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)
38 e.cnt = e.switchweapon;
45 // VorteX: static frame globals
46 float WFRAME_DONTCHANGE = -1;
47 float WFRAME_FIRE1 = 0;
48 float WFRAME_FIRE2 = 1;
49 float WFRAME_IDLE = 2;
50 float WFRAME_RELOAD = 3;
53 void(float fr, float t, void() func) weapon_thinkf;
55 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
58 ret_x = screenright * v;
60 ret_z = screenforward * v;
64 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
67 vector mi, ma, thisv, myv, ret;
69 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
71 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
73 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
76 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
77 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
78 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
79 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
82 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
83 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
84 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
93 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
94 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
95 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
96 ret_z = thisv_z - myv_z;
100 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
106 if(player.hitplotfh >= 0)
108 lag = ANTILAG_LATENCY(player);
111 if(clienttype(player) != CLIENTTYPE_REAL)
112 lag = 0; // only antilag for clients
114 org = player.origin + player.view_ofs;
115 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
116 if(trace_ent.flags & FL_CLIENT)
118 antilag_takeback(trace_ent, time - lag);
119 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
120 antilag_restore(trace_ent);
121 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
122 //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 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
135 float nudge = 1; // added to traceline target and subtracted from result
136 local vector trueaimpoint;
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 * MAX_SHOT_DISTANCE, 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 * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
149 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
155 trueaimpoint = 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)
174 vecs = ent.weaponentity.movedir;
180 if(debug_shotorg != '0 0 0')
181 vecs = debug_shotorg;
183 dv = v_right * vecs_y + v_up * vecs_z;
184 w_shotorg = ent.origin + ent.view_ofs + dv;
186 // now move the shotorg forward as much as requested if possible
189 if(ent.antilag_debug)
190 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
192 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
195 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
196 w_shotorg = trace_endpos - v_forward * nudge;
197 // calculate the shotdir from the chosen shotorg
198 w_shotdir = normalize(trueaimpoint - w_shotorg);
201 if (!ent.cvar_cl_noantilag)
203 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
205 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
206 if (!trace_ent.takedamage)
208 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
209 if (trace_ent.takedamage && trace_ent.classname == "player")
213 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
215 w_shotdir = normalize(trace_ent.origin - w_shotorg);
219 else if(cvar("g_antilag") == 3) // client side hitscan
221 // this part MUST use prydon cursor
222 if (ent.cursor_trace_ent) // client was aiming at someone
223 if (ent.cursor_trace_ent != ent) // just to make sure
224 if (ent.cursor_trace_ent.takedamage) // and that person is killable
225 if (ent.cursor_trace_ent.classname == "player") // and actually a player
227 // verify that the shot would miss without antilag
228 // (avoids an issue where guns would always shoot at their origin)
229 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
230 if (!trace_ent.takedamage)
232 // verify that the shot would hit if altered
233 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
234 if (trace_ent == ent.cursor_trace_ent)
235 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
237 print("antilag fail\n");
243 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
246 ent.punchangle_x = recoil * -1;
250 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
253 if (ent.items & IT_STRENGTH)
255 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
258 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
259 #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)
260 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
262 void LaserTarget_Think()
269 // list of weapons that will use the laser, and the options that enable it
270 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
273 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
278 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
281 // rocket launcher isn't selected, so no laser target.
282 if(self.lasertarget != world)
284 remove(self.lasertarget);
285 self.lasertarget = world;
290 if(!self.lasertarget)
292 // we don't have a lasertarget entity, so spawn one
293 //bprint("create laser target\n");
294 e = self.lasertarget = spawn();
295 e.owner = self.owner; // Its owner is my owner
296 e.classname = "laser_target";
297 e.movetype = MOVETYPE_NOCLIP; // don't touch things
298 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
299 e.scale = 1.25; // make it larger
300 e.alpha = 0.25; // transparency
301 e.colormod = '255 0 0' * (1/255) * 8; // change colors
302 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
303 // make it dynamically glow
304 // you should avoid over-using this, as it can slow down the player's computer.
