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 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)
136 float nudge = 1; // added to traceline target and subtracted from result
137 local float oldsolid;
139 oldsolid = ent.dphitcontentsmask;
140 if(ent.weapon == WEP_CAMPINGRIFLE)
141 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
145 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
146 // passing world, because we do NOT want it to touch dphitcontentsmask
148 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
149 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
155 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
161 if not(inWarmupStage) {
163 w = get_weaponinfo(ent.weapon);
164 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
165 ent.stats_fired[ent.weapon - 1] += maxdamage;
166 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
170 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
172 if(ent.weaponentity.movedir_x > 0)
173 vecs = ent.weaponentity.movedir;
176 if(debug_shotorg != '0 0 0')
177 vecs = debug_shotorg;
179 dv = v_right * -vecs_y + v_up * vecs_z;
180 w_shotorg = ent.origin + ent.view_ofs + dv;
182 // now move the shotorg forward as much as requested if possible
185 if(ent.antilag_debug)
186 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
188 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
191 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
192 w_shotorg = trace_endpos - v_forward * nudge;
193 // calculate the shotdir from the chosen shotorg
194 w_shotdir = normalize(w_shotend - w_shotorg);
197 if (!ent.cvar_cl_noantilag)
199 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
201 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
202 if (!trace_ent.takedamage)
204 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
205 if (trace_ent.takedamage && trace_ent.classname == "player")
209 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
211 w_shotdir = normalize(trace_ent.origin - w_shotorg);
215 else if(cvar("g_antilag") == 3) // client side hitscan
217 // this part MUST use prydon cursor
218 if (ent.cursor_trace_ent) // client was aiming at someone
219 if (ent.cursor_trace_ent != ent) // just to make sure
220 if (ent.cursor_trace_ent.takedamage) // and that person is killable
221 if (ent.cursor_trace_ent.classname == "player") // and actually a player
223 // verify that the shot would miss without antilag
224 // (avoids an issue where guns would always shoot at their origin)
225 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
226 if (!trace_ent.takedamage)
228 // verify that the shot would hit if altered
229 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
230 if (trace_ent == ent.cursor_trace_ent)
231 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
233 print("antilag fail\n");
239 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
242 ent.punchangle_x = recoil * -1;
246 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
249 if (ent.items & IT_STRENGTH)
251 if(ent.weapon != WEP_HLAC && ent.weapon != WEP_TUBA && ent.weapon != WEP_ELECTRO && ent.weapon != WEP_LASER || ((ent.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || ent.weapon == WEP_LASER || ent.weapon == WEP_TUBA || ent.weapon == WEP_HLAC) && ent.prevstrengthsound + cvar("sv_hitsound_antispam_time") * 2 < time)) // prevent insane sound spam
253 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
254 ent.prevstrengthsound = 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 void LaserTarget_Think()
274 // list of weapons that will use the laser, and the options that enable it
275 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
278 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
283 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
286 // rocket launcher isn't selected, so no laser target.
287 if(self.lasertarget != world)
289 remove(self.lasertarget);
290 self.lasertarget = world;
295 if(!self.lasertarget)
297 // we don't have a lasertarget entity, so spawn one
298 //bprint("create laser target\n");
299 e = self.lasertarget = spawn();
300 e.owner = self.owner; // Its owner is my owner
301 e.classname = "laser_target";
302 e.movetype = MOVETYPE_NOCLIP; // don't touch things
303 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
304 e.scale = 1.25; // make it larger
305 e.alpha = 0.25; // transparency
306 e.colormod = '255 0 0' * (1/255) * 8; // change colors
307 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
308 // make it dynamically glow
309 // you should avoid over-using this, as it can slow down the player's computer.
