2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
129 // this function calculates w_shotorg and w_shotdir based on the weapon model
130 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
131 // make sure you call makevectors first (FIXME?)
132 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
134 float nudge = 1; // added to traceline target and subtracted from result
135 local vector trueaimpoint;
136 local float oldsolid;
138 oldsolid = ent.dphitcontentsmask;
139 if(ent.weapon == WEP_CAMPINGRIFLE)
140 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 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));
145 // passing world, because we do NOT want it to touch dphitcontentsmask
147 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
154 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
160 if not(inWarmupStage) {
162 w = get_weaponinfo(ent.weapon);
163 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
164 ent.stats_fired[ent.weapon - 1] += maxdamage;
165 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
173 vecs = ent.weaponentity.movedir;
179 if(debug_shotorg != '0 0 0')
180 vecs = debug_shotorg;
182 dv = v_right * vecs_y + v_up * vecs_z;
183 w_shotorg = ent.origin + ent.view_ofs + dv;
185 // now move the shotorg forward as much as requested if possible
188 if(ent.antilag_debug)
189 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
191 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
194 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
195 w_shotorg = trace_endpos - v_forward * nudge;
196 // calculate the shotdir from the chosen shotorg
197 w_shotdir = normalize(trueaimpoint - w_shotorg);
200 if (!ent.cvar_cl_noantilag)
202 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
204 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
205 if (!trace_ent.takedamage)
207 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
208 if (trace_ent.takedamage && trace_ent.classname == "player")
212 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
214 w_shotdir = normalize(trace_ent.origin - w_shotorg);
218 else if(cvar("g_antilag") == 3) // client side hitscan
220 // this part MUST use prydon cursor
221 if (ent.cursor_trace_ent) // client was aiming at someone
222 if (ent.cursor_trace_ent != ent) // just to make sure
223 if (ent.cursor_trace_ent.takedamage) // and that person is killable
224 if (ent.cursor_trace_ent.classname == "player") // and actually a player
226 // verify that the shot would miss without antilag
227 // (avoids an issue where guns would always shoot at their origin)
228 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
229 if (!trace_ent.takedamage)
231 // verify that the shot would hit if altered
232 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
233 if (trace_ent == ent.cursor_trace_ent)
234 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
236 print("antilag fail\n");
242 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
245 ent.punchangle_x = recoil * -1;
249 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
252 if (ent.items & IT_STRENGTH)
254 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
257 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
258 #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)
259 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
261 void LaserTarget_Think()
268 // list of weapons that will use the laser, and the options that enable it
269 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
272 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
277 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
280 // rocket launcher isn't selected, so no laser target.
281 if(self.lasertarget != world)
283 remove(self.lasertarget);
284 self.lasertarget = world;
289 if(!self.lasertarget)
291 // we don't have a lasertarget entity, so spawn one
292 //bprint("create laser target\n");
293 e = self.lasertarget = spawn();
294 e.owner = self.owner; // Its owner is my owner
295 e.classname = "laser_target";
296 e.movetype = MOVETYPE_NOCLIP; // don't touch things
297 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
298 e.scale = 1.25; // make it larger
299 e.alpha = 0.25; // transparency
300 e.colormod = '255 0 0' * (1/255) * 8; // change colors
301 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
302 // make it dynamically glow
303 // you should avoid over-using this, as it can slow down the player's computer.