305 e.glow_color = 251; // red color
309 e = self.lasertarget;
311 // move the laser dot to where the player is looking
313 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
314 offset = '0 0 26' + v_right*3;
315 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
316 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
317 if(trace_plane_normal != '0 0 0')
318 e.angles = vectoangles(trace_plane_normal);
320 e.angles = vectoangles(v_forward);
323 float CL_Weaponentity_CustomizeEntityForClient()
325 self.viewmodelforclient = self.owner;
326 if(other.classname == "spectator")
327 if(other.enemy == self.owner)
328 self.viewmodelforclient = other;
332 float qcweaponanimation;
333 vector weapon_offset = '0 -10 0';
334 vector weapon_adjust = '10 0 -15';
335 .vector weapon_morph0origin;
336 .vector weapon_morph0angles;
337 .float weapon_morph0time;
338 .vector weapon_morph1origin;
339 .vector weapon_morph1angles;
340 .float weapon_morph1time;
341 .vector weapon_morph2origin;
342 .vector weapon_morph2angles;
343 .float weapon_morph2time;
344 .vector weapon_morph3origin;
345 .vector weapon_morph3angles;
346 .float weapon_morph3time;
347 .vector weapon_morph4origin;
348 .vector weapon_morph4angles;
349 .float weapon_morph4time;
351 #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)
356 * 1. simple animated model, muzzle flash handling on h_ model:
357 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
359 * shot = muzzle end (shot origin, also used for muzzle flashes)
360 * shell = casings ejection point (must be on the right hand side of the gun)
361 * weapon = attachment for v_tuba.md3
362 * v_tuba.md3 - first and third person model
363 * g_tuba.md3 - pickup model
365 * 2. simple animated model, muzzle flash handling on v_ model:
366 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
368 * weapon = attachment for v_tuba.md3
369 * v_tuba.md3 - first and third person model
371 * shot = muzzle end (shot origin, also used for muzzle flashes)
372 * shell = casings ejection point (must be on the right hand side of the gun)
373 * g_tuba.md3 - pickup model
375 * 3. fully animated model, muzzle flash handling on h_ model:
376 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
378 * shot = muzzle end (shot origin, also used for muzzle flashes)
379 * shell = casings ejection point (must be on the right hand side of the gun)
380 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
381 * v_tuba.md3 - third person model
382 * g_tuba.md3 - pickup model
384 * 4. fully animated model, muzzle flash handling on v_ model:
385 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
387 * shot = muzzle end (shot origin)
388 * shell = casings ejection point (must be on the right hand side of the gun)
389 * v_tuba.md3 - third person model
391 * shot = muzzle end (for muzzle flashes)
392 * g_tuba.md3 - pickup model
395 void CL_Weaponentity_Think()
397 float tb, v_shot_idx;
398 self.nextthink = time;
399 if (intermission_running)
400 self.frame = self.anim_idle_x;
401 if (self.owner.weaponentity != self)
403 if (self.weaponentity)
404 remove(self.weaponentity);
408 if (self.owner.deadflag != DEAD_NO)
411 if (self.weaponentity)
412 self.weaponentity.model = "";
415 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
417 self.cnt = self.owner.weapon;
418 self.dmg = self.owner.modelindex;
419 self.deadflag = self.owner.deadflag;
423 if (self.owner.weaponname != "")
425 // if there is a child entity, hide it until we're sure we use it
426 if (self.weaponentity)
427 self.weaponentity.model = "";
428 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
429 v_shot_idx = gettagindex(self, "shot"); // used later
431 v_shot_idx = gettagindex(self, "tag_shot");
433 if(qcweaponanimation)
435 self.angles = '0 0 0';
436 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
437 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
438 self.movedir_x += 32;
439 self.spawnorigin = self.movedir;
440 // oldorigin - not calculated here
444 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
445 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
446 animfile = fopen(animfilename, FILE_READ);
447 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
448 self.anim_fire1 = '0 1 0.01';
449 self.anim_fire2 = '1 1 0.01';
450 self.anim_idle = '2 1 0.01';
451 self.anim_reload = '3 1 0.01';
454 animparseerror = FALSE;
455 self.anim_fire1 = animparseline(animfile);
456 self.anim_fire2 = animparseline(animfile);
457 self.anim_idle = animparseline(animfile);
458 self.anim_reload = animparseline(animfile);
