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 * autocvar_g_balance_rune_speed_combo_atkrate;
24 t = t * autocvar_g_balance_rune_speed_atkrate;
26 else if(self.runes & CURSE_SLOW)
28 t = t * autocvar_g_balance_curse_slow_atkrate;
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
137 float nudge = 1; // added to traceline target and subtracted from result
138 local float oldsolid;
140 oldsolid = ent.dphitcontentsmask;
141 if(ent.weapon == WEP_SNIPERRIFLE)
142 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147 // passing world, because we do NOT want it to touch dphitcontentsmask
149 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
161 // un-adjust trueaim if shotend is too close
162 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
163 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
166 if(accuracy_canbegooddamage(ent))
167 accuracy_add(ent, ent.weapon, maxdamage, 0);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
172 vecs = ent.weaponentity.movedir;
175 if(debug_shotorg != '0 0 0')
176 vecs = debug_shotorg;
178 dv = v_right * -vecs_y + v_up * vecs_z;
179 w_shotorg = ent.origin + ent.view_ofs + dv;
181 // now move the shotorg forward as much as requested if possible
184 if(ent.antilag_debug)
185 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191 w_shotorg = trace_endpos - v_forward * nudge;
192 // calculate the shotdir from the chosen shotorg
193 w_shotdir = normalize(w_shotend - w_shotorg);
196 if (!ent.cvar_cl_noantilag)
198 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
200 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201 if (!trace_ent.takedamage)
203 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 if (trace_ent.takedamage && trace_ent.classname == "player")
208 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210 w_shotdir = normalize(trace_ent.origin - w_shotorg);
214 else if(autocvar_g_antilag == 3) // client side hitscan
216 // this part MUST use prydon cursor
217 if (ent.cursor_trace_ent) // client was aiming at someone
218 if (ent.cursor_trace_ent != ent) // just to make sure
219 if (ent.cursor_trace_ent.takedamage) // and that person is killable
220 if (ent.cursor_trace_ent.classname == "player") // and actually a player
222 // verify that the shot would miss without antilag
223 // (avoids an issue where guns would always shoot at their origin)
224 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
225 if (!trace_ent.takedamage)
227 // verify that the shot would hit if altered
228 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229 if (trace_ent == ent.cursor_trace_ent)
230 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232 print("antilag fail\n");
238 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
241 ent.punchangle_x = recoil * -1;
244 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
246 if(ent.items & IT_STRENGTH)
249 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
251 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
252 ) // prevent insane sound spam
254 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
255 ent.prevstrengthsound = time;
257 ent.prevstrengthsoundattempt = time;
259 // nudge w_shotend so a trace to w_shotend hits
260 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
263 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
264 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
265 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
266 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
267 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
269 float CL_Weaponentity_CustomizeEntityForClient()
271 self.viewmodelforclient = self.owner;
272 if(other.classname == "spectator")
273 if(other.enemy == self.owner)
274 self.viewmodelforclient = other;
278 float qcweaponanimation;
279 vector weapon_offset = '0 -10 0';
280 vector weapon_adjust = '10 0 -15';
281 .vector weapon_morph0origin;
282 .vector weapon_morph0angles;
283 .float weapon_morph0time;
284 .vector weapon_morph1origin;
285 .vector weapon_morph1angles;
286 .float weapon_morph1time;
287 .vector weapon_morph2origin;
288 .vector weapon_morph2angles;
289 .float weapon_morph2time;
290 .vector weapon_morph3origin;
291 .vector weapon_morph3angles;
292 .float weapon_morph3time;
293 .vector weapon_morph4origin;
294 .vector weapon_morph4angles;
295 .float weapon_morph4time;
297 #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)
302 * 1. simple animated model, muzzle flash handling on h_ model:
303 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
305 * shot = muzzle end (shot origin, also used for muzzle flashes)
306 * shell = casings ejection point (must be on the right hand side of the gun)
307 * weapon = attachment for v_tuba.md3