304 e.glow_color = 251; // red color
308 e = self.lasertarget;
310 // move the laser dot to where the player is looking
312 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
313 offset = '0 0 26' + v_right*3;
314 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
315 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
316 if(trace_plane_normal != '0 0 0')
317 e.angles = vectoangles(trace_plane_normal);
319 e.angles = vectoangles(v_forward);
322 float CL_Weaponentity_CustomizeEntityForClient()
324 self.viewmodelforclient = self.owner;
325 if(other.classname == "spectator")
326 if(other.enemy == self.owner)
327 self.viewmodelforclient = other;
331 float qcweaponanimation;
332 vector weapon_offset = '0 -10 0';
333 vector weapon_adjust = '10 0 -15';
334 .vector weapon_morph0origin;
335 .vector weapon_morph0angles;
336 .float weapon_morph0time;
337 .vector weapon_morph1origin;
338 .vector weapon_morph1angles;
339 .float weapon_morph1time;
340 .vector weapon_morph2origin;
341 .vector weapon_morph2angles;
342 .float weapon_morph2time;
343 .vector weapon_morph3origin;
344 .vector weapon_morph3angles;
345 .float weapon_morph3time;
346 .vector weapon_morph4origin;
347 .vector weapon_morph4angles;
348 .float weapon_morph4time;
350 #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)
355 * 1. simple animated model, muzzle flash handling on h_ model:
356 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
358 * shot = muzzle end (shot origin, also used for muzzle flashes)
359 * shell = casings ejection point (must be on the right hand side of the gun)
360 * weapon = attachment for v_tuba.md3
361 * v_tuba.md3 - first and third person model
362 * g_tuba.md3 - pickup model
364 * 2. simple animated model, muzzle flash handling on v_ model:
365 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
367 * weapon = attachment for v_tuba.md3
368 * v_tuba.md3 - first and third person model
370 * shot = muzzle end (shot origin, also used for muzzle flashes)
371 * shell = casings ejection point (must be on the right hand side of the gun)
372 * g_tuba.md3 - pickup model
374 * 3. fully animated model, muzzle flash handling on h_ model:
375 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
377 * shot = muzzle end (shot origin, also used for muzzle flashes)
378 * shell = casings ejection point (must be on the right hand side of the gun)
379 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
380 * v_tuba.md3 - third person model
381 * g_tuba.md3 - pickup model
383 * 4. fully animated model, muzzle flash handling on v_ model:
384 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
386 * shot = muzzle end (shot origin)
387 * shell = casings ejection point (must be on the right hand side of the gun)
388 * v_tuba.md3 - third person model
390 * shot = muzzle end (for muzzle flashes)
391 * g_tuba.md3 - pickup model
395 // self.origin, self.angles
397 // self.movedir, self.view_ofs
401 // call again with ""
403 void CL_WeaponEntity_SetModel(string name)
410 // if there is a child entity, hide it until we're sure we use it
411 if (self.weaponentity)
412 self.weaponentity.model = "";
413 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
414 v_shot_idx = gettagindex(self, "shot"); // used later
416 v_shot_idx = gettagindex(self, "tag_shot");
418 if(qcweaponanimation)
420 self.angles = '0 0 0';
421 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
422 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
423 self.movedir_x += 32;
424 self.spawnorigin = self.movedir;
425 // oldorigin - not calculated here
429 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
430 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
431 animfile = fopen(animfilename, FILE_READ);
432 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
433 self.anim_fire1 = '0 1 0.01';
434 self.anim_fire2 = '1 1 0.01';
435 self.anim_idle = '2 1 0.01';
436 self.anim_reload = '3 1 0.01';
439 animparseerror = FALSE;
440 self.anim_fire1 = animparseline(animfile);
441 self.anim_fire2 = animparseline(animfile);
442 self.anim_idle = animparseline(animfile);
443 self.anim_reload = animparseline(animfile);
446 print("Parse error in ", animfilename, ", some player animations are broken\n");
449 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
450 // if we don't, this is a "real" animated model
451 if(gettagindex(self, "weapon"))
453 if (!self.weaponentity)
454 self.weaponentity = spawn();
455 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
456 setattachment(self.weaponentity, self, "weapon");
458 else if(gettagindex(self, "tag_weapon"))
460 if (!self.weaponentity)
461 self.weaponentity = spawn();
462 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
