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;
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
51 void(float fr, float t, void() func) weapon_thinkf;
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
56 ret_x = screenright * v;
58 ret_z = screenforward * v;
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
65 vector mi, ma, thisv, myv, ret;
67 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
91 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94 ret_z = thisv_z - myv_z;
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
104 if(player.hitplotfh >= 0)
106 lag = ANTILAG_LATENCY(player);
109 if(clienttype(player) != CLIENTTYPE_REAL)
110 lag = 0; // only antilag for clients
112 org = player.origin + player.view_ofs;
113 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114 if(trace_ent.flags & FL_CLIENT)
116 antilag_takeback(trace_ent, time - lag);
117 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118 antilag_restore(trace_ent);
119 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 float nudge = 1; // added to traceline target and subtracted from result
134 local vector trueaimpoint;
135 local float oldsolid;
137 oldsolid = ent.dphitcontentsmask;
138 if(ent.weapon == WEP_CAMPINGRIFLE)
139 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 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));
144 // passing world, because we do NOT want it to touch dphitcontentsmask
146 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
153 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
159 if not(inWarmupStage) {
161 w = get_weaponinfo(ent.weapon);
162 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
163 ent.stats_fired[ent.weapon - 1] += maxdamage;
164 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
168 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
170 if(ent.weaponentity.movedir_x > 0)
172 vecs = ent.weaponentity.movedir;
178 if(debug_shotorg != '0 0 0')
179 vecs = debug_shotorg;
181 dv = v_right * vecs_y + v_up * vecs_z;
182 w_shotorg = ent.origin + ent.view_ofs + dv;
184 // now move the shotorg forward as much as requested if possible
187 if(ent.antilag_debug)
188 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
190 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
193 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
194 w_shotorg = trace_endpos - v_forward * nudge;
195 // calculate the shotdir from the chosen shotorg
196 w_shotdir = normalize(trueaimpoint - w_shotorg);
199 if (!ent.cvar_cl_noantilag)
201 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
203 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
204 if (!trace_ent.takedamage)
206 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
207 if (trace_ent.takedamage && trace_ent.classname == "player")
211 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
213 w_shotdir = normalize(trace_ent.origin - w_shotorg);
217 else if(cvar("g_antilag") == 3) // client side hitscan
219 // this part MUST use prydon cursor
220 if (ent.cursor_trace_ent) // client was aiming at someone
221 if (ent.cursor_trace_ent != ent) // just to make sure
222 if (ent.cursor_trace_ent.takedamage) // and that person is killable
223 if (ent.cursor_trace_ent.classname == "player") // and actually a player
225 // verify that the shot would miss without antilag
226 // (avoids an issue where guns would always shoot at their origin)
227 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
228 if (!trace_ent.takedamage)
230 // verify that the shot would hit if altered
231 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
232 if (trace_ent == ent.cursor_trace_ent)
233 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
235 print("antilag fail\n");
241 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
244 ent.punchangle_x = recoil * -1;
248 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
251 if (ent.items & IT_STRENGTH)
253 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
256 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
257 #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)
258 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
260 void LaserTarget_Think()
267 // list of weapons that will use the laser, and the options that enable it
268 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
271 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
276 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
279 // rocket launcher isn't selected, so no laser target.
280 if(self.lasertarget != world)
282 remove(self.lasertarget);
283 self.lasertarget = world;
288 if(!self.lasertarget)
290 // we don't have a lasertarget entity, so spawn one
291 //bprint("create laser target\n");
292 e = self.lasertarget = spawn();
293 e.owner = self.owner; // Its owner is my owner
294 e.classname = "laser_target";
295 e.movetype = MOVETYPE_NOCLIP; // don't touch things
296 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
297 e.scale = 1.25; // make it larger
298 e.alpha = 0.25; // transparency
299 e.colormod = '255 0 0' * (1/255) * 8; // change colors
300 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
301 // make it dynamically glow
302 // you should avoid over-using this, as it can slow down the player's computer.
