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;
20 void W_SwitchWeapon_Force(entity e, float w)
22 e.cnt = e.switchweapon;
29 // VorteX: static frame globals
30 float WFRAME_DONTCHANGE = -1;
31 float WFRAME_FIRE1 = 0;
32 float WFRAME_FIRE2 = 1;
33 float WFRAME_IDLE = 2;
34 float WFRAME_RELOAD = 3;
37 void(float fr, float t, void() func) weapon_thinkf;
39 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
42 ret_x = screenright * v;
44 ret_z = screenforward * v;
48 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
51 vector mi, ma, thisv, myv, ret;
53 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
55 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
57 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
58 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
61 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
62 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
63 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
64 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
67 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
68 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
69 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
79 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
80 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
81 ret_z = thisv_z - myv_z;
85 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
91 if(player.hitplotfh >= 0)
93 lag = ANTILAG_LATENCY(player);
96 if(clienttype(player) != CLIENTTYPE_REAL)
97 lag = 0; // only antilag for clients
99 org = player.origin + player.view_ofs;
100 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
101 if(trace_ent.flags & FL_CLIENT)
103 antilag_takeback(trace_ent, time - lag);
104 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
105 antilag_restore(trace_ent);
106 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
107 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
116 .float prevstrengthsound;
117 .float prevstrengthsoundattempt;
118 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
121 && (player.items & IT_STRENGTH)
122 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
123 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
125 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
126 player.prevstrengthsound = time;
128 player.prevstrengthsoundattempt = time;
131 // this function calculates w_shotorg and w_shotdir based on the weapon model
132 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
133 // make sure you call makevectors first (FIXME?)
134 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
136 float nudge = 1; // added to traceline target and subtracted from result
139 oldsolid = ent.dphitcontentsmask;
140 if(ent.weapon == WEP_RIFLE)
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
160 // un-adjust trueaim if shotend is too close
161 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
162 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
165 if(accuracy_canbegooddamage(ent))
166 accuracy_add(ent, ent.weapon, maxdamage, 0);
168 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
170 if(ent.weaponentity.movedir_x > 0)
171 vecs = ent.weaponentity.movedir;
175 dv = v_right * -vecs_y + v_up * vecs_z;
176 w_shotorg = ent.origin + ent.view_ofs + dv;
178 // now move the shotorg forward as much as requested if possible
181 if(ent.antilag_debug)
182 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
184 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
187 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
188 w_shotorg = trace_endpos - v_forward * nudge;
189 // calculate the shotdir from the chosen shotorg
190 w_shotdir = normalize(w_shotend - w_shotorg);
193 if (!ent.cvar_cl_noantilag)
195 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
197 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
198 if (!trace_ent.takedamage)
200 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
201 if (trace_ent.takedamage && trace_ent.classname == "player")
205 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
207 w_shotdir = normalize(trace_ent.origin - w_shotorg);
211 else if(autocvar_g_antilag == 3) // client side hitscan
213 // this part MUST use prydon cursor
214 if (ent.cursor_trace_ent) // client was aiming at someone
215 if (ent.cursor_trace_ent != ent) // just to make sure
216 if (ent.cursor_trace_ent.takedamage) // and that person is killable
217 if (ent.cursor_trace_ent.classname == "player") // and actually a player
219 // verify that the shot would miss without antilag
220 // (avoids an issue where guns would always shoot at their origin)
221 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
222 if (!trace_ent.takedamage)
