WEP_LAST)
907 sprint(self, "Invalid weapon\n");
910 weaponbit = W_WeaponBit(wpn);
911 if (cl.weapons & weaponbit)
915 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
923 f = weapon_action(wpn, WR_CHECKAMMO1);
924 f = f + weapon_action(wpn, WR_CHECKAMMO2);
926 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
928 if(wpn == WEP_MINE_LAYER)
929 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
937 if(clienttype(cl) == CLIENTTYPE_REAL)
939 play2(cl, "weapons/unavailable.wav");
940 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
941 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
951 // Report Proper Weapon Status / Modified Weapon Ownership Message
952 if(weaponsInMap & weaponbit)
954 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
955 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
957 if(cvar("g_showweaponspawns"))
962 e = get_weaponinfo(wpn);
965 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
967 if(e.classname == "droppedweapon")
969 if not(e.flags & FL_ITEM)
971 WaypointSprite_Spawn(
984 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
985 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
988 play2(cl, "weapons/unavailable.wav");
996 if (self.weapon != -1)
998 if (self.weaponentity)
1000 self.weaponentity.state = WS_CLEAR;
1001 self.weaponentity.effects = 0;
1007 if (self.weaponentity)
1008 self.weaponentity.state = WS_READY;
1009 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1012 // Setup weapon for client (after this raise frame will be launched)
1013 void weapon_setup(float windex)
1016 qcweaponanimation = cvar("sv_qcweaponanimation");
1017 e = get_weaponinfo(windex);
1018 self.items &~= IT_AMMO;
1019 self.items = self.items | e.items;
1021 // the two weapon entities will notice this has changed and update their models
1022 self.weapon = windex;
1023 self.weaponname = e.mdl;
1024 self.bulletcounter = 0;
1027 // perform weapon to attack (weaponstate and attack_finished check is here)
1028 void W_SwitchToOtherWeapon(entity pl)
1030 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1032 w = W_WeaponBit(pl.weapon);
1034 ww = w_getbestweapon(pl);
1037 W_SwitchWeapon_Force(pl, ww);
1040 float weapon_prepareattack_checkammo(float secondary)
1042 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1043 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1045 // always keep the Mine Layer if we placed mines, so that we can detonate them
1047 if(self.weapon == WEP_MINE_LAYER)
1048 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1051 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1053 sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1054 self.prevdryfire = time;
1057 W_SwitchToOtherWeapon(self);
1062 .float race_penalty;
1063 float weapon_prepareattack_check(float secondary, float attacktime)
1065 if(!weapon_prepareattack_checkammo(secondary))
1068 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1069 //if all players readied up and the countdown is running
1070 if(time < game_starttime || time < self.race_penalty) {
1074 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1077 // do not even think about shooting if switching
1078 if(self.switchweapon != self.weapon)
1083 // don't fire if previous attack is not finished
1084 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1086 // don't fire while changing weapon
1087 if (self.weaponentity.state != WS_READY)
1093 float weapon_prepareattack_do(float secondary, float attacktime)
1095 self.weaponentity.state = WS_INUSE;
1097 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1099 // if the weapon hasn't been firing continuously, reset the timer
1102 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1104 ATTACK_FINISHED(self) = time;
1105 //dprint("resetting attack finished to ", ftos(time), "\n");
1107 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1109 self.bulletcounter += 1;
1110 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1113 float weapon_prepareattack(float secondary, float attacktime)
1115 if(weapon_prepareattack_check(secondary, attacktime))
1117 weapon_prepareattack_do(secondary, attacktime);
1124 void weapon_thinkf(float fr, float t, void() func)
1130 if(fr == WFRAME_DONTCHANGE)
1132 fr = self.weaponentity.wframe;
1133 restartanim = FALSE;
1135 else if (fr == WFRAME_IDLE)
1136 restartanim = FALSE;
1144 if (self.weaponentity)
1146 self.weaponentity.wframe = fr;
1147 if (qcweaponanimation)
1149 if (fr != WFRAME_IDLE)
1151 self.weapon_morph0time = time;
1152 self.weapon_morph0angles = self.weaponentity.angles;
1153 self.weapon_morph0origin = self.weaponentity.origin;
1155 self.weapon_morph1angles = '0 0 0';
1156 self.weapon_morph1time = time + t;
1157 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1158 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1160 self.weapon_morph2angles = '0 0 0';
1161 self.weapon_morph2time = time + t;
1162 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1163 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1165 self.weapon_morph3angles = '0 0 0';
1166 self.weapon_morph3time = time + t;
1167 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1168 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1170 self.weapon_morph4angles = '0 0 0';
1171 self.weapon_morph4time = time + t;
1172 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1173 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1175 if (fr == WFRAME_FIRE1)
1177 self.weapon_morph1angles = '5 0 0';
1178 self.weapon_morph1time = time + t * 0.1;
1179 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1180 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1181 self.weapon_morph4time = time + t + 1; // delay idle effect
1183 else if (fr == WFRAME_FIRE2)
1185 self.weapon_morph1angles = '10 0 0';
1186 self.weapon_morph1time = time + t * 0.1;