310 e.glow_color = 251; // red color
314 e = self.lasertarget;
316 // move the laser dot to where the player is looking
318 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
319 offset = '0 0 26' + v_right*3;
320 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
321 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
322 if(trace_plane_normal != '0 0 0')
323 e.angles = vectoangles(trace_plane_normal);
325 e.angles = vectoangles(v_forward);
328 float CL_Weaponentity_CustomizeEntityForClient()
330 self.viewmodelforclient = self.owner;
331 if(other.classname == "spectator")
332 if(other.enemy == self.owner)
333 self.viewmodelforclient = other;
337 float qcweaponanimation;
338 vector weapon_offset = '0 -10 0';
339 vector weapon_adjust = '10 0 -15';
340 .vector weapon_morph0origin;
341 .vector weapon_morph0angles;
342 .float weapon_morph0time;
343 .vector weapon_morph1origin;
344 .vector weapon_morph1angles;
345 .float weapon_morph1time;
346 .vector weapon_morph2origin;
347 .vector weapon_morph2angles;
348 .float weapon_morph2time;
349 .vector weapon_morph3origin;
350 .vector weapon_morph3angles;
351 .float weapon_morph3time;
352 .vector weapon_morph4origin;
353 .vector weapon_morph4angles;
354 .float weapon_morph4time;
356 #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)
361 * 1. simple animated model, muzzle flash handling on h_ model:
362 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
364 * shot = muzzle end (shot origin, also used for muzzle flashes)
365 * shell = casings ejection point (must be on the right hand side of the gun)
366 * weapon = attachment for v_tuba.md3
367 * v_tuba.md3 - first and third person model
368 * g_tuba.md3 - pickup model
370 * 2. simple animated model, muzzle flash handling on v_ model:
371 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
373 * weapon = attachment for v_tuba.md3
374 * v_tuba.md3 - first and third 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 * g_tuba.md3 - pickup model
380 * 3. fully animated model, muzzle flash handling on h_ model:
381 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
383 * shot = muzzle end (shot origin, also used for muzzle flashes)
384 * shell = casings ejection point (must be on the right hand side of the gun)
385 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
386 * v_tuba.md3 - third person model
387 * g_tuba.md3 - pickup model
389 * 4. fully animated model, muzzle flash handling on v_ model:
390 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
392 * shot = muzzle end (shot origin)
393 * shell = casings ejection point (must be on the right hand side of the gun)
394 * v_tuba.md3 - third person model
396 * shot = muzzle end (for muzzle flashes)
397 * g_tuba.md3 - pickup model
401 // self.origin, self.angles
403 // self.movedir, self.view_ofs
407 // call again with ""
409 void CL_WeaponEntity_SetModel(string name)
416 // if there is a child entity, hide it until we're sure we use it
417 if (self.weaponentity)
418 self.weaponentity.model = "";
419 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
420 v_shot_idx = gettagindex(self, "shot"); // used later
422 v_shot_idx = gettagindex(self, "tag_shot");
424 if(qcweaponanimation)
426 self.angles = '0 0 0';
427 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
428 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
429 self.movedir_x += 32;
430 self.spawnorigin = self.movedir;
431 // oldorigin - not calculated here
435 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
436 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
437 animfile = fopen(animfilename, FILE_READ);
438 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
439 self.anim_fire1 = '0 1 0.01';
440 self.anim_fire2 = '1 1 0.01';
441 self.anim_idle = '2 1 0.01';
442 self.anim_reload = '3 1 0.01';
445 animparseerror = FALSE;
446 self.anim_fire1 = animparseline(animfile);
447 self.anim_fire2 = animparseline(animfile);
448 self.anim_idle = animparseline(animfile);
449 self.anim_reload = animparseline(animfile);
452 print("Parse error in ", animfilename, ", some player animations are broken\n");
455 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
456 // if we don't, this is a "real" animated model
457 if(gettagindex(self, "weapon"))
459 if (!self.weaponentity)
460 self.weaponentity = spawn();
461 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
462 setattachment(self.weaponentity, self, "weapon");
464 else if(gettagindex(self, "tag_weapon"))
466 if (!self.weaponentity)
467 self.weaponentity = spawn();
468 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
469 setattachment(self.weaponentity, self, "tag_weapon");
473 if(self.weaponentity)
474 remove(self.weaponentity);
475 self.weaponentity = world;
478 setorigin(self,'0 0 0');