224 // verify that the shot would hit if altered
225 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
226 if (trace_ent == ent.cursor_trace_ent)
227 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
229 print("antilag fail\n");
235 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
238 ent.punchangle_x = recoil * -1;
242 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
243 W_PlayStrengthSound(ent);
246 // nudge w_shotend so a trace to w_shotend hits
247 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
250 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
251 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
252 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
253 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
254 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
256 float CL_Weaponentity_CustomizeEntityForClient()
258 self.viewmodelforclient = self.owner;
259 if(other.classname == "spectator")
260 if(other.enemy == self.owner)
261 self.viewmodelforclient = other;
268 * 1. simple animated model, muzzle flash handling on h_ model:
269 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
271 * shot = muzzle end (shot origin, also used for muzzle flashes)
272 * shell = casings ejection point (must be on the right hand side of the gun)
273 * weapon = attachment for v_tuba.md3
274 * v_tuba.md3 - first and third person model
275 * g_tuba.md3 - pickup model
277 * 2. simple animated model, muzzle flash handling on v_ model:
278 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
280 * weapon = attachment for v_tuba.md3
281 * v_tuba.md3 - first and third person model
283 * shot = muzzle end (shot origin, also used for muzzle flashes)
284 * shell = casings ejection point (must be on the right hand side of the gun)
285 * g_tuba.md3 - pickup model
287 * 3. fully animated model, muzzle flash handling on h_ model:
288 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
290 * shot = muzzle end (shot origin, also used for muzzle flashes)
291 * shell = casings ejection point (must be on the right hand side of the gun)
292 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
293 * v_tuba.md3 - third person model
294 * g_tuba.md3 - pickup model
296 * 4. fully animated model, muzzle flash handling on v_ model:
297 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
299 * shot = muzzle end (shot origin)
300 * shell = casings ejection point (must be on the right hand side of the gun)
301 * v_tuba.md3 - third person model
303 * shot = muzzle end (for muzzle flashes)
304 * g_tuba.md3 - pickup model
308 // self.origin, self.angles
310 // self.movedir, self.view_ofs
314 // call again with ""
316 void CL_WeaponEntity_SetModel(string name)
321 // if there is a child entity, hide it until we're sure we use it
322 if (self.weaponentity)
323 self.weaponentity.model = "";
324 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
325 v_shot_idx = gettagindex(self, "shot"); // used later
327 v_shot_idx = gettagindex(self, "tag_shot");
329 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
330 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
331 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
332 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
333 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
334 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
336 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
337 // if we don't, this is a "real" animated model
338 if(gettagindex(self, "weapon"))
340 if (!self.weaponentity)
341 self.weaponentity = spawn();
342 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
343 setattachment(self.weaponentity, self, "weapon");
345 else if(gettagindex(self, "tag_weapon"))
347 if (!self.weaponentity)
348 self.weaponentity = spawn();
349 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
350 setattachment(self.weaponentity, self, "tag_weapon");
354 if(self.weaponentity)
355 remove(self.weaponentity);
356 self.weaponentity = world;
359 setorigin(self,'0 0 0');
360 self.angles = '0 0 0';
362 self.viewmodelforclient = world;
366 if(v_shot_idx) // v_ model attached to invisible h_ model
368 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
372 idx = gettagindex(self, "shot");
374 idx = gettagindex(self, "tag_shot");
376 self.movedir = gettaginfo(self, idx);
379 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
380 self.movedir = '0 0 0';
384 if(self.weaponentity) // v_ model attached to invisible h_ model
386 idx = gettagindex(self.weaponentity, "shell");
388 idx = gettagindex(self.weaponentity, "tag_shell");
390 self.spawnorigin = gettaginfo(self.weaponentity, idx);
396 idx = gettagindex(self, "shell");