1187 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1188 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1189 self.weapon_morph4time = time + t + 1; // delay idle effect
1191 else if (fr == WFRAME_RELOAD)
1193 self.weapon_morph1time = time + t * 0.05;
1194 self.weapon_morph1angles = '-10 40 0';
1195 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1196 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1198 self.weapon_morph2time = time + t * 0.15;
1199 self.weapon_morph2angles = '-10 40 5';
1200 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1201 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1203 self.weapon_morph3time = time + t * 0.25;
1204 self.weapon_morph3angles = '-10 40 0';
1205 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1206 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1212 if (fr == WFRAME_IDLE)
1213 a = self.weaponentity.anim_idle;
1214 else if (fr == WFRAME_FIRE1)
1215 a = self.weaponentity.anim_fire1;
1216 else if (fr == WFRAME_FIRE2)
1217 a = self.weaponentity.anim_fire2;
1218 else if (fr == WFRAME_RELOAD)
1219 a = self.weaponentity.anim_reload;
1220 a_z *= g_weaponratefactor;
1221 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1229 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1231 backtrace("Tried to override initial weapon think function - should this really happen?");
1234 t *= W_WeaponRateFactor();
1236 // VorteX: haste can be added here
1237 if (self.weapon_think == w_ready)
1239 self.weapon_nextthink = time;
1240 //dprint("started firing at ", ftos(time), "\n");
1242 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1244 self.weapon_nextthink = time;
1245 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1247 self.weapon_nextthink = self.weapon_nextthink + t;
1248 self.weapon_think = func;
1249 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1253 if (!self.crouch) // shoot anim stands up, this looks bad
1256 anim = self.anim_shoot;
1257 anim_z = anim_y / (t + sys_frametime);
1258 setanim(self, anim, FALSE, TRUE, TRUE);
1262 void weapon_boblayer1(float spd, vector org)
1264 // VorteX: haste can be added here
1267 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1275 mvelocity = mvelocity * g_weaponspeedfactor;
1277 mdirection = normalize(mvelocity);
1278 mspeed = vlen(mvelocity);
1280 nstyle = cvar("g_projectiles_newton_style");
1281 if(nstyle == 0 || forceAbsolute)
1283 // absolute velocity
1284 outvelocity = mvelocity;
1286 else if(nstyle == 1)
1288 // true Newtonian projectiles
1289 outvelocity = pvelocity + mvelocity;
1291 else if(nstyle == 2)
1293 // true Newtonian projectiles with automatic aim adjustment
1295 // solve: |outspeed * mdirection - pvelocity| = mspeed
1296 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1297 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1301 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1302 // velocity without mdirection component > mspeed
1303 // fire at smallest possible mspeed that works?
1304 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1307 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1309 outspeed = solution_y; // the larger one
1312 //outspeed = 0; // slowest possible shot
1313 outspeed = solution_x; // the real part (that is, the average!)
1314 //dprint("impossible shot, adjusting\n");
1317 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1318 outvelocity = mdirection * outspeed;
1320 else if(nstyle == 3)
1322 // pseudo-Newtonian:
1323 outspeed = mspeed + mdirection * pvelocity;
1324 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1325 outvelocity = mdirection * outspeed;
1327 else if(nstyle == 4)
1330 outspeed = mspeed + vlen(pvelocity);
1331 outvelocity = mdirection * outspeed;
1334 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1339 void W_AttachToShotorg(entity flash, vector offset)
1343 flash.angles_z = random() * 360;
1344 if(qcweaponanimation)
1346 setorigin(flash, w_shotorg + w_shotdir * 50);
1347 flash.angles = vectoangles(w_shotdir);
1348 flash.angles_z = random() * 360;
1352 if(gettagindex(self.weaponentity, "shot"))
1353 setattachment(flash, self.weaponentity, "shot");
1355 setattachment(flash, self.weaponentity, "tag_shot");
1356 setorigin(flash, offset);
1359 copyentity(flash, xflash);
1361 flash.viewmodelforclient = self;
1363 if(self.weaponentity.oldorigin_x > 0)
1365 setattachment(xflash, self.exteriorweaponentity, "");
1366 setorigin(xflash, self.weaponentity.oldorigin + offset);
1370 if(gettagindex(self.exteriorweaponentity, "shot"))
1371 setattachment(xflash, self.exteriorweaponentity, "shot");
1373 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1374 setorigin(xflash, offset);
1379 vector cliptoplane(vector v, vector p)
1381 return v - (v * p) * p;
1384 vector solve_cubic_pq(float p, float q)
1387 D = q*q/4.0 + p*p*p/27.0;
1391 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1392 u = sqrt(-4.0/3.0 * p);
1393 // a in range 0..pi/3
1400 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1402 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1415 return '1 1 0' * v + '0 0 1' * u;
1417 return '0 1 1' * v + '1 0 0' * u;
1422 u = cbrt(-q/2.0 + sqrt(D));
1423 v = cbrt(-q/2.0 - sqrt(D));
1424 return '1 1 1' * (u + v);
1427 vector solve_cubic_abcd(float a, float b, float c, float d)
1433 p = (9*a*c - 3*b*b);
1434 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1435 v = solve_cubic_pq(p, q);
1436 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1438 v += '1 0 -1' * (v_z - v_x); // swap x, z
1442 vector findperpendicular(vector v)
1448 return normalize(cliptoplane(p, v));
1451 vector W_CalculateProjectileSpread(vector forward, float spread)
1457 spread *= g_weaponspreadfactor;
1460 sstyle = cvar("g_projectiles_spread_style");
1464 // this is the baseline for the spread value!