479 self.angles = '0 0 0';
481 self.viewmodelforclient = world;
485 if(v_shot_idx) // v_ model attached to invisible h_ model
487 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
491 idx = gettagindex(self, "shot");
493 idx = gettagindex(self, "tag_shot");
495 self.movedir = gettaginfo(self, idx);
498 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
499 self.movedir = '0 0 0';
503 if(self.weaponentity) // v_ model attached to invisible h_ model
505 idx = gettagindex(self.weaponentity, "shell");
507 idx = gettagindex(self.weaponentity, "tag_shell");
509 self.spawnorigin = gettaginfo(self.weaponentity, idx);
515 idx = gettagindex(self, "shell");
517 idx = gettagindex(self, "tag_shell");
519 self.spawnorigin = gettaginfo(self, idx);
522 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
523 self.spawnorigin = self.movedir;
529 self.oldorigin = '0 0 0'; // use regular attachment
533 if(self.weaponentity)
535 idx = gettagindex(self, "weapon");
537 idx = gettagindex(self, "tag_weapon");
541 idx = gettagindex(self, "handle");
543 idx = gettagindex(self, "tag_handle");
547 self.oldorigin = self.movedir - gettaginfo(self, idx);
551 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");
552 self.oldorigin = '0 0 0'; // there is no way to recover from this
556 self.viewmodelforclient = self.owner;
562 if(self.weaponentity)
563 remove(self.weaponentity);
564 self.weaponentity = world;
565 self.movedir = '0 0 0';
566 self.spawnorigin = '0 0 0';
567 self.oldorigin = '0 0 0';
568 self.anim_fire1 = '0 1 0.01';
569 self.anim_fire2 = '0 1 0.01';
570 self.anim_idle = '0 1 0.01';
571 self.anim_reload = '0 1 0.01';
574 self.view_ofs = '0 0 0';
576 if(self.movedir_x >= 0)
580 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
581 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
583 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
584 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
586 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
588 // check if an instant weapon switch occurred
589 if (qcweaponanimation)
591 if (self.state == WS_READY)
593 self.angles = '0 0 0';
594 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
595 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
599 setorigin(self, self.view_ofs);
600 // reset animstate now
601 self.wframe = WFRAME_IDLE;
602 self.weapon_morph0time = 0;
603 self.weapon_morph1time = 0;
604 self.weapon_morph2time = 0;
605 self.weapon_morph3time = 0;
606 self.weapon_morph4time = 0;
607 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
610 vector CL_Weapon_GetShotOrg(float wpn)
614 wi = get_weaponinfo(wpn);
617 CL_WeaponEntity_SetModel(wi.mdl);
619 CL_WeaponEntity_SetModel("");
625 void CL_Weaponentity_Think()
628 self.nextthink = time;
629 if (intermission_running)
630 self.frame = self.anim_idle_x;
631 if (self.owner.weaponentity != self)
633 if (self.weaponentity)
634 remove(self.weaponentity);
638 if (self.owner.deadflag != DEAD_NO)
641 if (self.weaponentity)
642 self.weaponentity.model = "";
645 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
647 self.cnt = self.owner.weapon;
648 self.dmg = self.owner.modelindex;
649 self.deadflag = self.owner.deadflag;
651 CL_WeaponEntity_SetModel(self.owner.weaponname);
654 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
655 self.effects = self.owner.effects & EFMASK_CHEAP;
656 self.effects &~= EF_LOWPRECISION;
657 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
658 self.effects &~= EF_TELEPORT_BIT;
659 self.effects &~= EF_RESTARTANIM_BIT;
662 if(self.owner.alpha == default_player_alpha)
663 self.alpha = default_weapon_alpha;
664 else if(self.owner.alpha != 0)
665 self.alpha = self.owner.alpha;
669 self.colormap = self.owner.colormap;
670 if (self.weaponentity)
672 self.weaponentity.effects = self.effects;
673 self.weaponentity.alpha = self.alpha;
674 self.weaponentity.colormap = self.colormap;
677 self.angles = '0 0 0';
680 if (self.state == WS_RAISE && !intermission_running)
682 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
683 self.angles_x = -90 * f * f;
684 if (qcweaponanimation)
686 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
687 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
690 else if (self.state == WS_DROP && !intermission_running)
692 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
693 self.angles_x = -90 * f * f;
694 if (qcweaponanimation)
696 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
697 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
700 else if (self.state == WS_CLEAR)
703 self.angles_x = -90 * f * f;
704 if (qcweaponanimation)
706 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
707 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