398 idx = gettagindex(self, "tag_shell");
400 self.spawnorigin = gettaginfo(self, idx);
403 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
404 self.spawnorigin = self.movedir;
410 self.oldorigin = '0 0 0'; // use regular attachment
414 if(self.weaponentity)
416 idx = gettagindex(self, "weapon");
418 idx = gettagindex(self, "tag_weapon");
422 idx = gettagindex(self, "handle");
424 idx = gettagindex(self, "tag_handle");
428 self.oldorigin = self.movedir - gettaginfo(self, idx);
432 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");
433 self.oldorigin = '0 0 0'; // there is no way to recover from this
437 self.viewmodelforclient = self.owner;
442 if(self.weaponentity)
443 remove(self.weaponentity);
444 self.weaponentity = world;
445 self.movedir = '0 0 0';
446 self.spawnorigin = '0 0 0';
447 self.oldorigin = '0 0 0';
448 self.anim_fire1 = '0 1 0.01';
449 self.anim_fire2 = '0 1 0.01';
450 self.anim_idle = '0 1 0.01';
451 self.anim_reload = '0 1 0.01';
454 self.view_ofs = '0 0 0';
456 if(self.movedir_x >= 0)
460 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
461 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
463 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
464 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
466 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
468 // check if an instant weapon switch occurred
469 setorigin(self, self.view_ofs);
470 // reset animstate now
471 self.wframe = WFRAME_IDLE;
472 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
475 vector CL_Weapon_GetShotOrg(float wpn)
479 wi = get_weaponinfo(wpn);
482 CL_WeaponEntity_SetModel(wi.mdl);
484 CL_WeaponEntity_SetModel("");
490 void CL_Weaponentity_Think()
493 self.nextthink = time;
494 if (intermission_running)
495 self.frame = self.anim_idle_x;
496 if (self.owner.weaponentity != self)
498 if (self.weaponentity)
499 remove(self.weaponentity);
503 if (self.owner.deadflag != DEAD_NO)
506 if (self.weaponentity)
507 self.weaponentity.model = "";
510 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
512 self.weaponname = self.owner.weaponname;
513 self.dmg = self.owner.modelindex;
514 self.deadflag = self.owner.deadflag;
516 CL_WeaponEntity_SetModel(self.owner.weaponname);
519 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
520 self.effects = self.owner.effects & EFMASK_CHEAP;
521 self.effects &~= EF_LOWPRECISION;
522 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
523 self.effects &~= EF_TELEPORT_BIT;
524 self.effects &~= EF_RESTARTANIM_BIT;
527 if(self.owner.alpha == default_player_alpha)
528 self.alpha = default_weapon_alpha;
529 else if(self.owner.alpha != 0)
530 self.alpha = self.owner.alpha;
534 self.glowmod = self.owner.weaponentity_glowmod;
535 self.colormap = self.owner.colormap;
536 if (self.weaponentity)
538 self.weaponentity.effects = self.effects;
539 self.weaponentity.alpha = self.alpha;
540 self.weaponentity.colormap = self.colormap;
541 self.weaponentity.glowmod = self.glowmod;
544 self.angles = '0 0 0';
546 if (self.state == WS_RAISE && !intermission_running)
548 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
549 self.angles_x = -90 * f * f;
551 else if (self.state == WS_DROP && !intermission_running)
553 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
554 self.angles_x = -90 * f * f;
556 else if (self.state == WS_CLEAR)
559 self.angles_x = -90 * f * f;
563 void CL_ExteriorWeaponentity_Think()
566 self.nextthink = time;
567 if (self.owner.exteriorweaponentity != self)
572 if (self.owner.deadflag != DEAD_NO)
577 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
579 self.weaponname = self.owner.weaponname;
580 self.dmg = self.owner.modelindex;
581 self.deadflag = self.owner.deadflag;
582 if (self.owner.weaponname != "")
583 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
587 if((tag_found = gettagindex(self.owner, "tag_weapon")))
589 self.tag_index = tag_found;
590 self.tag_entity = self.owner;
593 setattachment(self, self.owner, "bip01 r hand");
595 self.effects = self.owner.effects;
596 self.effects |= EF_LOWPRECISION;
597 self.effects = self.effects & EFMASK_CHEAP; // eat performance
598 if(self.owner.alpha == default_player_alpha)
599 self.alpha = default_weapon_alpha;
600 else if(self.owner.alpha != 0)
601 self.alpha = self.owner.alpha;
605 self.glowmod = self.owner.weaponentity_glowmod;
606 self.colormap = self.owner.colormap;
608 CSQCMODEL_AUTOUPDATE();
611 // spawning weaponentity for client
612 void CL_SpawnWeaponentity()
614 self.weaponentity = spawn();
615 self.weaponentity.classname = "weaponentity";
616 self.weaponentity.solid = SOLID_NOT;
617 self.weaponentity.owner = self;
618 setmodel(self.weaponentity, ""); // precision set when changed