303 e.glow_color = 251; // red color
307 e = self.lasertarget;
309 // move the laser dot to where the player is looking
311 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
312 offset = '0 0 26' + v_right*3;
313 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
314 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
315 if(trace_plane_normal != '0 0 0')
316 e.angles = vectoangles(trace_plane_normal);
318 e.angles = vectoangles(v_forward);
321 float CL_Weaponentity_CustomizeEntityForClient()
323 self.viewmodelforclient = self.owner;
324 if(other.classname == "spectator")
325 if(other.enemy == self.owner)
326 self.viewmodelforclient = other;
330 float qcweaponanimation;
331 vector weapon_offset = '0 -10 0';
332 vector weapon_adjust = '10 0 -15';
333 .vector weapon_morph0origin;
334 .vector weapon_morph0angles;
335 .float weapon_morph0time;
336 .vector weapon_morph1origin;
337 .vector weapon_morph1angles;
338 .float weapon_morph1time;
339 .vector weapon_morph2origin;
340 .vector weapon_morph2angles;
341 .float weapon_morph2time;
342 .vector weapon_morph3origin;
343 .vector weapon_morph3angles;
344 .float weapon_morph3time;
345 .vector weapon_morph4origin;
346 .vector weapon_morph4angles;
347 .float weapon_morph4time;
349 #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)
354 * 1. simple animated model, muzzle flash handling on h_ model:
355 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
357 * shot = muzzle end (shot origin, also used for muzzle flashes)
358 * shell = casings ejection point (must be on the right hand side of the gun)
359 * weapon = attachment for v_tuba.md3
360 * v_tuba.md3 - first and third person model
361 * g_tuba.md3 - pickup model
363 * 2. simple animated model, muzzle flash handling on v_ model:
364 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
366 * weapon = attachment for v_tuba.md3
367 * v_tuba.md3 - first and third person model
369 * shot = muzzle end (shot origin, also used for muzzle flashes)
370 * shell = casings ejection point (must be on the right hand side of the gun)
371 * g_tuba.md3 - pickup model
373 * 3. fully animated model, muzzle flash handling on h_ model:
374 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
376 * shot = muzzle end (shot origin, also used for muzzle flashes)
377 * shell = casings ejection point (must be on the right hand side of the gun)
378 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
379 * v_tuba.md3 - third person model
380 * g_tuba.md3 - pickup model
382 * 4. fully animated model, muzzle flash handling on v_ model:
383 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
385 * shot = muzzle end (shot origin)
386 * shell = casings ejection point (must be on the right hand side of the gun)
387 * v_tuba.md3 - third person model
389 * shot = muzzle end (for muzzle flashes)
390 * g_tuba.md3 - pickup model
393 void CL_Weaponentity_Think()
395 float tb, v_shot_idx;
396 self.nextthink = time;
397 if (intermission_running)
398 self.frame = self.anim_idle_x;
399 if (self.owner.weaponentity != self)
401 if (self.weaponentity)
402 remove(self.weaponentity);
406 if (self.owner.deadflag != DEAD_NO)
409 if (self.weaponentity)
410 self.weaponentity.model = "";
413 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
415 self.cnt = self.owner.weapon;
416 self.dmg = self.owner.modelindex;
417 self.deadflag = self.owner.deadflag;
421 if (self.owner.weaponname != "")
423 // if there is a child entity, hide it until we're sure we use it
424 if (self.weaponentity)
425 self.weaponentity.model = "";
426 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
427 v_shot_idx = gettagindex(self, "shot"); // used later
429 v_shot_idx = gettagindex(self, "tag_shot");
431 if(qcweaponanimation)
433 self.angles = '0 0 0';
434 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
435 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
436 self.movedir_x += 32;
437 self.spawnorigin = self.movedir;
438 // oldorigin - not calculated here
442 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
443 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
444 animfile = fopen(animfilename, FILE_READ);
445 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
446 self.anim_fire1 = '0 1 0.01';
447 self.anim_fire2 = '1 1 0.01';
448 self.anim_idle = '2 1 0.01';
449 self.anim_reload = '3 1 0.01';
452 animparseerror = FALSE;
453 self.anim_fire1 = animparseline(animfile);
454 self.anim_fire2 = animparseline(animfile);
455 self.anim_idle = animparseline(animfile);