710 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
712 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
713 f = 1 - pow(1 - f, 3);
714 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
715 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
717 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
719 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
720 f = 1 - pow(1 - f, 3);
721 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
722 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
724 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
726 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
727 f = 1 - pow(1 - f, 3);
728 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
729 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
731 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
733 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
734 f = 1 - pow(1 - f, 3);
735 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
736 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
738 else if (qcweaponanimation)
740 // begin a new idle morph
741 self.owner.weapon_morph0time = time;
742 self.owner.weapon_morph0angles = self.angles;
743 self.owner.weapon_morph0origin = self.origin;
751 // turn gun to the left to look at it
753 self.owner.weapon_morph1time = time + t * 0.2;
754 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
755 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');
756 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
758 self.owner.weapon_morph2time = time + t * 0.6;
759 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
760 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');
761 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
763 self.owner.weapon_morph3time = time + t;
764 self.owner.weapon_morph3angles = '0 0 0';
765 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');
766 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
770 // raise the gun a bit
772 self.owner.weapon_morph1time = time + t * 0.2;
773 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
774 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');
775 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
777 self.owner.weapon_morph2time = time + t * 0.5;
778 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
779 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');
780 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
782 self.owner.weapon_morph3time = time + t;
783 self.owner.weapon_morph3angles = '0 0 0';
784 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');
785 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
791 self.owner.weapon_morph1time = time + t * 0.3;
792 self.owner.weapon_morph1angles = randomvec() * 6;
793 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');
794 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
796 self.owner.weapon_morph2time = time + t * 0.7;
797 self.owner.weapon_morph2angles = randomvec() * 6;
798 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');
799 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
801 self.owner.weapon_morph3time = time + t;
802 self.owner.weapon_morph3angles = '0 0 0';
803 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');
804 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
808 // hold it mostly steady
809 t = random() * 6 + 4;
810 self.owner.weapon_morph1time = time + t * 0.2;
811 self.owner.weapon_morph1angles = randomvec() * 1;
812 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');
813 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
815 self.owner.weapon_morph2time = time + t * 0.5;
816 self.owner.weapon_morph2angles = randomvec() * 1;
817 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');
818 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
820 self.owner.weapon_morph3time = time + t * 0.7;
821 self.owner.weapon_morph3angles = randomvec() * 1;
822 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');
823 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
826 self.owner.weapon_morph4time = time + t;
827 self.owner.weapon_morph4angles = '0 0 0';
828 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');
829 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
833 // create or update the lasertarget entity
837 void CL_ExteriorWeaponentity_Think()
841 self.nextthink = time;
842 if (self.owner.exteriorweaponentity != self)
847 if (self.owner.deadflag != DEAD_NO)
852 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
854 self.cnt = self.owner.weapon;
855 self.dmg = self.owner.modelindex;
856 self.deadflag = self.owner.deadflag;
857 if (self.owner.weaponname != "")
858 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
862 if((tag_found = gettagindex(self.owner, "tag_weapon")))