461 print("Parse error in ", animfilename, ", some player animations are broken\n");
464 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
465 // if we don't, this is a "real" animated model
466 if(gettagindex(self, "weapon"))
468 if (!self.weaponentity)
469 self.weaponentity = spawn();
470 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
471 setattachment(self.weaponentity, self, "weapon");
473 else if(gettagindex(self, "tag_weapon"))
475 if (!self.weaponentity)
476 self.weaponentity = spawn();
477 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
478 setattachment(self.weaponentity, self, "tag_weapon");
482 if(self.weaponentity)
483 remove(self.weaponentity);
484 self.weaponentity = world;
487 setorigin(self,'0 0 0');
488 self.angles = '0 0 0';
490 self.viewmodelforclient = world;
494 if(v_shot_idx) // v_ model attached to invisible h_ model
496 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
500 idx = gettagindex(self, "shot");
502 idx = gettagindex(self, "tag_shot");
504 self.movedir = gettaginfo(self, idx);
507 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
508 self.movedir = '0 0 0';
512 if(self.weaponentity) // v_ model attached to invisible h_ model
514 idx = gettagindex(self.weaponentity, "shell");
516 idx = gettagindex(self.weaponentity, "tag_shell");
518 self.spawnorigin = gettaginfo(self.weaponentity, idx);
524 idx = gettagindex(self, "shell");
526 idx = gettagindex(self, "tag_shell");
528 self.spawnorigin = gettaginfo(self, idx);
531 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
532 self.spawnorigin = self.movedir;
538 self.oldorigin = '0 0 0'; // use regular attachment
542 if(self.weaponentity)
544 idx = gettagindex(self, "weapon");
546 idx = gettagindex(self, "tag_weapon");
550 idx = gettagindex(self, "handle");
552 idx = gettagindex(self, "tag_handle");
556 self.oldorigin = self.movedir - gettaginfo(self, idx);
560 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");
561 self.oldorigin = '0 0 0'; // there is no way to recover from this
565 self.viewmodelforclient = self.owner;
571 if(self.weaponentity)
572 remove(self.weaponentity);
573 self.weaponentity = world;
574 self.movedir = '0 0 0';
575 self.spawnorigin = '0 0 0';
576 self.oldorigin = '0 0 0';
577 self.anim_fire1 = '0 1 0.01';
578 self.anim_fire2 = '0 1 0.01';
579 self.anim_idle = '0 1 0.01';
580 self.anim_reload = '0 1 0.01';
583 self.view_ofs = '0 0 0';
585 if(self.movedir_x >= 0)
589 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
590 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
592 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
593 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
595 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
597 // check if an instant weapon switch occurred
598 if (qcweaponanimation)
600 if (self.state == WS_READY)
602 self.angles = '0 0 0';
603 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
604 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
608 setorigin(self, self.view_ofs);
609 // reset animstate now
610 self.wframe = WFRAME_IDLE;
611 self.weapon_morph0time = 0;
612 self.weapon_morph1time = 0;
613 self.weapon_morph2time = 0;
614 self.weapon_morph3time = 0;
615 self.weapon_morph4time = 0;
616 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
619 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
620 self.effects = self.owner.effects & EFMASK_CHEAP;
621 self.effects &~= EF_LOWPRECISION;
622 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
623 self.effects &~= EF_TELEPORT_BIT;
624 self.effects &~= EF_RESTARTANIM_BIT;
627 if(self.owner.alpha == default_player_alpha)
628 self.alpha = default_weapon_alpha;
629 else if(self.owner.alpha != 0)
630 self.alpha = self.owner.alpha;
634 self.colormap = self.owner.colormap;
635 if (self.weaponentity)
637 self.weaponentity.effects = self.effects;
638 self.weaponentity.alpha = self.alpha;
639 self.weaponentity.colormap = self.colormap;
642 self.angles = '0 0 0';
645 if (self.state == WS_RAISE && !intermission_running)
647 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
648 self.angles_x = -90 * f * f;
649 if (qcweaponanimation)
651 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
655 else if (self.state == WS_DROP && !intermission_running)
657 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
658 self.angles_x = -90 * f * f;
659 if (qcweaponanimation)
661 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
662 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
665 else if (self.state == WS_CLEAR)