463 setattachment(self.weaponentity, self, "tag_weapon");
467 if(self.weaponentity)
468 remove(self.weaponentity);
469 self.weaponentity = world;
472 setorigin(self,'0 0 0');
473 self.angles = '0 0 0';
475 self.viewmodelforclient = world;
479 if(v_shot_idx) // v_ model attached to invisible h_ model
481 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
485 idx = gettagindex(self, "shot");
487 idx = gettagindex(self, "tag_shot");
489 self.movedir = gettaginfo(self, idx);
492 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
493 self.movedir = '0 0 0';
497 if(self.weaponentity) // v_ model attached to invisible h_ model
499 idx = gettagindex(self.weaponentity, "shell");
501 idx = gettagindex(self.weaponentity, "tag_shell");
503 self.spawnorigin = gettaginfo(self.weaponentity, idx);
509 idx = gettagindex(self, "shell");
511 idx = gettagindex(self, "tag_shell");
513 self.spawnorigin = gettaginfo(self, idx);
516 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
517 self.spawnorigin = self.movedir;
523 self.oldorigin = '0 0 0'; // use regular attachment
527 if(self.weaponentity)
529 idx = gettagindex(self, "weapon");
531 idx = gettagindex(self, "tag_weapon");
535 idx = gettagindex(self, "handle");
537 idx = gettagindex(self, "tag_handle");
541 self.oldorigin = self.movedir - gettaginfo(self, idx);
545 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");
546 self.oldorigin = '0 0 0'; // there is no way to recover from this
550 self.viewmodelforclient = self.owner;
556 if(self.weaponentity)
557 remove(self.weaponentity);
558 self.weaponentity = world;
559 self.movedir = '0 0 0';
560 self.spawnorigin = '0 0 0';
561 self.oldorigin = '0 0 0';
562 self.anim_fire1 = '0 1 0.01';
563 self.anim_fire2 = '0 1 0.01';
564 self.anim_idle = '0 1 0.01';
565 self.anim_reload = '0 1 0.01';
568 self.view_ofs = '0 0 0';
570 if(self.movedir_x >= 0)
574 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
575 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
577 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
578 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
580 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
582 // check if an instant weapon switch occurred
583 if (qcweaponanimation)
585 if (self.state == WS_READY)
587 self.angles = '0 0 0';
588 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
589 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
593 setorigin(self, self.view_ofs);
594 // reset animstate now
595 self.wframe = WFRAME_IDLE;
596 self.weapon_morph0time = 0;
597 self.weapon_morph1time = 0;
598 self.weapon_morph2time = 0;
599 self.weapon_morph3time = 0;
600 self.weapon_morph4time = 0;
601 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
604 vector CL_Weapon_GetShotOrg(float wpn)
608 wi = get_weaponinfo(wpn);
611 CL_WeaponEntity_SetModel(wi.mdl);
613 CL_WeaponEntity_SetModel("");
619 void CL_Weaponentity_Think()
622 self.nextthink = time;
623 if (intermission_running)
624 self.frame = self.anim_idle_x;
625 if (self.owner.weaponentity != self)
627 if (self.weaponentity)
628 remove(self.weaponentity);
632 if (self.owner.deadflag != DEAD_NO)
635 if (self.weaponentity)
636 self.weaponentity.model = "";
639 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
641 self.cnt = self.owner.weapon;
642 self.dmg = self.owner.modelindex;
643 self.deadflag = self.owner.deadflag;
645 CL_WeaponEntity_SetModel(self.owner.weaponname);
648 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
649 self.effects = self.owner.effects & EFMASK_CHEAP;
650 self.effects &~= EF_LOWPRECISION;
651 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
652 self.effects &~= EF_TELEPORT_BIT;
653 self.effects &~= EF_RESTARTANIM_BIT;
656 if(self.owner.alpha == default_player_alpha)
657 self.alpha = default_weapon_alpha;
658 else if(self.owner.alpha != 0)
659 self.alpha = self.owner.alpha;
663 self.colormap = self.owner.colormap;
664 if (self.weaponentity)
666 self.weaponentity.effects = self.effects;
667 self.weaponentity.alpha = self.alpha;
668 self.weaponentity.colormap = self.colormap;
671 self.angles = '0 0 0';
674 if (self.state == WS_RAISE && !intermission_running)
676 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
677 self.angles_x = -90 * f * f;
678 if (qcweaponanimation)
680 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
681 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
684 else if (self.state == WS_DROP && !intermission_running)
686 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
687 self.angles_x = -90 * f * f;
688 if (qcweaponanimation)
690 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
691 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
694 else if (self.state == WS_CLEAR)