619 setorigin(self.weaponentity, '0 0 0');
620 self.weaponentity.angles = '0 0 0';
621 self.weaponentity.viewmodelforclient = self;
622 self.weaponentity.flags = 0;
623 self.weaponentity.think = CL_Weaponentity_Think;
624 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
625 self.weaponentity.nextthink = time;
627 self.exteriorweaponentity = spawn();
628 self.exteriorweaponentity.classname = "exteriorweaponentity";
629 self.exteriorweaponentity.solid = SOLID_NOT;
630 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
631 self.exteriorweaponentity.owner = self;
632 setorigin(self.exteriorweaponentity, '0 0 0');
633 self.exteriorweaponentity.angles = '0 0 0';
634 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
635 self.exteriorweaponentity.nextthink = time;
638 entity oldself = self;
639 self = self.exteriorweaponentity;
640 CSQCMODEL_AUTOINIT();
645 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
648 WriteByte(MSG_ONE, SVC_TEMPENTITY);
649 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
650 WriteByte(MSG_ONE, wpn);
651 WriteString(MSG_ONE, wpnname);
652 WriteByte(MSG_ONE, type);
655 .float hasweapon_complain_spam;
657 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
662 if(time < self.hasweapon_complain_spam)
665 self.hasweapon_complain_spam = time + 0.2;
667 if (wpn < WEP_FIRST || wpn > WEP_LAST)
670 sprint(self, "Invalid weapon\n");
673 if (WEPSET_CONTAINS_EW(cl, wpn))
677 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
685 f = weapon_action(wpn, WR_CHECKAMMO1);
686 f = f + weapon_action(wpn, WR_CHECKAMMO2);
688 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
690 if(wpn == WEP_MINE_LAYER)
691 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
699 if(clienttype(cl) == CLIENTTYPE_REAL)
701 play2(cl, "weapons/unavailable.wav");
702 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
712 // Report Proper Weapon Status / Modified Weapon Ownership Message
713 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
715 Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
717 if(autocvar_g_showweaponspawns)
722 e = get_weaponinfo(wpn);
725 for(e = world; (e = findfloat(e, weapon, wpn)); )
727 if(e.classname == "droppedweapon")
729 if not(e.flags & FL_ITEM)
731 WaypointSprite_Spawn(
738 RADARICON_NONE, '0 0 0'
745 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
748 play2(cl, "weapons/unavailable.wav");
756 if (self.weapon != -1)
759 self.switchingweapon = 0;
761 if (self.weaponentity)
763 self.weaponentity.state = WS_CLEAR;
764 self.weaponentity.effects = 0;
770 if (self.weaponentity)
771 self.weaponentity.state = WS_READY;
772 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
775 // Setup weapon for client (after this raise frame will be launched)
776 void weapon_setup(float windex)
779 e = get_weaponinfo(windex);
780 self.items &~= IT_AMMO;
781 self.items = self.items | (e.items & IT_AMMO);
783 // the two weapon entities will notice this has changed and update their models
784 self.weapon = windex;
785 self.switchingweapon = windex; // to make sure
786 self.weaponname = e.mdl;
787 self.bulletcounter = 0;
790 // perform weapon to attack (weaponstate and attack_finished check is here)
791 void W_SwitchToOtherWeapon(entity pl)
793 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
796 if(WEPSET_CONTAINS_EW(pl, w))
798 WEPSET_ANDNOT_EW(pl, w);
799 ww = w_getbestweapon(pl);
803 ww = w_getbestweapon(pl);
805 W_SwitchWeapon_Force(pl, ww);
810 float weapon_prepareattack_checkammo(float secondary)
812 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
813 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
815 // always keep the Mine Layer if we placed mines, so that we can detonate them
817 if(self.weapon == WEP_MINE_LAYER)
818 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
821 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
823 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
824 self.prevdryfire = time;
827 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
829 if(time - self.prevwarntime > 1)
835 ITEM_WEAPON_PRIMORSEC,
841 self.prevwarntime = time;
843 else // this weapon is totally unable to fire, switch to another one
845 W_SwitchToOtherWeapon(self);
853 float weapon_prepareattack_check(float secondary, float attacktime)
855 if(!weapon_prepareattack_checkammo(secondary))
858 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
859 //if all players readied up and the countdown is running
860 if(time < game_starttime || time < self.race_penalty) {
864 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
867 // do not even think about shooting if switching
868 if(self.switchweapon != self.weapon)
