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 .float prevstrengthsound;
131 .float prevstrengthsoundattempt;
132 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
135 && (player.items & IT_STRENGTH)
136 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
137 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
139 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
140 player.prevstrengthsound = time;
142 player.prevstrengthsoundattempt = time;
145 // this function calculates w_shotorg and w_shotdir based on the weapon model
146 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
147 // make sure you call makevectors first (FIXME?)
148 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)
150 float nudge = 1; // added to traceline target and subtracted from result
151 local float oldsolid;
153 oldsolid = ent.dphitcontentsmask;
154 if(ent.weapon == WEP_RIFLE)
155 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
157 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
159 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
160 // passing world, because we do NOT want it to touch dphitcontentsmask
162 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
163 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
169 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
174 // un-adjust trueaim if shotend is too close
175 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
176 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
179 if(accuracy_canbegooddamage(ent))
180 accuracy_add(ent, ent.weapon, maxdamage, 0);
182 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
184 if(ent.weaponentity.movedir_x > 0)
185 vecs = ent.weaponentity.movedir;
188 if(debug_shotorg != '0 0 0')
189 vecs = debug_shotorg;
191 dv = v_right * -vecs_y + v_up * vecs_z;
192 w_shotorg = ent.origin + ent.view_ofs + dv;
194 // now move the shotorg forward as much as requested if possible
197 if(ent.antilag_debug)
198 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
200 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
203 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
204 w_shotorg = trace_endpos - v_forward * nudge;
205 // calculate the shotdir from the chosen shotorg
206 w_shotdir = normalize(w_shotend - w_shotorg);
209 if (!ent.cvar_cl_noantilag)
211 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
213 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
214 if (!trace_ent.takedamage)
216 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
217 if (trace_ent.takedamage && trace_ent.classname == "player")
221 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
223 w_shotdir = normalize(trace_ent.origin - w_shotorg);
227 else if(autocvar_g_antilag == 3) // client side hitscan
229 // this part MUST use prydon cursor
230 if (ent.cursor_trace_ent) // client was aiming at someone
231 if (ent.cursor_trace_ent != ent) // just to make sure
232 if (ent.cursor_trace_ent.takedamage) // and that person is killable
233 if (ent.cursor_trace_ent.classname == "player") // and actually a player
235 // verify that the shot would miss without antilag
236 // (avoids an issue where guns would always shoot at their origin)
237 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
238 if (!trace_ent.takedamage)
240 // verify that the shot would hit if altered
241 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
242 if (trace_ent == ent.cursor_trace_ent)
243 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
245 print("antilag fail\n");
251 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
254 ent.punchangle_x = recoil * -1;
258 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
259 W_PlayStrengthSound(ent);
262 // nudge w_shotend so a trace to w_shotend hits
263 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
266 #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)
267 #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)
268 #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)
269 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
270 #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)
272 float CL_Weaponentity_CustomizeEntityForClient()
274 self.viewmodelforclient = self.owner;
275 if(other.classname == "spectator")
276 if(other.enemy == self.owner)
277 self.viewmodelforclient = other;
281 float qcweaponanimation;
282 vector weapon_offset = '0 -10 0';
283 vector weapon_adjust = '10 0 -15';
284 .vector weapon_morph0origin;
285 .vector weapon_morph0angles;
286 .float weapon_morph0time;
287 .vector weapon_morph1origin;
288 .vector weapon_morph1angles;
289 .float weapon_morph1time;
290 .vector weapon_morph2origin;
291 .vector weapon_morph2angles;
292 .float weapon_morph2time;
293 .vector weapon_morph3origin;
294 .vector weapon_morph3angles;
295 .float weapon_morph3time;
296 .vector weapon_morph4origin;
297 .vector weapon_morph4angles;
298 .float weapon_morph4time;
299 #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)
304 * 1. simple animated model, muzzle flash handling on h_ model:
305 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