697 self.angles_x = -90 * f * f;
698 if (qcweaponanimation)
700 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
701 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
704 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
706 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
707 f = 1 - pow(1 - f, 3);
708 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
709 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
711 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
713 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
714 f = 1 - pow(1 - f, 3);
715 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
716 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
718 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
720 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
721 f = 1 - pow(1 - f, 3);
722 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
723 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
725 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
727 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
728 f = 1 - pow(1 - f, 3);
729 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
730 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
732 else if (qcweaponanimation)
734 // begin a new idle morph
735 self.owner.weapon_morph0time = time;
736 self.owner.weapon_morph0angles = self.angles;
737 self.owner.weapon_morph0origin = self.origin;
745 // turn gun to the left to look at it
747 self.owner.weapon_morph1time = time + t * 0.2;
748 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
749 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');
750 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
752 self.owner.weapon_morph2time = time + t * 0.6;
753 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
754 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');
755 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
757 self.owner.weapon_morph3time = time + t;
758 self.owner.weapon_morph3angles = '0 0 0';
759 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');
760 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
764 // raise the gun a bit
766 self.owner.weapon_morph1time = time + t * 0.2;
767 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
768 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');
769 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
771 self.owner.weapon_morph2time = time + t * 0.5;
772 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
773 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');
774 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
776 self.owner.weapon_morph3time = time + t;
777 self.owner.weapon_morph3angles = '0 0 0';
778 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');
779 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
785 self.owner.weapon_morph1time = time + t * 0.3;
786 self.owner.weapon_morph1angles = randomvec() * 6;
787 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');
788 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
790 self.owner.weapon_morph2time = time + t * 0.7;
791 self.owner.weapon_morph2angles = randomvec() * 6;
792 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');
793 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
795 self.owner.weapon_morph3time = time + t;
796 self.owner.weapon_morph3angles = '0 0 0';
797 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');
798 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
802 // hold it mostly steady
803 t = random() * 6 + 4;
804 self.owner.weapon_morph1time = time + t * 0.2;
805 self.owner.weapon_morph1angles = randomvec() * 1;
806 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');
807 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
809 self.owner.weapon_morph2time = time + t * 0.5;
810 self.owner.weapon_morph2angles = randomvec() * 1;
811 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');
812 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
814 self.owner.weapon_morph3time = time + t * 0.7;
815 self.owner.weapon_morph3angles = randomvec() * 1;
816 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');
817 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
820 self.owner.weapon_morph4time = time + t;
821 self.owner.weapon_morph4angles = '0 0 0';
822 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');
823 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
827 // create or update the lasertarget entity
831 void CL_ExteriorWeaponentity_Think()
835 self.nextthink = time;
836 if (self.owner.exteriorweaponentity != self)
841 if (self.owner.deadflag != DEAD_NO)
846 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
848 self.cnt = self.owner.weapon;