308 * v_tuba.md3 - first and third person model
309 * g_tuba.md3 - pickup model
311 * 2. simple animated model, muzzle flash handling on v_ model:
312 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
314 * weapon = attachment for v_tuba.md3
315 * v_tuba.md3 - first and third person model
317 * shot = muzzle end (shot origin, also used for muzzle flashes)
318 * shell = casings ejection point (must be on the right hand side of the gun)
319 * g_tuba.md3 - pickup model
321 * 3. fully animated model, muzzle flash handling on h_ model:
322 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
324 * shot = muzzle end (shot origin, also used for muzzle flashes)
325 * shell = casings ejection point (must be on the right hand side of the gun)
326 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
327 * v_tuba.md3 - third person model
328 * g_tuba.md3 - pickup model
330 * 4. fully animated model, muzzle flash handling on v_ model:
331 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
333 * shot = muzzle end (shot origin)
334 * shell = casings ejection point (must be on the right hand side of the gun)
335 * v_tuba.md3 - third person model
337 * shot = muzzle end (for muzzle flashes)
338 * g_tuba.md3 - pickup model
342 // self.origin, self.angles
344 // self.movedir, self.view_ofs
348 // call again with ""
350 void CL_WeaponEntity_SetModel(string name)
357 // if there is a child entity, hide it until we're sure we use it
358 if (self.weaponentity)
359 self.weaponentity.model = "";
360 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
361 v_shot_idx = gettagindex(self, "shot"); // used later
363 v_shot_idx = gettagindex(self, "tag_shot");
365 if(qcweaponanimation)
367 self.angles = '0 0 0';
368 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
369 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
370 self.movedir_x += 32;
371 self.spawnorigin = self.movedir;
372 // oldorigin - not calculated here
376 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
377 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
378 animfile = fopen(animfilename, FILE_READ);
379 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
380 self.anim_fire1 = '0 1 0.01';
381 self.anim_fire2 = '1 1 0.01';
382 self.anim_idle = '2 1 0.01';
383 self.anim_reload = '3 1 0.01';
386 animparseerror = FALSE;
387 self.anim_fire1 = animparseline(animfile);
388 self.anim_fire2 = animparseline(animfile);
389 self.anim_idle = animparseline(animfile);
390 self.anim_reload = animparseline(animfile);
393 print("Parse error in ", animfilename, ", some player animations are broken\n");
396 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
397 // if we don't, this is a "real" animated model
398 if(gettagindex(self, "weapon"))
400 if (!self.weaponentity)
401 self.weaponentity = spawn();
402 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
403 setattachment(self.weaponentity, self, "weapon");
405 else if(gettagindex(self, "tag_weapon"))
407 if (!self.weaponentity)
408 self.weaponentity = spawn();
409 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
410 setattachment(self.weaponentity, self, "tag_weapon");
414 if(self.weaponentity)
415 remove(self.weaponentity);
416 self.weaponentity = world;
419 setorigin(self,'0 0 0');
420 self.angles = '0 0 0';
422 self.viewmodelforclient = world;
426 if(v_shot_idx) // v_ model attached to invisible h_ model
428 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
432 idx = gettagindex(self, "shot");
434 idx = gettagindex(self, "tag_shot");
436 self.movedir = gettaginfo(self, idx);
439 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
440 self.movedir = '0 0 0';
444 if(self.weaponentity) // v_ model attached to invisible h_ model
446 idx = gettagindex(self.weaponentity, "shell");
448 idx = gettagindex(self.weaponentity, "tag_shell");
450 self.spawnorigin = gettaginfo(self.weaponentity, idx);
456 idx = gettagindex(self, "shell");
458 idx = gettagindex(self, "tag_shell");
460 self.spawnorigin = gettaginfo(self, idx);
463 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
464 self.spawnorigin = self.movedir;
470 self.oldorigin = '0 0 0'; // use regular attachment
474 if(self.weaponentity)
476 idx = gettagindex(self, "weapon");
478 idx = gettagindex(self, "tag_weapon");
482 idx = gettagindex(self, "handle");
484 idx = gettagindex(self, "tag_handle");
488 self.oldorigin = self.movedir - gettaginfo(self, idx);
492 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");
493 self.oldorigin = '0 0 0'; // there is no way to recover from this
497 self.viewmodelforclient = self.owner;
503 if(self.weaponentity)
504 remove(self.weaponentity);
505 self.weaponentity = world;
506 self.movedir = '0 0 0';
507 self.spawnorigin = '0 0 0';