668 self.angles_x = -90 * f * f;
669 if (qcweaponanimation)
671 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
672 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
675 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
677 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
678 f = 1 - pow(1 - f, 3);
679 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
680 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
682 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
684 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
685 f = 1 - pow(1 - f, 3);
686 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
687 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
689 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
691 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
692 f = 1 - pow(1 - f, 3);
693 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
694 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
696 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
698 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
699 f = 1 - pow(1 - f, 3);
700 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
701 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
703 else if (qcweaponanimation)
705 // begin a new idle morph
706 self.owner.weapon_morph0time = time;
707 self.owner.weapon_morph0angles = self.angles;
708 self.owner.weapon_morph0origin = self.origin;
716 // turn gun to the left to look at it
718 self.owner.weapon_morph1time = time + t * 0.2;
719 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
720 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');
721 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
723 self.owner.weapon_morph2time = time + t * 0.6;
724 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
725 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');
726 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
728 self.owner.weapon_morph3time = time + t;
729 self.owner.weapon_morph3angles = '0 0 0';
730 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');
731 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
735 // raise the gun a bit
737 self.owner.weapon_morph1time = time + t * 0.2;
738 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
739 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');
740 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
742 self.owner.weapon_morph2time = time + t * 0.5;
743 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
744 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');
745 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
747 self.owner.weapon_morph3time = time + t;
748 self.owner.weapon_morph3angles = '0 0 0';
749 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');
750 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
756 self.owner.weapon_morph1time = time + t * 0.3;
757 self.owner.weapon_morph1angles = randomvec() * 6;
758 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');
759 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
761 self.owner.weapon_morph2time = time + t * 0.7;
762 self.owner.weapon_morph2angles = randomvec() * 6;
763 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');
764 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
766 self.owner.weapon_morph3time = time + t;
767 self.owner.weapon_morph3angles = '0 0 0';
768 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');
769 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
773 // hold it mostly steady
774 t = random() * 6 + 4;
775 self.owner.weapon_morph1time = time + t * 0.2;
776 self.owner.weapon_morph1angles = randomvec() * 1;
777 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');
778 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
780 self.owner.weapon_morph2time = time + t * 0.5;
781 self.owner.weapon_morph2angles = randomvec() * 1;
782 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');
783 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
785 self.owner.weapon_morph3time = time + t * 0.7;
786 self.owner.weapon_morph3angles = randomvec() * 1;
787 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');
788 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
791 self.owner.weapon_morph4time = time + t;
792 self.owner.weapon_morph4angles = '0 0 0';
793 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');
794 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
798 // create or update the lasertarget entity
802 void CL_ExteriorWeaponentity_Think()
806 self.nextthink = time;