864 self.tag_index = tag_found;
865 self.tag_entity = self.owner;
868 setattachment(self, self.owner, "bip01 r hand");
870 // if that didn't find a tag, hide the exterior weapon model
874 self.effects = self.owner.effects;
875 if(sv_pitch_min == sv_pitch_max)
876 self.effects |= EF_LOWPRECISION;
878 self.effects &~= EF_LOWPRECISION;
879 self.effects = self.effects & EFMASK_CHEAP; // eat performance
880 if(self.owner.alpha == default_player_alpha)
881 self.alpha = default_weapon_alpha;
882 else if(self.owner.alpha != 0)
883 self.alpha = self.owner.alpha;
887 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
891 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
893 ang_y = self.owner.v_angle_y;
895 var vector v = v_forward;
896 var float t = self.tag_entity.frame1time;
897 var float f = self.tag_entity.frame;
898 self.tag_entity.frame1time = time;
899 self.tag_entity.frame = self.tag_entity.anim_idle_x;
900 gettaginfo(self.tag_entity, self.tag_index);
901 self.tag_entity.frame1time = t;
902 self.tag_entity.frame = f;
903 // untransform v according to this coordinate space
908 self.angles = vectoangles(w);
912 ang_x = -/* don't ask */ang_x;
916 self.colormap = self.owner.colormap;
919 // spawning weaponentity for client
920 void CL_SpawnWeaponentity()
922 self.weaponentity = spawn();
923 self.weaponentity.classname = "weaponentity";
924 self.weaponentity.solid = SOLID_NOT;
925 self.weaponentity.owner = self;
926 setmodel(self.weaponentity, ""); // precision set when changed
927 setorigin(self.weaponentity, '0 0 0');
928 self.weaponentity.angles = '0 0 0';
929 self.weaponentity.viewmodelforclient = self;
930 self.weaponentity.flags = 0;
931 self.weaponentity.think = CL_Weaponentity_Think;
932 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
933 self.weaponentity.nextthink = time;
935 self.exteriorweaponentity = spawn();
936 self.exteriorweaponentity.classname = "exteriorweaponentity";
937 self.exteriorweaponentity.solid = SOLID_NOT;
938 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
939 self.exteriorweaponentity.owner = self;
940 setorigin(self.exteriorweaponentity, '0 0 0');
941 self.exteriorweaponentity.angles = '0 0 0';
942 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
943 self.exteriorweaponentity.nextthink = time;
946 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
949 WriteByte(MSG_ONE, SVC_TEMPENTITY);
950 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
951 WriteByte(MSG_ONE, wpn);
952 WriteString(MSG_ONE, wpnname);
953 WriteByte(MSG_ONE, type);
956 .float hasweapon_complain_spam;
958 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
960 local float weaponbit, f;
961 local entity oldself;
963 if(time < self.hasweapon_complain_spam)
966 self.hasweapon_complain_spam = time + 0.2;
968 if (wpn < WEP_FIRST || wpn > WEP_LAST)
971 sprint(self, "Invalid weapon\n");
974 weaponbit = W_WeaponBit(wpn);
975 if (cl.weapons & weaponbit)
979 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
987 f = weapon_action(wpn, WR_CHECKAMMO1);
988 f = f + weapon_action(wpn, WR_CHECKAMMO2);
990 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
992 if(wpn == WEP_MINE_LAYER)
993 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1001 if(clienttype(cl) == CLIENTTYPE_REAL)
1003 play2(cl, "weapons/unavailable.wav");
1004 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
1005 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
1015 // Report Proper Weapon Status / Modified Weapon Ownership Message
1016 if(weaponsInMap & weaponbit)
1018 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1019 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1021 if(cvar("g_showweaponspawns"))
1026 e = get_weaponinfo(wpn);
1029 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1031 if(e.classname == "droppedweapon")
1033 if not(e.flags & FL_ITEM)
1035 WaypointSprite_Spawn(
1048 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1049 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1052 play2(cl, "weapons/unavailable.wav");
1060 if (self.weapon != -1)
1062 if (self.weaponentity)
1064 self.weaponentity.state = WS_CLEAR;
1065 self.weaponentity.effects = 0;
1071 if (self.weaponentity)
1072 self.weaponentity.state = WS_READY;
1073 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1076 // Setup weapon for client (after this raise frame will be launched)
1077 void weapon_setup(float windex)
1080 qcweaponanimation = cvar("sv_qcweaponanimation");
1081 e = get_weaponinfo(windex);
1082 self.items &~= IT_AMMO;
1083 self.items = self.items | e.items;
1085 // the two weapon entities will notice this has changed and update their models
1086 self.weapon = windex;
1087 self.weaponname = e.mdl;
1088 self.bulletcounter = 0;