508 self.oldorigin = '0 0 0';
509 self.anim_fire1 = '0 1 0.01';
510 self.anim_fire2 = '0 1 0.01';
511 self.anim_idle = '0 1 0.01';
512 self.anim_reload = '0 1 0.01';
515 self.view_ofs = '0 0 0';
517 if(self.movedir_x >= 0)
521 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
522 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
524 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
525 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
527 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
529 // check if an instant weapon switch occurred
530 if (qcweaponanimation)
532 if (self.state == WS_READY)
534 self.angles = '0 0 0';
535 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
536 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
540 setorigin(self, self.view_ofs);
541 // reset animstate now
542 self.wframe = WFRAME_IDLE;
543 self.weapon_morph0time = 0;
544 self.weapon_morph1time = 0;
545 self.weapon_morph2time = 0;
546 self.weapon_morph3time = 0;
547 self.weapon_morph4time = 0;
548 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
551 vector CL_Weapon_GetShotOrg(float wpn)
555 wi = get_weaponinfo(wpn);
558 CL_WeaponEntity_SetModel(wi.mdl);
560 CL_WeaponEntity_SetModel("");
566 void CL_Weaponentity_Think()
569 self.nextthink = time;
570 if (intermission_running)
571 self.frame = self.anim_idle_x;
572 if (self.owner.weaponentity != self)
574 if (self.weaponentity)
575 remove(self.weaponentity);
579 if (self.owner.deadflag != DEAD_NO)
582 if (self.weaponentity)
583 self.weaponentity.model = "";
586 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
588 self.cnt = self.owner.weapon;
589 self.dmg = self.owner.modelindex;
590 self.deadflag = self.owner.deadflag;
592 CL_WeaponEntity_SetModel(self.owner.weaponname);
595 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
596 self.effects = self.owner.effects & EFMASK_CHEAP;
597 self.effects &~= EF_LOWPRECISION;
598 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
599 self.effects &~= EF_TELEPORT_BIT;
600 self.effects &~= EF_RESTARTANIM_BIT;
603 if(self.owner.alpha == default_player_alpha)
604 self.alpha = default_weapon_alpha;
605 else if(self.owner.alpha != 0)
606 self.alpha = self.owner.alpha;
610 self.glowmod = self.owner.weaponentity_glowmod;
611 self.colormap = self.owner.colormap;
612 if (self.weaponentity)
614 self.weaponentity.effects = self.effects;
615 self.weaponentity.alpha = self.alpha;
616 self.weaponentity.colormap = self.colormap;
617 self.weaponentity.glowmod = self.glowmod;
620 self.angles = '0 0 0';
623 if (self.state == WS_RAISE && !intermission_running)
625 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
626 self.angles_x = -90 * f * f;
627 if (qcweaponanimation)
629 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
630 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
633 else if (self.state == WS_DROP && !intermission_running)
635 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
636 self.angles_x = -90 * f * f;
637 if (qcweaponanimation)
639 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
640 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
643 else if (self.state == WS_CLEAR)
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 (qcweaponanimation && time < self.owner.weapon_morph1time)
655 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
656 f = 1 - pow(1 - f, 3);
657 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
658 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
660 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
662 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
663 f = 1 - pow(1 - f, 3);
664 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
665 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
667 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
669 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
670 f = 1 - pow(1 - f, 3);
671 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
672 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
674 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
676 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
677 f = 1 - pow(1 - f, 3);
678 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
679 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
681 else if (qcweaponanimation)
683 // begin a new idle morph
684 self.owner.weapon_morph0time = time;
685 self.owner.weapon_morph0angles = self.angles;
686 self.owner.weapon_morph0origin = self.origin;
694 // turn gun to the left to look at it
696 self.owner.weapon_morph1time = time + t * 0.2;
697 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
698 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');
699 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