807 if (self.owner.exteriorweaponentity != self)
812 if (self.owner.deadflag != DEAD_NO)
817 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
819 self.cnt = self.owner.weapon;
820 self.dmg = self.owner.modelindex;
821 self.deadflag = self.owner.deadflag;
822 if (self.owner.weaponname != "")
823 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
827 if((tag_found = gettagindex(self.owner, "tag_weapon")))
829 self.tag_index = tag_found;
830 self.tag_entity = self.owner;
833 setattachment(self, self.owner, "bip01 r hand");
835 // if that didn't find a tag, hide the exterior weapon model
839 self.effects = self.owner.effects;
840 if(sv_pitch_min == sv_pitch_max)
841 self.effects |= EF_LOWPRECISION;
843 self.effects &~= EF_LOWPRECISION;
844 self.effects = self.effects & EFMASK_CHEAP; // eat performance
845 if(self.owner.alpha == default_player_alpha)
846 self.alpha = default_weapon_alpha;
847 else if(self.owner.alpha != 0)
848 self.alpha = self.owner.alpha;
852 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
856 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
858 ang_y = self.owner.v_angle_y;
860 var vector v = v_forward;
861 var float t = self.tag_entity.frame1time;
862 var float f = self.tag_entity.frame;
863 self.tag_entity.frame1time = time;
864 self.tag_entity.frame = self.tag_entity.anim_idle_x;
865 gettaginfo(self.tag_entity, self.tag_index);
866 self.tag_entity.frame1time = t;
867 self.tag_entity.frame = f;
868 // untransform v according to this coordinate space
873 self.angles = vectoangles(w);
877 ang_x = -/* don't ask */ang_x;
881 self.colormap = self.owner.colormap;
884 // spawning weaponentity for client
885 void CL_SpawnWeaponentity()
887 self.weaponentity = spawn();
888 self.weaponentity.classname = "weaponentity";
889 self.weaponentity.solid = SOLID_NOT;
890 self.weaponentity.owner = self;
891 setmodel(self.weaponentity, ""); // precision set when changed
892 setorigin(self.weaponentity, '0 0 0');
893 self.weaponentity.angles = '0 0 0';
894 self.weaponentity.viewmodelforclient = self;
895 self.weaponentity.flags = 0;
896 self.weaponentity.think = CL_Weaponentity_Think;
897 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
898 self.weaponentity.nextthink = time;
900 self.exteriorweaponentity = spawn();
901 self.exteriorweaponentity.classname = "exteriorweaponentity";
902 self.exteriorweaponentity.solid = SOLID_NOT;
903 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
904 self.exteriorweaponentity.owner = self;
905 setorigin(self.exteriorweaponentity, '0 0 0');
906 self.exteriorweaponentity.angles = '0 0 0';
907 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
908 self.exteriorweaponentity.nextthink = time;
911 .float hasweapon_complain_spam;
913 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
915 local float weaponbit, f;
916 local entity oldself;
918 if(time < self.hasweapon_complain_spam)
921 self.hasweapon_complain_spam = time + 0.2;
923 if (wpn < WEP_FIRST || wpn > WEP_LAST)
926 sprint(self, "Invalid weapon\n");
929 weaponbit = W_WeaponBit(wpn);
930 if (cl.weapons & weaponbit)
934 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
942 f = weapon_action(wpn, WR_CHECKAMMO1);
943 f = f + weapon_action(wpn, WR_CHECKAMMO2);
949 if(clienttype(cl) == CLIENTTYPE_REAL)
951 play2(cl, "weapons/unavailable.wav");
952 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
962 // Report Proper Weapon Status / Modified Weapon Ownership Message
963 if(weaponsInMap & weaponbit)
965 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
967 if(cvar("g_showweaponspawns"))
972 e = get_weaponinfo(wpn);
975 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
977 if(e.classname == "droppedweapon")
979 if not(e.flags & FL_ITEM)
981 WaypointSprite_Spawn(
993 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
995 play2(cl, "weapons/unavailable.wav");
1003 if (self.weapon != -1)
1005 if (self.weaponentity)
1007 self.weaponentity.state = WS_CLEAR;
1008 self.weaponentity.effects = 0;
1014 if (self.weaponentity)
1015 self.weaponentity.state = WS_READY;
1016 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1019 // Setup weapon for client (after this raise frame will be launched)
1020 void weapon_setup(float windex)
1023 qcweaponanimation = cvar("sv_qcweaponanimation");
1024 e = get_weaponinfo(windex);
1025 self.items &~= IT_AMMO;
1026 self.items = self.items | e.items;
1028 // the two weapon entities will notice this has changed and update their models
1029 self.weapon = windex;
1030 self.weaponname = e.mdl;
1031 self.bulletcounter = 0;