456 self.anim_reload = animparseline(animfile);
459 print("Parse error in ", animfilename, ", some player animations are broken\n");
462 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
463 // if we don't, this is a "real" animated model
464 if(gettagindex(self, "weapon"))
466 if (!self.weaponentity)
467 self.weaponentity = spawn();
468 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
469 setattachment(self.weaponentity, self, "weapon");
471 else if(gettagindex(self, "tag_weapon"))
473 if (!self.weaponentity)
474 self.weaponentity = spawn();
475 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
476 setattachment(self.weaponentity, self, "tag_weapon");
480 if(self.weaponentity)
481 remove(self.weaponentity);
482 self.weaponentity = world;
485 setorigin(self,'0 0 0');
486 self.angles = '0 0 0';
488 self.viewmodelforclient = world;
492 if(v_shot_idx) // v_ model attached to invisible h_ model
494 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
498 idx = gettagindex(self, "shot");
500 idx = gettagindex(self, "tag_shot");
502 self.movedir = gettaginfo(self, idx);
505 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
506 self.movedir = '0 0 0';
510 if(self.weaponentity) // v_ model attached to invisible h_ model
512 idx = gettagindex(self.weaponentity, "shell");
514 idx = gettagindex(self.weaponentity, "tag_shell");
516 self.spawnorigin = gettaginfo(self.weaponentity, idx);
522 idx = gettagindex(self, "shell");
524 idx = gettagindex(self, "tag_shell");
526 self.spawnorigin = gettaginfo(self, idx);
529 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
530 self.spawnorigin = self.movedir;
536 self.oldorigin = '0 0 0'; // use regular attachment
540 if(self.weaponentity)
542 idx = gettagindex(self, "weapon");
544 idx = gettagindex(self, "tag_weapon");
548 idx = gettagindex(self, "handle");
550 idx = gettagindex(self, "tag_handle");
554 self.oldorigin = self.movedir - gettaginfo(self, idx);
558 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");
559 self.oldorigin = '0 0 0'; // there is no way to recover from this
563 self.viewmodelforclient = self.owner;
569 if(self.weaponentity)
570 remove(self.weaponentity);
571 self.weaponentity = world;
572 self.movedir = '0 0 0';
573 self.spawnorigin = '0 0 0';
574 self.oldorigin = '0 0 0';
575 self.anim_fire1 = '0 1 0.01';
576 self.anim_fire2 = '0 1 0.01';
577 self.anim_idle = '0 1 0.01';
578 self.anim_reload = '0 1 0.01';
581 self.view_ofs = '0 0 0';
583 if(self.movedir_x >= 0)
587 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
588 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
590 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
591 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
593 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
595 // check if an instant weapon switch occurred
596 if (qcweaponanimation)
598 if (self.state == WS_READY)
600 self.angles = '0 0 0';
601 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
602 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
606 setorigin(self, self.view_ofs);
607 // reset animstate now
608 self.wframe = WFRAME_IDLE;
609 self.weapon_morph0time = 0;
610 self.weapon_morph1time = 0;
611 self.weapon_morph2time = 0;
612 self.weapon_morph3time = 0;
613 self.weapon_morph4time = 0;
614 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
617 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
618 self.effects = self.owner.effects & EFMASK_CHEAP;
619 self.effects &~= EF_LOWPRECISION;
620 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
621 self.effects &~= EF_TELEPORT_BIT;
622 self.effects &~= EF_RESTARTANIM_BIT;
625 if(self.owner.alpha == default_player_alpha)
626 self.alpha = default_weapon_alpha;
627 else if(self.owner.alpha != 0)
628 self.alpha = self.owner.alpha;
632 self.colormap = self.owner.colormap;
633 if (self.weaponentity)
635 self.weaponentity.effects = self.effects;
636 self.weaponentity.alpha = self.alpha;
637 self.weaponentity.colormap = self.colormap;
640 self.angles = '0 0 0';
643 if (self.state == WS_RAISE && !intermission_running)
645 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
646 self.angles_x = -90 * f * f;
647 if (qcweaponanimation)
649 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
650 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
653 else if (self.state == WS_DROP && !intermission_running)
655 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
656 self.angles_x = -90 * f * f;