701 self.owner.weapon_morph2time = time + t * 0.6;
702 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
703 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');
704 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
706 self.owner.weapon_morph3time = time + t;
707 self.owner.weapon_morph3angles = '0 0 0';
708 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');
709 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
713 // raise the gun a bit
715 self.owner.weapon_morph1time = time + t * 0.2;
716 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
717 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');
718 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
720 self.owner.weapon_morph2time = time + t * 0.5;
721 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
722 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');
723 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
725 self.owner.weapon_morph3time = time + t;
726 self.owner.weapon_morph3angles = '0 0 0';
727 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');
728 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
734 self.owner.weapon_morph1time = time + t * 0.3;
735 self.owner.weapon_morph1angles = randomvec() * 6;
736 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');
737 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
739 self.owner.weapon_morph2time = time + t * 0.7;
740 self.owner.weapon_morph2angles = randomvec() * 6;
741 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');
742 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
744 self.owner.weapon_morph3time = time + t;
745 self.owner.weapon_morph3angles = '0 0 0';
746 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');
747 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
751 // hold it mostly steady
752 t = random() * 6 + 4;
753 self.owner.weapon_morph1time = time + t * 0.2;
754 self.owner.weapon_morph1angles = randomvec() * 1;
755 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
756 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
758 self.owner.weapon_morph2time = time + t * 0.5;
759 self.owner.weapon_morph2angles = randomvec() * 1;
760 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
761 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
763 self.owner.weapon_morph3time = time + t * 0.7;
764 self.owner.weapon_morph3angles = randomvec() * 1;
765 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
766 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
769 self.owner.weapon_morph4time = time + t;
770 self.owner.weapon_morph4angles = '0 0 0';
771 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');
772 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
777 void CL_ExteriorWeaponentity_Think()
781 self.nextthink = time;
782 if (self.owner.exteriorweaponentity != self)
787 if (self.owner.deadflag != DEAD_NO)
792 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
794 self.cnt = self.owner.weapon;
795 self.dmg = self.owner.modelindex;
796 self.deadflag = self.owner.deadflag;
797 if (self.owner.weaponname != "")
798 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
802 if((tag_found = gettagindex(self.owner, "tag_weapon")))
804 self.tag_index = tag_found;
805 self.tag_entity = self.owner;
808 setattachment(self, self.owner, "bip01 r hand");
810 // if that didn't find a tag, hide the exterior weapon model
814 self.effects = self.owner.effects;
815 if(sv_pitch_min == sv_pitch_max)
816 self.effects |= EF_LOWPRECISION;
818 self.effects &~= EF_LOWPRECISION;
819 self.effects = self.effects & EFMASK_CHEAP; // eat performance
820 if(self.owner.alpha == default_player_alpha)
821 self.alpha = default_weapon_alpha;
822 else if(self.owner.alpha != 0)
823 self.alpha = self.owner.alpha;
827 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
831 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
833 ang_y = self.owner.v_angle_y;
835 var vector v = v_forward;
836 var float t = self.tag_entity.frame1time;
837 var float f = self.tag_entity.frame;
838 self.tag_entity.frame1time = time;
839 self.tag_entity.frame = self.tag_entity.anim_idle_x;
840 gettaginfo(self.tag_entity, self.tag_index);
841 self.tag_entity.frame1time = t;
842 self.tag_entity.frame = f;
843 // untransform v according to this coordinate space
848 self.angles = vectoangles(w);
852 ang_x = -/* don't ask */ang_x;
856 self.glowmod = self.owner.weaponentity_glowmod;
857 self.colormap = self.owner.colormap;
860 // spawning weaponentity for client
861 void CL_SpawnWeaponentity()
863 self.weaponentity = spawn();
864 self.weaponentity.classname = "weaponentity";
865 self.weaponentity.solid = SOLID_NOT;
866 self.weaponentity.owner = self;