1034 // perform weapon to attack (weaponstate and attack_finished check is here)
1035 void W_SwitchToOtherWeapon(entity pl)
1037 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1039 w = W_WeaponBit(pl.weapon);
1041 ww = w_getbestweapon(pl);
1044 W_SwitchWeapon_Force(pl, ww);
1046 float weapon_prepareattack_checkammo(float secondary)
1048 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1049 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1051 W_SwitchToOtherWeapon(self);
1056 .float race_penalty;
1057 float weapon_prepareattack_check(float secondary, float attacktime)
1059 if(!weapon_prepareattack_checkammo(secondary))
1062 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1063 //if all players readied up and the countdown is running
1064 if(time < game_starttime || time < self.race_penalty) {
1068 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1071 // do not even think about shooting if switching
1072 if(self.switchweapon != self.weapon)
1077 // don't fire if previous attack is not finished
1078 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1080 // don't fire while changing weapon
1081 if (self.weaponentity.state != WS_READY)
1087 float weapon_prepareattack_do(float secondary, float attacktime)
1089 self.weaponentity.state = WS_INUSE;
1091 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1093 // if the weapon hasn't been firing continuously, reset the timer
1096 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1098 ATTACK_FINISHED(self) = time;
1099 //dprint("resetting attack finished to ", ftos(time), "\n");
1101 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1103 self.bulletcounter += 1;
1104 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1107 float weapon_prepareattack(float secondary, float attacktime)
1109 if(weapon_prepareattack_check(secondary, attacktime))
1111 weapon_prepareattack_do(secondary, attacktime);
1118 void weapon_thinkf(float fr, float t, void() func)
1124 if(fr == WFRAME_DONTCHANGE)
1126 fr = self.weaponentity.wframe;
1127 restartanim = FALSE;
1129 else if (fr == WFRAME_IDLE)
1130 restartanim = FALSE;
1138 if (self.weaponentity)
1140 self.weaponentity.wframe = fr;
1141 if (qcweaponanimation)
1143 if (fr != WFRAME_IDLE)
1145 self.weapon_morph0time = time;
1146 self.weapon_morph0angles = self.weaponentity.angles;
1147 self.weapon_morph0origin = self.weaponentity.origin;
1149 self.weapon_morph1angles = '0 0 0';
1150 self.weapon_morph1time = time + t;
1151 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1152 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1154 self.weapon_morph2angles = '0 0 0';
1155 self.weapon_morph2time = time + t;
1156 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1157 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1159 self.weapon_morph3angles = '0 0 0';
1160 self.weapon_morph3time = time + t;
1161 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1162 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1164 self.weapon_morph4angles = '0 0 0';
1165 self.weapon_morph4time = time + t;
1166 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1167 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1169 if (fr == WFRAME_FIRE1)
1171 self.weapon_morph1angles = '5 0 0';
1172 self.weapon_morph1time = time + t * 0.1;
1173 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1174 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1175 self.weapon_morph4time = time + t + 1; // delay idle effect
1177 else if (fr == WFRAME_FIRE2)
1179 self.weapon_morph1angles = '10 0 0';
1180 self.weapon_morph1time = time + t * 0.1;
1181 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1182 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1183 self.weapon_morph4time = time + t + 1; // delay idle effect
1185 else if (fr == WFRAME_RELOAD)
1187 self.weapon_morph1time = time + t * 0.05;
1188 self.weapon_morph1angles = '-10 40 0';
1189 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1190 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1192 self.weapon_morph2time = time + t * 0.15;
1193 self.weapon_morph2angles = '-10 40 5';
1194 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1195 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1197 self.weapon_morph3time = time + t * 0.25;
1198 self.weapon_morph3angles = '-10 40 0';
1199 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1200 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1206 if (fr == WFRAME_IDLE)
1207 a = self.weaponentity.anim_idle;
1208 else if (fr == WFRAME_FIRE1)
1209 a = self.weaponentity.anim_fire1;