657 if (qcweaponanimation)
659 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
660 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
663 else if (self.state == WS_CLEAR)
666 self.angles_x = -90 * f * f;
667 if (qcweaponanimation)
669 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
670 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
673 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
675 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
676 f = 1 - pow(1 - f, 3);
677 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
678 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
680 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
682 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
683 f = 1 - pow(1 - f, 3);
684 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
685 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
687 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
689 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
690 f = 1 - pow(1 - f, 3);
691 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
692 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
694 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
696 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
697 f = 1 - pow(1 - f, 3);
698 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
699 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
701 else if (qcweaponanimation)
703 // begin a new idle morph
704 self.owner.weapon_morph0time = time;
705 self.owner.weapon_morph0angles = self.angles;
706 self.owner.weapon_morph0origin = self.origin;
714 // turn gun to the left to look at it
716 self.owner.weapon_morph1time = time + t * 0.2;
717 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
718 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');
719 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
721 self.owner.weapon_morph2time = time + t * 0.6;
722 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
723 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');
724 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
726 self.owner.weapon_morph3time = time + t;
727 self.owner.weapon_morph3angles = '0 0 0';
728 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');
729 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
733 // raise the gun a bit
735 self.owner.weapon_morph1time = time + t * 0.2;
736 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
737 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');
738 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
740 self.owner.weapon_morph2time = time + t * 0.5;
741 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
742 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');
743 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
745 self.owner.weapon_morph3time = time + t;
746 self.owner.weapon_morph3angles = '0 0 0';
747 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');
748 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
754 self.owner.weapon_morph1time = time + t * 0.3;
755 self.owner.weapon_morph1angles = randomvec() * 6;
756 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');
757 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
759 self.owner.weapon_morph2time = time + t * 0.7;
760 self.owner.weapon_morph2angles = randomvec() * 6;
761 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');
762 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
764 self.owner.weapon_morph3time = time + t;
765 self.owner.weapon_morph3angles = '0 0 0';
766 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');
767 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
771 // hold it mostly steady
772 t = random() * 6 + 4;
773 self.owner.weapon_morph1time = time + t * 0.2;
774 self.owner.weapon_morph1angles = randomvec() * 1;
775 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');
776 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
778 self.owner.weapon_morph2time = time + t * 0.5;
779 self.owner.weapon_morph2angles = randomvec() * 1;
780 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');
781 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
783 self.owner.weapon_morph3time = time + t * 0.7;
784 self.owner.weapon_morph3angles = randomvec() * 1;
785 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');
786 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
789 self.owner.weapon_morph4time = time + t;
790 self.owner.weapon_morph4angles = '0 0 0';