867 setmodel(self.weaponentity, ""); // precision set when changed
868 setorigin(self.weaponentity, '0 0 0');
869 self.weaponentity.angles = '0 0 0';
870 self.weaponentity.viewmodelforclient = self;
871 self.weaponentity.flags = 0;
872 self.weaponentity.think = CL_Weaponentity_Think;
873 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
874 self.weaponentity.nextthink = time;
876 self.exteriorweaponentity = spawn();
877 self.exteriorweaponentity.classname = "exteriorweaponentity";
878 self.exteriorweaponentity.solid = SOLID_NOT;
879 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
880 self.exteriorweaponentity.owner = self;
881 setorigin(self.exteriorweaponentity, '0 0 0');
882 self.exteriorweaponentity.angles = '0 0 0';
883 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
884 self.exteriorweaponentity.nextthink = time;
887 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
890 WriteByte(MSG_ONE, SVC_TEMPENTITY);
891 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
892 WriteByte(MSG_ONE, wpn);
893 WriteString(MSG_ONE, wpnname);
894 WriteByte(MSG_ONE, type);
897 .float hasweapon_complain_spam;
899 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
901 local float weaponbit, f;
902 local entity oldself;
904 if(time < self.hasweapon_complain_spam)
907 self.hasweapon_complain_spam = time + 0.2;
909 if (wpn < WEP_FIRST || wpn > WEP_LAST)
912 sprint(self, "Invalid weapon\n");
915 weaponbit = W_WeaponBit(wpn);
916 if (cl.weapons & weaponbit)
920 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
928 f = weapon_action(wpn, WR_CHECKAMMO1);
929 f = f + weapon_action(wpn, WR_CHECKAMMO2);
931 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
933 if(wpn == WEP_MINE_LAYER)
934 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
942 if(clienttype(cl) == CLIENTTYPE_REAL)
944 play2(cl, "weapons/unavailable.wav");
945 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
946 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
956 // Report Proper Weapon Status / Modified Weapon Ownership Message
957 if(weaponsInMap & weaponbit)
959 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
960 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
962 if(autocvar_g_showweaponspawns)
967 e = get_weaponinfo(wpn);
970 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
972 if(e.classname == "droppedweapon")
974 if not(e.flags & FL_ITEM)
976 WaypointSprite_Spawn(
989 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
990 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 = autocvar_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 void W_SwitchToOtherWeapon(entity pl)
1035 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1037 w = W_WeaponBit(pl.weapon);
1039 ww = w_getbestweapon(pl);
1042 W_SwitchWeapon_Force(pl, ww);
1045 float weapon_prepareattack_checkammo(float secondary)
1047 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1048 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1050 // always keep the Mine Layer if we placed mines, so that we can detonate them
1052 if(self.weapon == WEP_MINE_LAYER)
1053 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1056 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1058 sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1059 self.prevdryfire = time;
1062 W_SwitchToOtherWeapon(self);
1067 .float race_penalty;
1068 float weapon_prepareattack_check(float secondary, float attacktime)
1070 if(!weapon_prepareattack_checkammo(secondary))
1073 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1074 //if all players readied up and the countdown is running
1075 if(time < game_starttime || time < self.race_penalty) {
1079 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1082 // do not even think about shooting if switching
1083 if(self.switchweapon != self.weapon)
1088 // don't fire if previous attack is not finished
1089 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1091 // don't fire while changing weapon
1092 if (self.weaponentity.state != WS_READY)
1098 float weapon_prepareattack_do(float secondary, float attacktime)
1100 self.weaponentity.state = WS_INUSE;
1102 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1104 // if the weapon hasn't been firing continuously, reset the timer
1107 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1109 ATTACK_FINISHED(self) = time;
1110 //dprint("resetting attack finished to ", ftos(time), "\n");
1112 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1114 self.bulletcounter += 1;
1115 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1118 float weapon_prepareattack(float secondary, float attacktime)
1120 if(weapon_prepareattack_check(secondary, attacktime))
1122 weapon_prepareattack_do(secondary, attacktime);