1210 else if (fr == WFRAME_FIRE2)
1211 a = self.weaponentity.anim_fire2;
1212 else if (fr == WFRAME_RELOAD)
1213 a = self.weaponentity.anim_reload;
1214 a_z *= g_weaponratefactor;
1215 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1223 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1225 backtrace("Tried to override initial weapon think function - should this really happen?");
1228 t *= W_WeaponRateFactor();
1230 // VorteX: haste can be added here
1231 if (self.weapon_think == w_ready)
1233 self.weapon_nextthink = time;
1234 //dprint("started firing at ", ftos(time), "\n");
1236 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1238 self.weapon_nextthink = time;
1239 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1241 self.weapon_nextthink = self.weapon_nextthink + t;
1242 self.weapon_think = func;
1243 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1247 if (!self.crouch) // shoot anim stands up, this looks bad
1250 anim = self.anim_shoot;
1251 anim_z = anim_y / (t + sys_frametime);
1252 setanim(self, anim, FALSE, TRUE, TRUE);
1256 void weapon_boblayer1(float spd, vector org)
1258 // VorteX: haste can be added here
1261 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1269 mvelocity = mvelocity * g_weaponspeedfactor;
1271 mdirection = normalize(mvelocity);
1272 mspeed = vlen(mvelocity);
1274 nstyle = cvar("g_projectiles_newton_style");
1277 // absolute velocity
1278 outvelocity = mvelocity;
1280 else if(nstyle == 1)
1282 // true Newtonian projectiles
1283 outvelocity = pvelocity + mvelocity;
1285 else if(nstyle == 2)
1287 // true Newtonian projectiles with automatic aim adjustment
1289 // solve: |outspeed * mdirection - pvelocity| = mspeed
1290 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1291 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1295 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1296 // velocity without mdirection component > mspeed
1297 // fire at smallest possible mspeed that works?
1298 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1301 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1303 outspeed = solution_y; // the larger one
1306 //outspeed = 0; // slowest possible shot
1307 outspeed = solution_x; // the real part (that is, the average!)
1308 //dprint("impossible shot, adjusting\n");
1311 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1312 outvelocity = mdirection * outspeed;
1314 else if(nstyle == 3)
1316 // pseudo-Newtonian:
1317 outspeed = mspeed + mdirection * pvelocity;
1318 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1319 outvelocity = mdirection * outspeed;
1321 else if(nstyle == 4)
1324 outspeed = mspeed + vlen(pvelocity);
1325 outvelocity = mdirection * outspeed;
1328 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1333 void W_AttachToShotorg(entity flash, vector offset)
1337 flash.angles_z = random() * 360;
1338 if(qcweaponanimation)
1340 setorigin(flash, w_shotorg + w_shotdir * 50);
1341 flash.angles = vectoangles(w_shotdir);
1342 flash.angles_z = random() * 360;
1346 setattachment(flash, self.weaponentity, "shot");
1347 setorigin(flash, offset);
1350 copyentity(flash, xflash);
1352 flash.viewmodelforclient = self;
1354 if(self.weaponentity.oldorigin_x > 0)
1356 setattachment(xflash, self.exteriorweaponentity, "");
1357 setorigin(xflash, self.weaponentity.oldorigin + offset);
1361 setattachment(xflash, self.exteriorweaponentity, "shot");
1366 vector cliptoplane(vector v, vector p)
1368 return v - (v * p) * p;
1371 vector solve_cubic_pq(float p, float q)
1374 D = q*q/4.0 + p*p*p/27.0;
1378 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1379 u = sqrt(-4.0/3.0 * p);
1380 // a in range 0..pi/3
1387 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1389 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1402 return '1 1 0' * v + '0 0 1' * u;
1404 return '0 1 1' * v + '1 0 0' * u;
1409 u = cbrt(-q/2.0 + sqrt(D));
1410 v = cbrt(-q/2.0 - sqrt(D));
1411 return '1 1 1' * (u + v);
1414 vector solve_cubic_abcd(float a, float b, float c, float d)
1420 p = (9*a*c - 3*b*b);
1421 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1422 v = solve_cubic_pq(p, q);
1423 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1425 v += '1 0 -1' * (v_z - v_x); // swap x, z
1429 vector findperpendicular(vector v)
1435 return normalize(cliptoplane(p, v));
1438 vector W_CalculateProjectileSpread(vector forward, float spread)
1444 spread *= g_weaponspreadfactor;
1447 sstyle = cvar("g_projectiles_spread_style");
1451 // this is the baseline for the spread value!