1091 // perform weapon to attack (weaponstate and attack_finished check is here)
1092 void W_SwitchToOtherWeapon(entity pl)
1094 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1096 w = W_WeaponBit(pl.weapon);
1098 ww = w_getbestweapon(pl);
1101 W_SwitchWeapon_Force(pl, ww);
1103 float weapon_prepareattack_checkammo(float secondary)
1105 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1106 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1108 // always keep the Mine Layer if we placed mines, so that we can detonate them
1110 if(self.weapon == WEP_MINE_LAYER)
1111 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1114 W_SwitchToOtherWeapon(self);
1119 .float race_penalty;
1120 float weapon_prepareattack_check(float secondary, float attacktime)
1122 if(!weapon_prepareattack_checkammo(secondary))
1125 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1126 //if all players readied up and the countdown is running
1127 if(time < game_starttime || time < self.race_penalty) {
1131 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1134 // do not even think about shooting if switching
1135 if(self.switchweapon != self.weapon)
1140 // don't fire if previous attack is not finished
1141 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1143 // don't fire while changing weapon
1144 if (self.weaponentity.state != WS_READY)
1150 float weapon_prepareattack_do(float secondary, float attacktime)
1152 self.weaponentity.state = WS_INUSE;
1154 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1156 // if the weapon hasn't been firing continuously, reset the timer
1159 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1161 ATTACK_FINISHED(self) = time;
1162 //dprint("resetting attack finished to ", ftos(time), "\n");
1164 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1166 self.bulletcounter += 1;
1167 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1170 float weapon_prepareattack(float secondary, float attacktime)
1172 if(weapon_prepareattack_check(secondary, attacktime))
1174 weapon_prepareattack_do(secondary, attacktime);
1181 void weapon_thinkf(float fr, float t, void() func)
1187 if(fr == WFRAME_DONTCHANGE)
1189 fr = self.weaponentity.wframe;
1190 restartanim = FALSE;
1192 else if (fr == WFRAME_IDLE)
1193 restartanim = FALSE;
1201 if (self.weaponentity)
1203 self.weaponentity.wframe = fr;
1204 if (qcweaponanimation)
1206 if (fr != WFRAME_IDLE)
1208 self.weapon_morph0time = time;
1209 self.weapon_morph0angles = self.weaponentity.angles;
1210 self.weapon_morph0origin = self.weaponentity.origin;
1212 self.weapon_morph1angles = '0 0 0';
1213 self.weapon_morph1time = time + t;
1214 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1215 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1217 self.weapon_morph2angles = '0 0 0';
1218 self.weapon_morph2time = time + t;
1219 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1220 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1222 self.weapon_morph3angles = '0 0 0';
1223 self.weapon_morph3time = time + t;
1224 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1225 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1227 self.weapon_morph4angles = '0 0 0';
1228 self.weapon_morph4time = time + t;
1229 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1230 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1232 if (fr == WFRAME_FIRE1)
1234 self.weapon_morph1angles = '5 0 0';
1235 self.weapon_morph1time = time + t * 0.1;
1236 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1237 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1238 self.weapon_morph4time = time + t + 1; // delay idle effect
1240 else if (fr == WFRAME_FIRE2)
1242 self.weapon_morph1angles = '10 0 0';
1243 self.weapon_morph1time = time + t * 0.1;
1244 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1245 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1246 self.weapon_morph4time = time + t + 1; // delay idle effect
1248 else if (fr == WFRAME_RELOAD)
1250 self.weapon_morph1time = time + t * 0.05;
1251 self.weapon_morph1angles = '-10 40 0';
1252 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1253 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1255 self.weapon_morph2time = time + t * 0.15;
1256 self.weapon_morph2angles = '-10 40 5';
1257 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1258 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1260 self.weapon_morph3time = time + t * 0.25;
1261 self.weapon_morph3angles = '-10 40 0';
1262 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1263 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1269 if (fr == WFRAME_IDLE)
1270 a = self.weaponentity.anim_idle;
1271 else if (fr == WFRAME_FIRE1)
1272 a = self.weaponentity.anim_fire1;
1273 else if (fr == WFRAME_FIRE2)