849 self.dmg = self.owner.modelindex;
850 self.deadflag = self.owner.deadflag;
851 if (self.owner.weaponname != "")
852 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
856 if((tag_found = gettagindex(self.owner, "tag_weapon")))
858 self.tag_index = tag_found;
859 self.tag_entity = self.owner;
862 setattachment(self, self.owner, "bip01 r hand");
864 // if that didn't find a tag, hide the exterior weapon model
868 self.effects = self.owner.effects;
869 if(sv_pitch_min == sv_pitch_max)
870 self.effects |= EF_LOWPRECISION;
872 self.effects &~= EF_LOWPRECISION;
873 self.effects = self.effects & EFMASK_CHEAP; // eat performance
874 if(self.owner.alpha == default_player_alpha)
875 self.alpha = default_weapon_alpha;
876 else if(self.owner.alpha != 0)
877 self.alpha = self.owner.alpha;
881 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
885 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
887 ang_y = self.owner.v_angle_y;
889 var vector v = v_forward;
890 var float t = self.tag_entity.frame1time;
891 var float f = self.tag_entity.frame;
892 self.tag_entity.frame1time = time;
893 self.tag_entity.frame = self.tag_entity.anim_idle_x;
894 gettaginfo(self.tag_entity, self.tag_index);
895 self.tag_entity.frame1time = t;
896 self.tag_entity.frame = f;
897 // untransform v according to this coordinate space
902 self.angles = vectoangles(w);
906 ang_x = -/* don't ask */ang_x;
910 self.colormap = self.owner.colormap;
913 // spawning weaponentity for client
914 void CL_SpawnWeaponentity()
916 self.weaponentity = spawn();
917 self.weaponentity.classname = "weaponentity";
918 self.weaponentity.solid = SOLID_NOT;
919 self.weaponentity.owner = self;
920 setmodel(self.weaponentity, ""); // precision set when changed
921 setorigin(self.weaponentity, '0 0 0');
922 self.weaponentity.angles = '0 0 0';
923 self.weaponentity.viewmodelforclient = self;
924 self.weaponentity.flags = 0;
925 self.weaponentity.think = CL_Weaponentity_Think;
926 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
927 self.weaponentity.nextthink = time;
929 self.exteriorweaponentity = spawn();
930 self.exteriorweaponentity.classname = "exteriorweaponentity";
931 self.exteriorweaponentity.solid = SOLID_NOT;
932 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
933 self.exteriorweaponentity.owner = self;
934 setorigin(self.exteriorweaponentity, '0 0 0');
935 self.exteriorweaponentity.angles = '0 0 0';
936 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
937 self.exteriorweaponentity.nextthink = time;
940 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
943 WriteByte(MSG_ONE, SVC_TEMPENTITY);
944 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
945 WriteByte(MSG_ONE, wpn);
946 WriteString(MSG_ONE, wpnname);
947 WriteByte(MSG_ONE, type);
950 .float hasweapon_complain_spam;
952 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
954 local float weaponbit, f;
955 local entity oldself;
957 if(time < self.hasweapon_complain_spam)
960 self.hasweapon_complain_spam = time + 0.2;
962 if (wpn < WEP_FIRST || wpn > WEP_LAST)
965 sprint(self, "Invalid weapon\n");
968 weaponbit = W_WeaponBit(wpn);
969 if (cl.weapons & weaponbit)
973 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
981 f = weapon_action(wpn, WR_CHECKAMMO1);
982 f = f + weapon_action(wpn, WR_CHECKAMMO2);
988 if(clienttype(cl) == CLIENTTYPE_REAL)
990 play2(cl, "weapons/unavailable.wav");
991 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
992 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
1002 // Report Proper Weapon Status / Modified Weapon Ownership Message
1003 if(weaponsInMap & weaponbit)
1005 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1006 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1008 if(cvar("g_showweaponspawns"))
1013 e = get_weaponinfo(wpn);
1016 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1018 if(e.classname == "droppedweapon")
1020 if not(e.flags & FL_ITEM)
1022 WaypointSprite_Spawn(
1035 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1036 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1039 play2(cl, "weapons/unavailable.wav");
1047 if (self.weapon != -1)
1049 if (self.weaponentity)
1051 self.weaponentity.state = WS_CLEAR;
1052 self.weaponentity.effects = 0;
1058 if (self.weaponentity)
1059 self.weaponentity.state = WS_READY;
1060 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1063 // Setup weapon for client (after this raise frame will be launched)
1064 void weapon_setup(float windex)
1067 qcweaponanimation = cvar("sv_qcweaponanimation");
1068 e = get_weaponinfo(windex);
1069 self.items &~= IT_AMMO;
1070 self.items = self.items | e.items;
1072 // the two weapon entities will notice this has changed and update their models
1073 self.weapon = windex;