1129 void weapon_thinkf(float fr, float t, void() func)
1135 if(fr == WFRAME_DONTCHANGE)
1137 fr = self.weaponentity.wframe;
1138 restartanim = FALSE;
1140 else if (fr == WFRAME_IDLE)
1141 restartanim = FALSE;
1149 if (self.weaponentity)
1151 self.weaponentity.wframe = fr;
1152 if (qcweaponanimation)
1154 if (fr != WFRAME_IDLE)
1156 self.weapon_morph0time = time;
1157 self.weapon_morph0angles = self.weaponentity.angles;
1158 self.weapon_morph0origin = self.weaponentity.origin;
1160 self.weapon_morph1angles = '0 0 0';
1161 self.weapon_morph1time = time + t;
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_morph2angles = '0 0 0';
1166 self.weapon_morph2time = time + t;
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_morph3angles = '0 0 0';
1171 self.weapon_morph3time = time + t;
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);
1175 self.weapon_morph4angles = '0 0 0';
1176 self.weapon_morph4time = time + t;
1177 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1178 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1180 if (fr == WFRAME_FIRE1)
1182 self.weapon_morph1angles = '5 0 0';
1183 self.weapon_morph1time = time + t * 0.1;
1184 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1185 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1186 self.weapon_morph4time = time + t + 1; // delay idle effect
1188 else if (fr == WFRAME_FIRE2)
1190 self.weapon_morph1angles = '10 0 0';
1191 self.weapon_morph1time = time + t * 0.1;
1192 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1193 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1194 self.weapon_morph4time = time + t + 1; // delay idle effect
1196 else if (fr == WFRAME_RELOAD)
1198 self.weapon_morph1time = time + t * 0.05;
1199 self.weapon_morph1angles = '-10 40 0';
1200 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1201 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1203 self.weapon_morph2time = time + t * 0.15;
1204 self.weapon_morph2angles = '-10 40 5';
1205 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1206 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1208 self.weapon_morph3time = time + t * 0.25;
1209 self.weapon_morph3angles = '-10 40 0';
1210 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1211 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1217 if (fr == WFRAME_IDLE)
1218 a = self.weaponentity.anim_idle;
1219 else if (fr == WFRAME_FIRE1)
1220 a = self.weaponentity.anim_fire1;
1221 else if (fr == WFRAME_FIRE2)
1222 a = self.weaponentity.anim_fire2;
1223 else if (fr == WFRAME_RELOAD)
1224 a = self.weaponentity.anim_reload;
1225 a_z *= g_weaponratefactor;
1226 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1234 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1236 backtrace("Tried to override initial weapon think function - should this really happen?");
1239 t *= W_WeaponRateFactor();
1241 // VorteX: haste can be added here
1242 if (self.weapon_think == w_ready)
1244 self.weapon_nextthink = time;
1245 //dprint("started firing at ", ftos(time), "\n");
1247 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1249 self.weapon_nextthink = time;
1250 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1252 self.weapon_nextthink = self.weapon_nextthink + t;
1253 self.weapon_think = func;
1254 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1258 if (!self.crouch) // shoot anim stands up, this looks bad
1261 anim = self.anim_shoot;
1262 anim_z = anim_y / (t + sys_frametime);
1263 setanim(self, anim, FALSE, TRUE, TRUE);
1267 void weapon_boblayer1(float spd, vector org)
1269 // VorteX: haste can be added here
1272 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1280 mvelocity = mvelocity * g_weaponspeedfactor;
1282 mdirection = normalize(mvelocity);
1283 mspeed = vlen(mvelocity);
1285 nstyle = autocvar_g_projectiles_newton_style;
1286 if(nstyle == 0 || forceAbsolute)
1288 // absolute velocity
1289 outvelocity = mvelocity;
1291 else if(nstyle == 1)
1293 // true Newtonian projectiles
1294 outvelocity = pvelocity + mvelocity;
1296 else if(nstyle == 2)
1298 // true Newtonian projectiles with automatic aim adjustment
1300 // solve: |outspeed * mdirection - pvelocity| = mspeed
1301 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1302 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1306 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1307 // velocity without mdirection component > mspeed
1308 // fire at smallest possible mspeed that works?
1309 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1312 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1314 outspeed = solution_y; // the larger one
1317 //outspeed = 0; // slowest possible shot
1318 outspeed = solution_x; // the real part (that is, the average!)