791 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');
792 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
796 // create or update the lasertarget entity
800 void CL_ExteriorWeaponentity_Think()
804 self.nextthink = time;
805 if (self.owner.exteriorweaponentity != self)
810 if (self.owner.deadflag != DEAD_NO)
815 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
817 self.cnt = self.owner.weapon;
818 self.dmg = self.owner.modelindex;
819 self.deadflag = self.owner.deadflag;
820 if (self.owner.weaponname != "")
821 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
825 if((tag_found = gettagindex(self.owner, "tag_weapon")))
827 self.tag_index = tag_found;
828 self.tag_entity = self.owner;
831 setattachment(self, self.owner, "bip01 r hand");
833 // if that didn't find a tag, hide the exterior weapon model
837 self.effects = self.owner.effects;
838 if(sv_pitch_min == sv_pitch_max)
839 self.effects |= EF_LOWPRECISION;
841 self.effects &~= EF_LOWPRECISION;
842 self.effects = self.effects & EFMASK_CHEAP; // eat performance
843 if(self.owner.alpha == default_player_alpha)
844 self.alpha = default_weapon_alpha;
845 else if(self.owner.alpha != 0)
846 self.alpha = self.owner.alpha;
850 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
854 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
856 ang_y = self.owner.v_angle_y;
858 var vector v = v_forward;
859 var float t = self.tag_entity.frame1time;
860 var float f = self.tag_entity.frame;
861 self.tag_entity.frame1time = time;
862 self.tag_entity.frame = self.tag_entity.anim_idle_x;
863 gettaginfo(self.tag_entity, self.tag_index);
864 self.tag_entity.frame1time = t;
865 self.tag_entity.frame = f;
866 // untransform v according to this coordinate space
871 self.angles = vectoangles(w);
875 ang_x = -/* don't ask */ang_x;
879 self.colormap = self.owner.colormap;
882 // spawning weaponentity for client
883 void CL_SpawnWeaponentity()
885 self.weaponentity = spawn();
886 self.weaponentity.classname = "weaponentity";
887 self.weaponentity.solid = SOLID_NOT;
888 self.weaponentity.owner = self;
889 setmodel(self.weaponentity, ""); // precision set when changed
890 setorigin(self.weaponentity, '0 0 0');
891 self.weaponentity.angles = '0 0 0';
892 self.weaponentity.viewmodelforclient = self;
893 self.weaponentity.flags = 0;
894 self.weaponentity.think = CL_Weaponentity_Think;
895 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
896 self.weaponentity.nextthink = time;
898 self.exteriorweaponentity = spawn();
899 self.exteriorweaponentity.classname = "exteriorweaponentity";
900 self.exteriorweaponentity.solid = SOLID_NOT;
901 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
902 self.exteriorweaponentity.owner = self;
903 setorigin(self.exteriorweaponentity, '0 0 0');
904 self.exteriorweaponentity.angles = '0 0 0';
905 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
906 self.exteriorweaponentity.nextthink = time;
909 .float hasweapon_complain_spam;
911 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
913 local float weaponbit, f;
914 local entity oldself;
916 if(time < self.hasweapon_complain_spam)
919 self.hasweapon_complain_spam = time + 0.2;
921 if (wpn < WEP_FIRST || wpn > WEP_LAST)
924 sprint(self, "Invalid weapon\n");
927 weaponbit = W_WeaponBit(wpn);
928 if (cl.weapons & weaponbit)
932 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
940 f = weapon_action(wpn, WR_CHECKAMMO1);
941 f = f + weapon_action(wpn, WR_CHECKAMMO2);
947 if(clienttype(cl) == CLIENTTYPE_REAL)
949 play2(cl, "weapons/unavailable.wav");
950 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
960 // Report Proper Weapon Status / Modified Weapon Ownership Message
961 if(weaponsInMap & weaponbit)
963 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
965 if(cvar("g_showweaponspawns"))
970 e = get_weaponinfo(wpn);
973 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
975 if(e.classname == "droppedweapon")
977 if not(e.flags & FL_ITEM)
979 WaypointSprite_Spawn(
991 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
993 play2(cl, "weapons/unavailable.wav");
1001 if (self.weapon != -1)
1003 if (self.weaponentity)
1005 self.weaponentity.state = WS_CLEAR;
1006 self.weaponentity.effects = 0;
1012 if (self.weaponentity)
1013 self.weaponentity.state = WS_READY;
1014 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1017 // Setup weapon for client (after this raise frame will be launched)
1018 void weapon_setup(float windex)
1021 qcweaponanimation = cvar("sv_qcweaponanimation");