873 // don't fire if previous attack is not finished
874 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
876 // don't fire while changing weapon
877 if (self.weaponentity.state != WS_READY)
883 float weapon_prepareattack_do(float secondary, float attacktime)
885 self.weaponentity.state = WS_INUSE;
887 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
889 // if the weapon hasn't been firing continuously, reset the timer
892 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
894 ATTACK_FINISHED(self) = time;
895 //dprint("resetting attack finished to ", ftos(time), "\n");
897 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
899 self.bulletcounter += 1;
900 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
903 float weapon_prepareattack(float secondary, float attacktime)
905 if(weapon_prepareattack_check(secondary, attacktime))
907 weapon_prepareattack_do(secondary, attacktime);
914 void weapon_thinkf(float fr, float t, void() func)
920 if(fr == WFRAME_DONTCHANGE)
922 fr = self.weaponentity.wframe;
925 else if (fr == WFRAME_IDLE)
934 if (self.weaponentity)
936 self.weaponentity.wframe = fr;
938 if (fr == WFRAME_IDLE)
939 a = self.weaponentity.anim_idle;
940 else if (fr == WFRAME_FIRE1)
941 a = self.weaponentity.anim_fire1;
942 else if (fr == WFRAME_FIRE2)
943 a = self.weaponentity.anim_fire2;
944 else // if (fr == WFRAME_RELOAD)
945 a = self.weaponentity.anim_reload;
946 a_z *= g_weaponratefactor;
947 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
954 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
956 backtrace("Tried to override initial weapon think function - should this really happen?");
959 t *= W_WeaponRateFactor();
961 // VorteX: haste can be added here
962 if (self.weapon_think == w_ready)
964 self.weapon_nextthink = time;
965 //dprint("started firing at ", ftos(time), "\n");
967 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
969 self.weapon_nextthink = time;
970 //dprint("reset weapon animation timer at ", ftos(time), "\n");
972 self.weapon_nextthink = self.weapon_nextthink + t;
973 self.weapon_think = func;
974 //dprint("next ", ftos(self.weapon_nextthink), "\n");
976 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
978 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
979 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
981 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
985 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
986 self.anim_upper_action = 0;
990 void weapon_boblayer1(float spd, vector org)
992 // VorteX: haste can be added here
995 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1001 mvelocity = mvelocity * g_weaponspeedfactor;
1003 mdirection = normalize(mvelocity);
1004 mspeed = vlen(mvelocity);
1006 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1011 void W_AttachToShotorg(entity flash, vector offset)
1015 flash.angles_z = random() * 360;
1017 if(gettagindex(self.weaponentity, "shot"))
1018 setattachment(flash, self.weaponentity, "shot");
1020 setattachment(flash, self.weaponentity, "tag_shot");
1021 setorigin(flash, offset);
1024 copyentity(flash, xflash);
1026 flash.viewmodelforclient = self;
1028 if(self.weaponentity.oldorigin_x > 0)
1030 setattachment(xflash, self.exteriorweaponentity, "");
1031 setorigin(xflash, self.weaponentity.oldorigin + offset);
1035 if(gettagindex(self.exteriorweaponentity, "shot"))
1036 setattachment(xflash, self.exteriorweaponentity, "shot");
1038 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1039 setorigin(xflash, offset);
1043 vector cliptoplane(vector v, vector p)
1045 return v - (v * p) * p;
1048 vector solve_cubic_pq(float p, float q)
1051 D = q*q/4.0 + p*p*p/27.0;
1055 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1056 u = sqrt(-4.0/3.0 * p);
1057 // a in range 0..pi/3
1064 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1066 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1079 return '1 1 0' * v + '0 0 1' * u;
1081 return '0 1 1' * v + '1 0 0' * u;
1086 u = cbrt(-q/2.0 + sqrt(D));
1087 v = cbrt(-q/2.0 - sqrt(D));
1088 return '1 1 1' * (u + v);
1091 vector solve_cubic_abcd(float a, float b, float c, float d)
1097 p = (9*a*c - 3*b*b);
1098 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1099 v = solve_cubic_pq(p, q);
1100 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1102 v += '1 0 -1' * (v_z - v_x); // swap x, z
1106 vector findperpendicular(vector v)
1112 return normalize(cliptoplane(p, v));
1115 vector W_CalculateProjectileSpread(vector forward, float spread)
1118 vector v1 = '0 0 0', v2;
1121 spread *= g_weaponspreadfactor;
1124 sstyle = autocvar_g_projectiles_spread_style;
1128 // this is the baseline for the spread value!