1319 //dprint("impossible shot, adjusting\n");
1322 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1323 outvelocity = mdirection * outspeed;
1325 else if(nstyle == 3)
1327 // pseudo-Newtonian:
1328 outspeed = mspeed + mdirection * pvelocity;
1329 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1330 outvelocity = mdirection * outspeed;
1332 else if(nstyle == 4)
1335 outspeed = mspeed + vlen(pvelocity);
1336 outvelocity = mdirection * outspeed;
1339 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1344 void W_AttachToShotorg(entity flash, vector offset)
1348 flash.angles_z = random() * 360;
1349 if(qcweaponanimation)
1351 setorigin(flash, w_shotorg + w_shotdir * 50);
1352 flash.angles = vectoangles(w_shotdir);
1353 flash.angles_z = random() * 360;
1357 if(gettagindex(self.weaponentity, "shot"))
1358 setattachment(flash, self.weaponentity, "shot");
1360 setattachment(flash, self.weaponentity, "tag_shot");
1361 setorigin(flash, offset);
1364 copyentity(flash, xflash);
1366 flash.viewmodelforclient = self;
1368 if(self.weaponentity.oldorigin_x > 0)
1370 setattachment(xflash, self.exteriorweaponentity, "");
1371 setorigin(xflash, self.weaponentity.oldorigin + offset);
1375 if(gettagindex(self.exteriorweaponentity, "shot"))
1376 setattachment(xflash, self.exteriorweaponentity, "shot");
1378 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1379 setorigin(xflash, offset);
1384 vector cliptoplane(vector v, vector p)
1386 return v - (v * p) * p;
1389 vector solve_cubic_pq(float p, float q)
1392 D = q*q/4.0 + p*p*p/27.0;
1396 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1397 u = sqrt(-4.0/3.0 * p);
1398 // a in range 0..pi/3
1405 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1407 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1420 return '1 1 0' * v + '0 0 1' * u;
1422 return '0 1 1' * v + '1 0 0' * u;
1427 u = cbrt(-q/2.0 + sqrt(D));
1428 v = cbrt(-q/2.0 - sqrt(D));
1429 return '1 1 1' * (u + v);
1432 vector solve_cubic_abcd(float a, float b, float c, float d)
1438 p = (9*a*c - 3*b*b);
1439 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1440 v = solve_cubic_pq(p, q);
1441 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1443 v += '1 0 -1' * (v_z - v_x); // swap x, z
1447 vector findperpendicular(vector v)
1453 return normalize(cliptoplane(p, v));
1456 vector W_CalculateProjectileSpread(vector forward, float spread)
1462 spread *= g_weaponspreadfactor;
1465 sstyle = autocvar_g_projectiles_spread_style;
1469 // this is the baseline for the spread value!
1470 // standard deviation: sqrt(2/5)
1471 // density function: sqrt(1-r^2)
1472 return forward + randomvec() * spread;
1474 else if(sstyle == 1)
1476 // same thing, basically
1477 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1479 else if(sstyle == 2)
1481 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1482 sigma = spread * 0.89442719099991587855; // match baseline stddev
1483 v1 = findperpendicular(forward);
1484 v2 = cross(forward, v1);
1485 // random point on unit circle
1486 dx = random() * 2 * M_PI;
1489 // radius in our dist function
1492 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1494 else if(sstyle == 3) // gauss 3d
1496 sigma = spread * 0.44721359549996; // match baseline stddev
1497 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1499 v1_x += gsl_ran_gaussian(sigma);
1500 v1_y += gsl_ran_gaussian(sigma);
1501 v1_z += gsl_ran_gaussian(sigma);
1504 else if(sstyle == 4) // gauss 2d
1506 sigma = spread * 0.44721359549996; // match baseline stddev
1507 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1508 v1_x = gsl_ran_gaussian(sigma);
1509 v1_y = gsl_ran_gaussian(sigma);
1510 v1_z = gsl_ran_gaussian(sigma);
1511 return normalize(forward + cliptoplane(v1, forward));
1513 else if(sstyle == 5) // 1-r
1515 sigma = spread * 1.154700538379252; // 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
1524 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1525 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1527 else if(sstyle == 6) // 1-r^2
1529 sigma = spread * 1.095445115010332; // match baseline stddev
1530 v1 = findperpendicular(forward);
1531 v2 = cross(forward, v1);
1532 // random point on unit circle
1533 dx = random() * 2 * M_PI;
1536 // radius in our dist function
1540 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1542 else if(sstyle == 7) // (1-r) (2-r)
1544 sigma = spread * 1.224744871391589; // match baseline stddev
1545 v1 = findperpendicular(forward);
1546 v2 = cross(forward, v1);
1547 // random point on unit circle
1548 dx = random() * 2 * M_PI;
1551 // radius in our dist function