1452 // standard deviation: sqrt(2/5)
1453 // density function: sqrt(1-r^2)
1454 return forward + randomvec() * spread;
1456 else if(sstyle == 1)
1458 // same thing, basically
1459 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1461 else if(sstyle == 2)
1463 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1464 sigma = spread * 0.89442719099991587855; // match baseline stddev
1465 v1 = findperpendicular(forward);
1466 v2 = cross(forward, v1);
1467 // random point on unit circle
1468 dx = random() * 2 * M_PI;
1471 // radius in our dist function
1474 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1476 else if(sstyle == 3) // gauss 3d
1478 sigma = spread * 0.44721359549996; // match baseline stddev
1479 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1481 v1_x += gsl_ran_gaussian(sigma);
1482 v1_y += gsl_ran_gaussian(sigma);
1483 v1_z += gsl_ran_gaussian(sigma);
1486 else if(sstyle == 4) // gauss 2d
1488 sigma = spread * 0.44721359549996; // match baseline stddev
1489 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1490 v1_x = gsl_ran_gaussian(sigma);
1491 v1_y = gsl_ran_gaussian(sigma);
1492 v1_z = gsl_ran_gaussian(sigma);
1493 return normalize(forward + cliptoplane(v1, forward));
1495 else if(sstyle == 5) // 1-r
1497 sigma = spread * 1.154700538379252; // match baseline stddev
1498 v1 = findperpendicular(forward);
1499 v2 = cross(forward, v1);
1500 // random point on unit circle
1501 dx = random() * 2 * M_PI;
1504 // radius in our dist function
1506 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1507 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1509 else if(sstyle == 6) // 1-r^2
1511 sigma = spread * 1.095445115010332; // match baseline stddev
1512 v1 = findperpendicular(forward);
1513 v2 = cross(forward, v1);
1514 // random point on unit circle
1515 dx = random() * 2 * M_PI;
1518 // radius in our dist function
1522 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1524 else if(sstyle == 7) // (1-r) (2-r)
1526 sigma = spread * 1.224744871391589; // match baseline stddev
1527 v1 = findperpendicular(forward);
1528 v2 = cross(forward, v1);
1529 // random point on unit circle
1530 dx = random() * 2 * M_PI;
1533 // radius in our dist function
1537 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1540 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)!");
1543 * how to derive falloff functions:
1544 * rho(r) := (2-r) * (1-r);
1547 * rhor(r) := r * rho(r);
1548 * cr(t) := integrate(rhor(r), r, a, t);
1549 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1550 * variance : scr(b) / cr(b);
1551 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1552 * sqrt(0.4 / variance), numer;
1558 float mspercallsstyle;
1559 float mspercallcount;
1561 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1563 if(missile.owner == world)
1564 error("Unowned missile");
1566 dir = dir + upDir * (pUpSpeed / pSpeed);
1567 dir_z += pZSpeed / pSpeed;
1568 pSpeed *= vlen(dir);
1569 dir = normalize(dir);
1572 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1574 mspercallsum = mspercallcount = 0;
1575 mspercallsstyle = cvar("g_projectiles_spread_style");
1577 mspercallsum -= gettime(GETTIME_HIRES);
1579 dir = W_CalculateProjectileSpread(dir, spread);
1581 mspercallsum += gettime(GETTIME_HIRES);
1582 mspercallcount += 1;
1583 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1586 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1589 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1591 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1594 #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"))
1595 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))