1274 a = self.weaponentity.anim_fire2;
1275 else if (fr == WFRAME_RELOAD)
1276 a = self.weaponentity.anim_reload;
1277 a_z *= g_weaponratefactor;
1278 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1286 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1288 backtrace("Tried to override initial weapon think function - should this really happen?");
1291 t *= W_WeaponRateFactor();
1293 // VorteX: haste can be added here
1294 if (self.weapon_think == w_ready)
1296 self.weapon_nextthink = time;
1297 //dprint("started firing at ", ftos(time), "\n");
1299 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1301 self.weapon_nextthink = time;
1302 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1304 self.weapon_nextthink = self.weapon_nextthink + t;
1305 self.weapon_think = func;
1306 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1310 if (!self.crouch) // shoot anim stands up, this looks bad
1313 anim = self.anim_shoot;
1314 anim_z = anim_y / (t + sys_frametime);
1315 setanim(self, anim, FALSE, TRUE, TRUE);
1319 void weapon_boblayer1(float spd, vector org)
1321 // VorteX: haste can be added here
1324 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1332 mvelocity = mvelocity * g_weaponspeedfactor;
1334 mdirection = normalize(mvelocity);
1335 mspeed = vlen(mvelocity);
1337 nstyle = cvar("g_projectiles_newton_style");
1340 // absolute velocity
1341 outvelocity = mvelocity;
1343 else if(nstyle == 1)
1345 // true Newtonian projectiles
1346 outvelocity = pvelocity + mvelocity;
1348 else if(nstyle == 2)
1350 // true Newtonian projectiles with automatic aim adjustment
1352 // solve: |outspeed * mdirection - pvelocity| = mspeed
1353 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1354 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1358 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1359 // velocity without mdirection component > mspeed
1360 // fire at smallest possible mspeed that works?
1361 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1364 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1366 outspeed = solution_y; // the larger one
1369 //outspeed = 0; // slowest possible shot
1370 outspeed = solution_x; // the real part (that is, the average!)
1371 //dprint("impossible shot, adjusting\n");
1374 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1375 outvelocity = mdirection * outspeed;
1377 else if(nstyle == 3)
1379 // pseudo-Newtonian:
1380 outspeed = mspeed + mdirection * pvelocity;
1381 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1382 outvelocity = mdirection * outspeed;
1384 else if(nstyle == 4)
1387 outspeed = mspeed + vlen(pvelocity);
1388 outvelocity = mdirection * outspeed;
1391 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1396 void W_AttachToShotorg(entity flash, vector offset)
1400 flash.angles_z = random() * 360;
1401 if(qcweaponanimation)
1403 setorigin(flash, w_shotorg + w_shotdir * 50);
1404 flash.angles = vectoangles(w_shotdir);
1405 flash.angles_z = random() * 360;
1409 if(gettagindex(self.weaponentity, "shot"))
1410 setattachment(flash, self.weaponentity, "shot");
1412 setattachment(flash, self.weaponentity, "tag_shot");
1413 setorigin(flash, offset);
1416 copyentity(flash, xflash);
1418 flash.viewmodelforclient = self;
1420 if(self.weaponentity.oldorigin_x > 0)
1422 setattachment(xflash, self.exteriorweaponentity, "");
1423 setorigin(xflash, self.weaponentity.oldorigin + offset);
1427 if(gettagindex(self.exteriorweaponentity, "shot"))
1428 setattachment(xflash, self.exteriorweaponentity, "shot");
1430 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1431 setorigin(xflash, offset);
1436 vector cliptoplane(vector v, vector p)
1438 return v - (v * p) * p;
1441 vector solve_cubic_pq(float p, float q)
1444 D = q*q/4.0 + p*p*p/27.0;
1448 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1449 u = sqrt(-4.0/3.0 * p);
1450 // a in range 0..pi/3
1457 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1459 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1472 return '1 1 0' * v + '0 0 1' * u;
1474 return '0 1 1' * v + '1 0 0' * u;
1479 u = cbrt(-q/2.0 + sqrt(D));
1480 v = cbrt(-q/2.0 - sqrt(D));
1481 return '1 1 1' * (u + v);
1484 vector solve_cubic_abcd(float a, float b, float c, float d)
1490 p = (9*a*c - 3*b*b);
1491 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1492 v = solve_cubic_pq(p, q);
1493 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1495 v += '1 0 -1' * (v_z - v_x); // swap x, z
1499 vector findperpendicular(vector v)
1505 return normalize(cliptoplane(p, v));
1508 vector W_CalculateProjectileSpread(vector forward, float spread)
1514 spread *= g_weaponspreadfactor;
1517 sstyle = cvar("g_projectiles_spread_style");
1521 // this is the baseline for the spread value!