1022 e = get_weaponinfo(windex);
1023 self.items &~= IT_AMMO;
1024 self.items = self.items | e.items;
1026 // the two weapon entities will notice this has changed and update their models
1027 self.weapon = windex;
1028 self.weaponname = e.mdl;
1029 self.bulletcounter = 0;
1032 // perform weapon to attack (weaponstate and attack_finished check is here)
1033 .float race_penalty;
1034 float weapon_prepareattack(float secondary, float attacktime)
1036 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1037 //if all players readied up and the countdown is running
1038 if(time < game_starttime || time < self.race_penalty) {
1042 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1043 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1045 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1047 w = W_WeaponBit(self.weapon);
1049 ww = w_getbestweapon(self);
1052 W_SwitchWeapon_Force(self, ww);
1056 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1059 // do not even think about shooting if switching
1060 if(self.switchweapon != self.weapon)
1065 // don't fire if previous attack is not finished
1066 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1068 // don't fire while changing weapon
1069 if (self.weaponentity.state != WS_READY)
1072 self.weaponentity.state = WS_INUSE;
1074 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1076 // if the weapon hasn't been firing continuously, reset the timer
1079 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1081 ATTACK_FINISHED(self) = time;
1082 //dprint("resetting attack finished to ", ftos(time), "\n");
1084 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1086 self.bulletcounter += 1;
1087 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1091 void weapon_thinkf(float fr, float t, void() func)
1097 if(fr == WFRAME_DONTCHANGE)
1099 fr = self.weaponentity.wframe;
1100 restartanim = FALSE;
1102 else if (fr == WFRAME_IDLE)
1103 restartanim = FALSE;
1111 if (self.weaponentity)
1113 self.weaponentity.wframe = fr;
1114 if (qcweaponanimation)
1116 if (fr != WFRAME_IDLE)
1118 self.weapon_morph0time = time;
1119 self.weapon_morph0angles = self.weaponentity.angles;
1120 self.weapon_morph0origin = self.weaponentity.origin;
1122 self.weapon_morph1angles = '0 0 0';
1123 self.weapon_morph1time = time + t;
1124 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1125 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1127 self.weapon_morph2angles = '0 0 0';
1128 self.weapon_morph2time = time + t;
1129 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1130 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1132 self.weapon_morph3angles = '0 0 0';
1133 self.weapon_morph3time = time + t;
1134 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1135 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1137 self.weapon_morph4angles = '0 0 0';
1138 self.weapon_morph4time = time + t;
1139 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1140 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1142 if (fr == WFRAME_FIRE1)
1144 self.weapon_morph1angles = '5 0 0';
1145 self.weapon_morph1time = time + t * 0.1;
1146 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1147 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1148 self.weapon_morph4time = time + t + 1; // delay idle effect
1150 else if (fr == WFRAME_FIRE2)
1152 self.weapon_morph1angles = '10 0 0';
1153 self.weapon_morph1time = time + t * 0.1;
1154 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1155 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1156 self.weapon_morph4time = time + t + 1; // delay idle effect
1158 else if (fr == WFRAME_RELOAD)
1160 self.weapon_morph1time = time + t * 0.05;
1161 self.weapon_morph1angles = '-10 40 0';
1162 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1163 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1165 self.weapon_morph2time = time + t * 0.15;
1166 self.weapon_morph2angles = '-10 40 5';
1167 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1168 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1170 self.weapon_morph3time = time + t * 0.25;
1171 self.weapon_morph3angles = '-10 40 0';
1172 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1173 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1179 if (fr == WFRAME_IDLE)
1180 a = self.weaponentity.anim_idle;
1181 else if (fr == WFRAME_FIRE1)
1182 a = self.weaponentity.anim_fire1;
1183 else if (fr == WFRAME_FIRE2)
1184 a = self.weaponentity.anim_fire2;