1555 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1558 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)!");
1561 * how to derive falloff functions:
1562 * rho(r) := (2-r) * (1-r);
1565 * rhor(r) := r * rho(r);
1566 * cr(t) := integrate(rhor(r), r, a, t);
1567 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1568 * variance : scr(b) / cr(b);
1569 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1570 * sqrt(0.4 / variance), numer;
1576 float mspercallsstyle;
1577 float mspercallcount;
1579 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1581 if(missile.owner == world)
1582 error("Unowned missile");
1584 dir = dir + upDir * (pUpSpeed / pSpeed);
1585 dir_z += pZSpeed / pSpeed;
1586 pSpeed *= vlen(dir);
1587 dir = normalize(dir);
1590 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1592 mspercallsum = mspercallcount = 0;
1593 mspercallsstyle = autocvar_g_projectiles_spread_style;
1595 mspercallsum -= gettime(GETTIME_HIRES);
1597 dir = W_CalculateProjectileSpread(dir, spread);
1599 mspercallsum += gettime(GETTIME_HIRES);
1600 mspercallcount += 1;
1601 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1604 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1607 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1609 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1612 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1613 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1615 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1617 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1620 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1623 self.clip_load -= ammo_use;
1624 self.weapon_load[self.weapon] = self.clip_load;
1627 self.(self.current_ammo) -= ammo_use;
1630 // weapon reloading code
1632 .float reload_ammo_amount, reload_ammo_min, reload_time;
1633 .float reload_complain;
1634 .string reload_sound;
1636 void W_ReloadedAndReady()
1638 // finish the reloading process, and do the ammo transfer
1640 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1642 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1643 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1644 self.clip_load = self.reload_ammo_amount;
1647 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1649 self.clip_load += 1;
1650 self.(self.current_ammo) -= 1;
1653 self.weapon_load[self.weapon] = self.clip_load;
1655 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1656 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1657 // so your weapon is disabled for a few seconds without reason
1659 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1664 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1666 // set global values to work with
1668 self.reload_ammo_min = sent_ammo_min;
1669 self.reload_ammo_amount = sent_ammo_amount;
1670 self.reload_time = sent_time;
1671 self.reload_sound = sent_sound;
1673 // check if we meet the necessary conditions to reload
1676 e = get_weaponinfo(self.weapon);
1678 // don't reload weapons that don't have the RELOADABLE flag
1679 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1681 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1685 // return if reloading is disabled for this weapon
1686 if(!self.reload_ammo_amount)
1689 // our weapon is fully loaded, no need to reload
1690 if (self.clip_load >= self.reload_ammo_amount)
1693 // no ammo, so nothing to load
1694 if(!self.(self.current_ammo) && self.reload_ammo_min)
1695 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1697 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1699 play2(self, "weapons/unavailable.wav");
1700 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1701 self.reload_complain = time + 1;
1703 // switch away if the amount of ammo is not enough to keep using this weapon
1704 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1706 self.clip_load = -1; // reload later
1707 W_SwitchToOtherWeapon(self);
1712 if (self.weaponentity)
1714 if (self.weaponentity.wframe == WFRAME_RELOAD)
1717 // allow switching away while reloading, but this will cause a new reload!
1718 self.weaponentity.state = WS_READY;
1721 // now begin the reloading process
1723 sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
1725 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1726 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1727 // so your weapon is disabled for a few seconds without reason
1729 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1731 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1733 if(self.clip_load < 0)
1735 self.old_clip_load = self.clip_load;
1736 self.clip_load = self.weapon_load[self.weapon] = -1;