1074 self.weaponname = e.mdl;
1075 self.bulletcounter = 0;
1078 // perform weapon to attack (weaponstate and attack_finished check is here)
1079 void W_SwitchToOtherWeapon(entity pl)
1081 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1083 w = W_WeaponBit(pl.weapon);
1085 ww = w_getbestweapon(pl);
1088 W_SwitchWeapon_Force(pl, ww);
1090 float weapon_prepareattack_checkammo(float secondary)
1092 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1093 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1095 W_SwitchToOtherWeapon(self);
1100 .float race_penalty;
1101 float weapon_prepareattack_check(float secondary, float attacktime)
1103 if(!weapon_prepareattack_checkammo(secondary))
1106 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1107 //if all players readied up and the countdown is running
1108 if(time < game_starttime || time < self.race_penalty) {
1112 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1115 // do not even think about shooting if switching
1116 if(self.switchweapon != self.weapon)
1121 // don't fire if previous attack is not finished
1122 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1124 // don't fire while changing weapon
1125 if (self.weaponentity.state != WS_READY)
1131 float weapon_prepareattack_do(float secondary, float attacktime)
1133 self.weaponentity.state = WS_INUSE;
1135 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1137 // if the weapon hasn't been firing continuously, reset the timer
1140 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1142 ATTACK_FINISHED(self) = time;
1143 //dprint("resetting attack finished to ", ftos(time), "\n");
1145 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1147 self.bulletcounter += 1;
1148 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1151 float weapon_prepareattack(float secondary, float attacktime)
1153 if(weapon_prepareattack_check(secondary, attacktime))
1155 weapon_prepareattack_do(secondary, attacktime);
1162 void weapon_thinkf(float fr, float t, void() func)
1168 if(fr == WFRAME_DONTCHANGE)
1170 fr = self.weaponentity.wframe;
1171 restartanim = FALSE;
1173 else if (fr == WFRAME_IDLE)
1174 restartanim = FALSE;
1182 if (self.weaponentity)
1184 self.weaponentity.wframe = fr;
1185 if (qcweaponanimation)
1187 if (fr != WFRAME_IDLE)
1189 self.weapon_morph0time = time;
1190 self.weapon_morph0angles = self.weaponentity.angles;
1191 self.weapon_morph0origin = self.weaponentity.origin;
1193 self.weapon_morph1angles = '0 0 0';
1194 self.weapon_morph1time = time + t;
1195 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1196 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1198 self.weapon_morph2angles = '0 0 0';
1199 self.weapon_morph2time = time + t;
1200 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1201 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1203 self.weapon_morph3angles = '0 0 0';
1204 self.weapon_morph3time = time + t;
1205 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1206 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1208 self.weapon_morph4angles = '0 0 0';
1209 self.weapon_morph4time = time + t;
1210 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1211 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1213 if (fr == WFRAME_FIRE1)
1215 self.weapon_morph1angles = '5 0 0';
1216 self.weapon_morph1time = time + t * 0.1;
1217 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1218 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1219 self.weapon_morph4time = time + t + 1; // delay idle effect
1221 else if (fr == WFRAME_FIRE2)
1223 self.weapon_morph1angles = '10 0 0';
1224 self.weapon_morph1time = time + t * 0.1;
1225 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1226 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1227 self.weapon_morph4time = time + t + 1; // delay idle effect
1229 else if (fr == WFRAME_RELOAD)
1231 self.weapon_morph1time = time + t * 0.05;
1232 self.weapon_morph1angles = '-10 40 0';
1233 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1234 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1236 self.weapon_morph2time = time + t * 0.15;
1237 self.weapon_morph2angles = '-10 40 5';
1238 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1239 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1241 self.weapon_morph3time = time + t * 0.25;
1242 self.weapon_morph3angles = '-10 40 0';
1243 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1244 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1250 if (fr == WFRAME_IDLE)
1251 a = self.weaponentity.anim_idle;
1252 else if (fr == WFRAME_FIRE1)
1253 a = self.weaponentity.anim_fire1;
1254 else if (fr == WFRAME_FIRE2)
1255 a = self.weaponentity.anim_fire2;