1185 else if (fr == WFRAME_RELOAD)
1186 a = self.weaponentity.anim_reload;
1187 a_z *= g_weaponratefactor;
1188 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1196 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1198 backtrace("Tried to override initial weapon think function - should this really happen?");
1201 t *= W_WeaponRateFactor();
1203 // VorteX: haste can be added here
1204 if (self.weapon_think == w_ready)
1206 self.weapon_nextthink = time;
1207 //dprint("started firing at ", ftos(time), "\n");
1209 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1211 self.weapon_nextthink = time;
1212 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1214 self.weapon_nextthink = self.weapon_nextthink + t;
1215 self.weapon_think = func;
1216 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1220 if (!self.crouch) // shoot anim stands up, this looks bad
1223 anim = self.anim_shoot;
1224 anim_z = anim_y / (t + sys_frametime);
1225 setanim(self, anim, FALSE, TRUE, TRUE);
1229 void weapon_boblayer1(float spd, vector org)
1231 // VorteX: haste can be added here
1234 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1242 mvelocity = mvelocity * g_weaponspeedfactor;
1244 mdirection = normalize(mvelocity);
1245 mspeed = vlen(mvelocity);
1247 nstyle = cvar("g_projectiles_newton_style");
1250 // absolute velocity
1251 outvelocity = mvelocity;
1253 else if(nstyle == 1)
1255 // true Newtonian projectiles
1256 outvelocity = pvelocity + mvelocity;
1258 else if(nstyle == 2)
1260 // true Newtonian projectiles with automatic aim adjustment
1262 // solve: |outspeed * mdirection - pvelocity| = mspeed
1263 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1264 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1268 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1269 // velocity without mdirection component > mspeed
1270 // fire at smallest possible mspeed that works?
1271 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1274 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1276 outspeed = solution_y; // the larger one
1279 //outspeed = 0; // slowest possible shot
1280 outspeed = solution_x; // the real part (that is, the average!)
1281 //dprint("impossible shot, adjusting\n");
1284 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1285 outvelocity = mdirection * outspeed;
1287 else if(nstyle == 3)
1289 // pseudo-Newtonian:
1290 outspeed = mspeed + mdirection * pvelocity;
1291 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1292 outvelocity = mdirection * outspeed;
1294 else if(nstyle == 4)
1297 outspeed = mspeed + vlen(pvelocity);
1298 outvelocity = mdirection * outspeed;
1301 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1306 void W_AttachToShotorg(entity flash, vector offset)
1310 flash.angles_z = random() * 360;
1311 if(qcweaponanimation)
1313 setorigin(flash, w_shotorg + w_shotdir * 50);
1314 flash.angles = vectoangles(w_shotdir);
1315 flash.angles_z = random() * 360;
1319 setattachment(flash, self.weaponentity, "shot");
1320 setorigin(flash, offset);
1323 copyentity(flash, xflash);
1325 flash.viewmodelforclient = self;
1327 if(self.weaponentity.oldorigin_x > 0)
1329 setattachment(xflash, self.exteriorweaponentity, "");
1330 setorigin(xflash, self.weaponentity.oldorigin + offset);
1334 setattachment(xflash, self.exteriorweaponentity, "shot");
1339 vector cliptoplane(vector v, vector p)
1341 return v - (v * p) * p;
1344 vector solve_cubic_pq(float p, float q)
1347 D = q*q/4.0 + p*p*p/27.0;
1351 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1352 u = sqrt(-4.0/3.0 * p);
1353 // a in range 0..pi/3
1360 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1362 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1375 return '1 1 0' * v + '0 0 1' * u;
1377 return '0 1 1' * v + '1 0 0' * u;
1382 u = cbrt(-q/2.0 + sqrt(D));
1383 v = cbrt(-q/2.0 - sqrt(D));
1384 return '1 1 1' * (u + v);
1387 vector solve_cubic_abcd(float a, float b, float c, float d)
1393 p = (9*a*c - 3*b*b);
1394 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1395 v = solve_cubic_pq(p, q);
1396 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1398 v += '1 0 -1' * (v_z - v_x); // swap x, z
1402 vector findperpendicular(vector v)
1408 return normalize(cliptoplane(p, v));
1411 vector W_CalculateProjectileSpread(vector forward, float spread)
1417 spread *= g_weaponspreadfactor;
1420 sstyle = cvar("g_projectiles_spread_style");
1424 // this is the baseline for the spread value!