1129 // standard deviation: sqrt(2/5)
1130 // density function: sqrt(1-r^2)
1131 return forward + randomvec() * spread;
1133 else if(sstyle == 1)
1135 // same thing, basically
1136 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1138 else if(sstyle == 2)
1140 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1141 sigma = spread * 0.89442719099991587855; // match baseline stddev
1142 v1 = findperpendicular(forward);
1143 v2 = cross(forward, v1);
1144 // random point on unit circle
1145 dx = random() * 2 * M_PI;
1148 // radius in our dist function
1151 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1153 else if(sstyle == 3) // gauss 3d
1155 sigma = spread * 0.44721359549996; // match baseline stddev
1156 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1158 v1_x += gsl_ran_gaussian(sigma);
1159 v1_y += gsl_ran_gaussian(sigma);
1160 v1_z += gsl_ran_gaussian(sigma);
1163 else if(sstyle == 4) // gauss 2d
1165 sigma = spread * 0.44721359549996; // match baseline stddev
1166 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1167 v1_x = gsl_ran_gaussian(sigma);
1168 v1_y = gsl_ran_gaussian(sigma);
1169 v1_z = gsl_ran_gaussian(sigma);
1170 return normalize(forward + cliptoplane(v1, forward));
1172 else if(sstyle == 5) // 1-r
1174 sigma = spread * 1.154700538379252; // match baseline stddev
1175 v1 = findperpendicular(forward);
1176 v2 = cross(forward, v1);
1177 // random point on unit circle
1178 dx = random() * 2 * M_PI;
1181 // radius in our dist function
1183 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1184 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1186 else if(sstyle == 6) // 1-r^2
1188 sigma = spread * 1.095445115010332; // match baseline stddev
1189 v1 = findperpendicular(forward);
1190 v2 = cross(forward, v1);
1191 // random point on unit circle
1192 dx = random() * 2 * M_PI;
1195 // radius in our dist function
1199 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1201 else if(sstyle == 7) // (1-r) (2-r)
1203 sigma = spread * 1.224744871391589; // match baseline stddev
1204 v1 = findperpendicular(forward);
1205 v2 = cross(forward, v1);
1206 // random point on unit circle
1207 dx = random() * 2 * M_PI;
1210 // radius in our dist function
1214 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1217 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)!");
1220 * how to derive falloff functions:
1221 * rho(r) := (2-r) * (1-r);
1224 * rhor(r) := r * rho(r);
1225 * cr(t) := integrate(rhor(r), r, a, t);
1226 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1227 * variance : scr(b) / cr(b);
1228 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1229 * sqrt(0.4 / variance), numer;
1235 float mspercallsstyle;
1236 float mspercallcount;
1238 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1240 if(missile.owner == world)
1241 error("Unowned missile");
1243 dir = dir + upDir * (pUpSpeed / pSpeed);
1244 dir_z += pZSpeed / pSpeed;
1245 pSpeed *= vlen(dir);
1246 dir = normalize(dir);
1249 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1251 mspercallsum = mspercallcount = 0;
1252 mspercallsstyle = autocvar_g_projectiles_spread_style;
1254 mspercallsum -= gettime(GETTIME_HIRES);
1256 dir = W_CalculateProjectileSpread(dir, spread);
1258 mspercallsum += gettime(GETTIME_HIRES);
1259 mspercallcount += 1;
1260 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1263 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1266 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1268 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1271 #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)
1272 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1274 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1276 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1279 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1282 self.clip_load -= ammo_use;
1283 self.(weapon_load[self.weapon]) = self.clip_load;
1286 self.(self.current_ammo) -= ammo_use;
1289 // weapon reloading code
1291 .float reload_ammo_amount, reload_ammo_min, reload_time;
1292 .float reload_complain;
1293 .string reload_sound;
1295 void W_ReloadedAndReady()
1297 // finish the reloading process, and do the ammo transfer
1299 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1301 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1302 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1303 self.clip_load = self.reload_ammo_amount;
1306 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1308 self.clip_load += 1;
1309 self.(self.current_ammo) -= 1;
1312 self.(weapon_load[self.weapon]) = self.clip_load;
1314 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1315 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1316 // so your weapon is disabled for a few seconds without reason
1318 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1323 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1325 // set global values to work with
1327 self.reload_ammo_min = sent_ammo_min;
1328 self.reload_ammo_amount = sent_ammo_amount;
1329 self.reload_time = sent_time;
1330 self.reload_sound = sent_sound;
1332 // check if we meet the necessary conditions to reload
1335 e = get_weaponinfo(self.weapon);
1337 // don't reload weapons that don't have the RELOADABLE flag
1338 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1340 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1344 // return if reloading is disabled for this weapon
1345 if(!self.reload_ammo_amount)
1348 // our weapon is fully loaded, no need to reload
1349 if (self.clip_load >= self.reload_ammo_amount)
1352 // no ammo, so nothing to load
1353 if(!self.(self.current_ammo) && self.reload_ammo_min)
1354 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1356 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1358 play2(self, "weapons/unavailable.wav");
1359 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1360 self.reload_complain = time + 1;
1362 // switch away if the amount of ammo is not enough to keep using this weapon
1363 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1365 self.clip_load = -1; // reload later
1366 W_SwitchToOtherWeapon(self);
1371 if (self.weaponentity)
1373 if (self.weaponentity.wframe == WFRAME_RELOAD)
1376 // allow switching away while reloading, but this will cause a new reload!
1377 self.weaponentity.state = WS_READY;
1380 // now begin the reloading process
1382 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1384 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1385 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1386 // so your weapon is disabled for a few seconds without reason
1388 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1390 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1392 if(self.clip_load < 0)
1394 self.old_clip_load = self.clip_load;
1395 self.clip_load = self.(weapon_load[self.weapon]) = -1;