1465 // standard deviation: sqrt(2/5)
1466 // density function: sqrt(1-r^2)
1467 return forward + randomvec() * spread;
1469 else if(sstyle == 1)
1471 // same thing, basically
1472 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1474 else if(sstyle == 2)
1476 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1477 sigma = spread * 0.89442719099991587855; // match baseline stddev
1478 v1 = findperpendicular(forward);
1479 v2 = cross(forward, v1);
1480 // random point on unit circle
1481 dx = random() * 2 * M_PI;
1484 // radius in our dist function
1487 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1489 else if(sstyle == 3) // gauss 3d
1491 sigma = spread * 0.44721359549996; // match baseline stddev
1492 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1494 v1_x += gsl_ran_gaussian(sigma);
1495 v1_y += gsl_ran_gaussian(sigma);
1496 v1_z += gsl_ran_gaussian(sigma);
1499 else if(sstyle == 4) // gauss 2d
1501 sigma = spread * 0.44721359549996; // match baseline stddev
1502 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1503 v1_x = gsl_ran_gaussian(sigma);
1504 v1_y = gsl_ran_gaussian(sigma);
1505 v1_z = gsl_ran_gaussian(sigma);
1506 return normalize(forward + cliptoplane(v1, forward));
1508 else if(sstyle == 5) // 1-r
1510 sigma = spread * 1.154700538379252; // match baseline stddev
1511 v1 = findperpendicular(forward);
1512 v2 = cross(forward, v1);
1513 // random point on unit circle
1514 dx = random() * 2 * M_PI;
1517 // radius in our dist function
1519 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1520 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1522 else if(sstyle == 6) // 1-r^2
1524 sigma = spread * 1.095445115010332; // match baseline stddev
1525 v1 = findperpendicular(forward);
1526 v2 = cross(forward, v1);
1527 // random point on unit circle
1528 dx = random() * 2 * M_PI;
1531 // radius in our dist function
1535 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1537 else if(sstyle == 7) // (1-r) (2-r)
1539 sigma = spread * 1.224744871391589; // match baseline stddev
1540 v1 = findperpendicular(forward);
1541 v2 = cross(forward, v1);
1542 // random point on unit circle
1543 dx = random() * 2 * M_PI;
1546 // radius in our dist function
1550 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1553 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)!");
1556 * how to derive falloff functions:
1557 * rho(r) := (2-r) * (1-r);
1560 * rhor(r) := r * rho(r);
1561 * cr(t) := integrate(rhor(r), r, a, t);
1562 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1563 * variance : scr(b) / cr(b);
1564 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1565 * sqrt(0.4 / variance), numer;
1571 float mspercallsstyle;
1572 float mspercallcount;
1574 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1576 if(missile.owner == world)
1577 error("Unowned missile");
1579 dir = dir + upDir * (pUpSpeed / pSpeed);
1580 dir_z += pZSpeed / pSpeed;
1581 pSpeed *= vlen(dir);
1582 dir = normalize(dir);
1585 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1587 mspercallsum = mspercallcount = 0;
1588 mspercallsstyle = cvar("g_projectiles_spread_style");
1590 mspercallsum -= gettime(GETTIME_HIRES);
1592 dir = W_CalculateProjectileSpread(dir, spread);
1594 mspercallsum += gettime(GETTIME_HIRES);
1595 mspercallcount += 1;
1596 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1599 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1602 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1604 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1607 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1608 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)