1256 else if (fr == WFRAME_RELOAD)
1257 a = self.weaponentity.anim_reload;
1258 a_z *= g_weaponratefactor;
1259 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1267 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1269 backtrace("Tried to override initial weapon think function - should this really happen?");
1272 t *= W_WeaponRateFactor();
1274 // VorteX: haste can be added here
1275 if (self.weapon_think == w_ready)
1277 self.weapon_nextthink = time;
1278 //dprint("started firing at ", ftos(time), "\n");
1280 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1282 self.weapon_nextthink = time;
1283 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1285 self.weapon_nextthink = self.weapon_nextthink + t;
1286 self.weapon_think = func;
1287 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1291 if (!self.crouch) // shoot anim stands up, this looks bad
1294 anim = self.anim_shoot;
1295 anim_z = anim_y / (t + sys_frametime);
1296 setanim(self, anim, FALSE, TRUE, TRUE);
1300 void weapon_boblayer1(float spd, vector org)
1302 // VorteX: haste can be added here
1305 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1313 mvelocity = mvelocity * g_weaponspeedfactor;
1315 mdirection = normalize(mvelocity);
1316 mspeed = vlen(mvelocity);
1318 nstyle = cvar("g_projectiles_newton_style");
1321 // absolute velocity
1322 outvelocity = mvelocity;
1324 else if(nstyle == 1)
1326 // true Newtonian projectiles
1327 outvelocity = pvelocity + mvelocity;
1329 else if(nstyle == 2)
1331 // true Newtonian projectiles with automatic aim adjustment
1333 // solve: |outspeed * mdirection - pvelocity| = mspeed
1334 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1335 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1339 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1340 // velocity without mdirection component > mspeed
1341 // fire at smallest possible mspeed that works?
1342 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1345 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1347 outspeed = solution_y; // the larger one
1350 //outspeed = 0; // slowest possible shot
1351 outspeed = solution_x; // the real part (that is, the average!)
1352 //dprint("impossible shot, adjusting\n");
1355 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1356 outvelocity = mdirection * outspeed;
1358 else if(nstyle == 3)
1360 // pseudo-Newtonian:
1361 outspeed = mspeed + mdirection * pvelocity;
1362 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1363 outvelocity = mdirection * outspeed;
1365 else if(nstyle == 4)
1368 outspeed = mspeed + vlen(pvelocity);
1369 outvelocity = mdirection * outspeed;
1372 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1377 void W_AttachToShotorg(entity flash, vector offset)
1381 flash.angles_z = random() * 360;
1382 if(qcweaponanimation)
1384 setorigin(flash, w_shotorg + w_shotdir * 50);
1385 flash.angles = vectoangles(w_shotdir);
1386 flash.angles_z = random() * 360;
1390 if(gettagindex(self.weaponentity, "shot"))
1391 setattachment(flash, self.weaponentity, "shot");
1393 setattachment(flash, self.weaponentity, "tag_shot");
1394 setorigin(flash, offset);
1397 copyentity(flash, xflash);
1399 flash.viewmodelforclient = self;
1401 if(self.weaponentity.oldorigin_x > 0)
1403 setattachment(xflash, self.exteriorweaponentity, "");
1404 setorigin(xflash, self.weaponentity.oldorigin + offset);
1408 if(gettagindex(self.exteriorweaponentity, "shot"))
1409 setattachment(xflash, self.exteriorweaponentity, "shot");
1411 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1412 setorigin(xflash, offset);
1417 vector cliptoplane(vector v, vector p)
1419 return v - (v * p) * p;
1422 vector solve_cubic_pq(float p, float q)
1425 D = q*q/4.0 + p*p*p/27.0;
1429 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1430 u = sqrt(-4.0/3.0 * p);
1431 // a in range 0..pi/3
1438 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1440 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1453 return '1 1 0' * v + '0 0 1' * u;
1455 return '0 1 1' * v + '1 0 0' * u;
1460 u = cbrt(-q/2.0 + sqrt(D));
1461 v = cbrt(-q/2.0 - sqrt(D));
1462 return '1 1 1' * (u + v);
1465 vector solve_cubic_abcd(float a, float b, float c, float d)
1471 p = (9*a*c - 3*b*b);
1472 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1473 v = solve_cubic_pq(p, q);
1474 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1476 v += '1 0 -1' * (v_z - v_x); // swap x, z
1480 vector findperpendicular(vector v)
1486 return normalize(cliptoplane(p, v));
1489 vector W_CalculateProjectileSpread(vector forward, float spread)
1495 spread *= g_weaponspreadfactor;
1498 sstyle = cvar("g_projectiles_spread_style");
1502 // this is the baseline for the spread value!