1522 // standard deviation: sqrt(2/5)
1523 // density function: sqrt(1-r^2)
1524 return forward + randomvec() * spread;
1526 else if(sstyle == 1)
1528 // same thing, basically
1529 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1531 else if(sstyle == 2)
1533 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1534 sigma = spread * 0.89442719099991587855; // match baseline stddev
1535 v1 = findperpendicular(forward);
1536 v2 = cross(forward, v1);
1537 // random point on unit circle
1538 dx = random() * 2 * M_PI;
1541 // radius in our dist function
1544 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1546 else if(sstyle == 3) // gauss 3d
1548 sigma = spread * 0.44721359549996; // match baseline stddev
1549 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1551 v1_x += gsl_ran_gaussian(sigma);
1552 v1_y += gsl_ran_gaussian(sigma);
1553 v1_z += gsl_ran_gaussian(sigma);
1556 else if(sstyle == 4) // gauss 2d
1558 sigma = spread * 0.44721359549996; // match baseline stddev
1559 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1560 v1_x = gsl_ran_gaussian(sigma);
1561 v1_y = gsl_ran_gaussian(sigma);
1562 v1_z = gsl_ran_gaussian(sigma);
1563 return normalize(forward + cliptoplane(v1, forward));
1565 else if(sstyle == 5) // 1-r
1567 sigma = spread * 1.154700538379252; // match baseline stddev
1568 v1 = findperpendicular(forward);
1569 v2 = cross(forward, v1);
1570 // random point on unit circle
1571 dx = random() * 2 * M_PI;
1574 // radius in our dist function
1576 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1577 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1579 else if(sstyle == 6) // 1-r^2
1581 sigma = spread * 1.095445115010332; // match baseline stddev
1582 v1 = findperpendicular(forward);
1583 v2 = cross(forward, v1);
1584 // random point on unit circle
1585 dx = random() * 2 * M_PI;
1588 // radius in our dist function
1592 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1594 else if(sstyle == 7) // (1-r) (2-r)
1596 sigma = spread * 1.224744871391589; // match baseline stddev
1597 v1 = findperpendicular(forward);
1598 v2 = cross(forward, v1);
1599 // random point on unit circle
1600 dx = random() * 2 * M_PI;
1603 // radius in our dist function
1607 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1610 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)!");
1613 * how to derive falloff functions:
1614 * rho(r) := (2-r) * (1-r);
1617 * rhor(r) := r * rho(r);
1618 * cr(t) := integrate(rhor(r), r, a, t);
1619 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1620 * variance : scr(b) / cr(b);
1621 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1622 * sqrt(0.4 / variance), numer;
1628 float mspercallsstyle;
1629 float mspercallcount;
1631 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1633 if(missile.owner == world)
1634 error("Unowned missile");
1636 dir = dir + upDir * (pUpSpeed / pSpeed);
1637 dir_z += pZSpeed / pSpeed;
1638 pSpeed *= vlen(dir);
1639 dir = normalize(dir);
1642 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1644 mspercallsum = mspercallcount = 0;
1645 mspercallsstyle = cvar("g_projectiles_spread_style");
1647 mspercallsum -= gettime(GETTIME_HIRES);
1649 dir = W_CalculateProjectileSpread(dir, spread);
1651 mspercallsum += gettime(GETTIME_HIRES);
1652 mspercallcount += 1;
1653 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1656 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1659 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1661 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1664 #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"))
1665 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))