1425 // standard deviation: sqrt(2/5)
1426 // density function: sqrt(1-r^2)
1427 return forward + randomvec() * spread;
1429 else if(sstyle == 1)
1431 // same thing, basically
1432 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1434 else if(sstyle == 2)
1436 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1437 sigma = spread * 0.89442719099991587855; // match baseline stddev
1438 v1 = findperpendicular(forward);
1439 v2 = cross(forward, v1);
1440 // random point on unit circle
1441 dx = random() * 2 * M_PI;
1444 // radius in our dist function
1447 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1449 else if(sstyle == 3) // gauss 3d
1451 sigma = spread * 0.44721359549996; // match baseline stddev
1452 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1454 v1_x += gsl_ran_gaussian(sigma);
1455 v1_y += gsl_ran_gaussian(sigma);
1456 v1_z += gsl_ran_gaussian(sigma);
1459 else if(sstyle == 4) // gauss 2d
1461 sigma = spread * 0.44721359549996; // match baseline stddev
1462 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1463 v1_x = gsl_ran_gaussian(sigma);
1464 v1_y = gsl_ran_gaussian(sigma);
1465 v1_z = gsl_ran_gaussian(sigma);
1466 return normalize(forward + cliptoplane(v1, forward));
1468 else if(sstyle == 5) // 1-r
1470 sigma = spread * 1.154700538379252; // match baseline stddev
1471 v1 = findperpendicular(forward);
1472 v2 = cross(forward, v1);
1473 // random point on unit circle
1474 dx = random() * 2 * M_PI;
1477 // radius in our dist function
1479 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1480 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1482 else if(sstyle == 6) // 1-r^2
1484 sigma = spread * 1.095445115010332; // match baseline stddev
1485 v1 = findperpendicular(forward);
1486 v2 = cross(forward, v1);
1487 // random point on unit circle
1488 dx = random() * 2 * M_PI;
1491 // radius in our dist function
1495 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1497 else if(sstyle == 7) // (1-r) (2-r)
1499 sigma = spread * 1.224744871391589; // match baseline stddev
1500 v1 = findperpendicular(forward);
1501 v2 = cross(forward, v1);
1502 // random point on unit circle
1503 dx = random() * 2 * M_PI;
1506 // radius in our dist function
1510 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1513 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)!");
1516 * how to derive falloff functions:
1517 * rho(r) := (2-r) * (1-r);
1520 * rhor(r) := r * rho(r);
1521 * cr(t) := integrate(rhor(r), r, a, t);
1522 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1523 * variance : scr(b) / cr(b);
1524 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1525 * sqrt(0.4 / variance), numer;
1531 float mspercallsstyle;
1532 float mspercallcount;
1534 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1536 if(missile.owner == world)
1537 error("Unowned missile");
1539 dir = dir + upDir * (pUpSpeed / pSpeed);
1540 dir_z += pZSpeed / pSpeed;
1541 pSpeed *= vlen(dir);
1542 dir = normalize(dir);
1545 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1547 mspercallsum = mspercallcount = 0;
1548 mspercallsstyle = cvar("g_projectiles_spread_style");
1550 mspercallsum -= gettime(GETTIME_HIRES);
1552 dir = W_CalculateProjectileSpread(dir, spread);
1554 mspercallsum += gettime(GETTIME_HIRES);
1555 mspercallcount += 1;
1556 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1559 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1562 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1564 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1567 #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"))
1568 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))