1503 // standard deviation: sqrt(2/5)
1504 // density function: sqrt(1-r^2)
1505 return forward + randomvec() * spread;
1507 else if(sstyle == 1)
1509 // same thing, basically
1510 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1512 else if(sstyle == 2)
1514 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1515 sigma = spread * 0.89442719099991587855; // match baseline stddev
1516 v1 = findperpendicular(forward);
1517 v2 = cross(forward, v1);
1518 // random point on unit circle
1519 dx = random() * 2 * M_PI;
1522 // radius in our dist function
1525 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1527 else if(sstyle == 3) // gauss 3d
1529 sigma = spread * 0.44721359549996; // match baseline stddev
1530 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1532 v1_x += gsl_ran_gaussian(sigma);
1533 v1_y += gsl_ran_gaussian(sigma);
1534 v1_z += gsl_ran_gaussian(sigma);
1537 else if(sstyle == 4) // gauss 2d
1539 sigma = spread * 0.44721359549996; // match baseline stddev
1540 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1541 v1_x = gsl_ran_gaussian(sigma);
1542 v1_y = gsl_ran_gaussian(sigma);
1543 v1_z = gsl_ran_gaussian(sigma);
1544 return normalize(forward + cliptoplane(v1, forward));
1546 else if(sstyle == 5) // 1-r
1548 sigma = spread * 1.154700538379252; // match baseline stddev
1549 v1 = findperpendicular(forward);
1550 v2 = cross(forward, v1);
1551 // random point on unit circle
1552 dx = random() * 2 * M_PI;
1555 // radius in our dist function
1557 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1558 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1560 else if(sstyle == 6) // 1-r^2
1562 sigma = spread * 1.095445115010332; // match baseline stddev
1563 v1 = findperpendicular(forward);
1564 v2 = cross(forward, v1);
1565 // random point on unit circle
1566 dx = random() * 2 * M_PI;
1569 // radius in our dist function
1573 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1575 else if(sstyle == 7) // (1-r) (2-r)
1577 sigma = spread * 1.224744871391589; // match baseline stddev
1578 v1 = findperpendicular(forward);
1579 v2 = cross(forward, v1);
1580 // random point on unit circle
1581 dx = random() * 2 * M_PI;
1584 // radius in our dist function
1588 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1591 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)!");
1594 * how to derive falloff functions:
1595 * rho(r) := (2-r) * (1-r);
1598 * rhor(r) := r * rho(r);
1599 * cr(t) := integrate(rhor(r), r, a, t);
1600 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1601 * variance : scr(b) / cr(b);
1602 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1603 * sqrt(0.4 / variance), numer;
1609 float mspercallsstyle;
1610 float mspercallcount;
1612 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1614 if(missile.owner == world)
1615 error("Unowned missile");
1617 dir = dir + upDir * (pUpSpeed / pSpeed);
1618 dir_z += pZSpeed / pSpeed;
1619 pSpeed *= vlen(dir);
1620 dir = normalize(dir);
1623 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1625 mspercallsum = mspercallcount = 0;
1626 mspercallsstyle = cvar("g_projectiles_spread_style");
1628 mspercallsum -= gettime(GETTIME_HIRES);
1630 dir = W_CalculateProjectileSpread(dir, spread);
1632 mspercallsum += gettime(GETTIME_HIRES);
1633 mspercallcount += 1;
1634 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1637 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1640 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1642 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1645 #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"))
1646 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))