307 * shot = muzzle end (shot origin, also used for muzzle flashes)
308 * shell = casings ejection point (must be on the right hand side of the gun)
309 * weapon = attachment for v_tuba.md3
310 * v_tuba.md3 - first and third person model
311 * g_tuba.md3 - pickup model
313 * 2. simple animated model, muzzle flash handling on v_ model:
314 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
316 * weapon = attachment for v_tuba.md3
317 * v_tuba.md3 - first and third person model
319 * shot = muzzle end (shot origin, also used for muzzle flashes)
320 * shell = casings ejection point (must be on the right hand side of the gun)
321 * g_tuba.md3 - pickup model
323 * 3. fully animated model, muzzle flash handling on h_ model:
324 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
326 * shot = muzzle end (shot origin, also used for muzzle flashes)
327 * shell = casings ejection point (must be on the right hand side of the gun)
328 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
329 * v_tuba.md3 - third person model
330 * g_tuba.md3 - pickup model
332 * 4. fully animated model, muzzle flash handling on v_ model:
333 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
335 * shot = muzzle end (shot origin)
336 * shell = casings ejection point (must be on the right hand side of the gun)
337 * v_tuba.md3 - third person model
339 * shot = muzzle end (for muzzle flashes)
340 * g_tuba.md3 - pickup model
344 // self.origin, self.angles
346 // self.movedir, self.view_ofs
350 // call again with ""
352 void CL_WeaponEntity_SetModel(string name)
359 // if there is a child entity, hide it until we're sure we use it
360 if (self.weaponentity)
361 self.weaponentity.model = "";
362 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
363 v_shot_idx = gettagindex(self, "shot"); // used later
365 v_shot_idx = gettagindex(self, "tag_shot");
367 if(qcweaponanimation)
369 self.angles = '0 0 0';
370 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
371 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
372 self.movedir_x += 32;
373 self.spawnorigin = self.movedir;
374 // oldorigin - not calculated here
378 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
379 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
380 animfile = fopen(animfilename, FILE_READ);
381 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
382 self.anim_fire1 = '0 1 0.01';
383 self.anim_fire2 = '1 1 0.01';
384 self.anim_idle = '2 1 0.01';
385 self.anim_reload = '3 1 0.01';
388 animparseerror = FALSE;
389 self.anim_fire1 = animparseline(animfile);
390 self.anim_fire2 = animparseline(animfile);
391 self.anim_idle = animparseline(animfile);
392 self.anim_reload = animparseline(animfile);
395 print("Parse error in ", animfilename, ", some player animations are broken\n");
398 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
399 // if we don't, this is a "real" animated model
400 if(gettagindex(self, "weapon"))
402 if (!self.weaponentity)
403 self.weaponentity = spawn();
404 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
405 setattachment(self.weaponentity, self, "weapon");
407 else if(gettagindex(self, "tag_weapon"))
409 if (!self.weaponentity)
410 self.weaponentity = spawn();
411 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
412 setattachment(self.weaponentity, self, "tag_weapon");
416 if(self.weaponentity)
417 remove(self.weaponentity);
418 self.weaponentity = world;
421 setorigin(self,'0 0 0');
422 self.angles = '0 0 0';
424 self.viewmodelforclient = world;
428 if(v_shot_idx) // v_ model attached to invisible h_ model
430 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
434 idx = gettagindex(self, "shot");
436 idx = gettagindex(self, "tag_shot");
438 self.movedir = gettaginfo(self, idx);
441 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
442 self.movedir = '0 0 0';
446 if(self.weaponentity) // v_ model attached to invisible h_ model
448 idx = gettagindex(self.weaponentity, "shell");
450 idx = gettagindex(self.weaponentity, "tag_shell");
452 self.spawnorigin = gettaginfo(self.weaponentity, idx);
458 idx = gettagindex(self, "shell");
460 idx = gettagindex(self, "tag_shell");
462 self.spawnorigin = gettaginfo(self, idx);
465 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
466 self.spawnorigin = self.movedir;
472 self.oldorigin = '0 0 0'; // use regular attachment
476 if(self.weaponentity)
478 idx = gettagindex(self, "weapon");
480 idx = gettagindex(self, "tag_weapon");
484 idx = gettagindex(self, "handle");
486 idx = gettagindex(self, "tag_handle");
490 self.oldorigin = self.movedir - gettaginfo(self, idx);
494 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");
495 self.oldorigin = '0 0 0'; // there is no way to recover from this
499 self.viewmodelforclient = self.owner;
505 if(self.weaponentity)
506 remove(self.weaponentity);
507 self.weaponentity = world;
508 self.movedir = '0 0 0';
509 self.spawnorigin = '0 0 0';
510 self.oldorigin = '0 0 0';
511 self.anim_fire1 = '0 1 0.01';
512 self.anim_fire2 = '0 1 0.01';
513 self.anim_idle = '0 1 0.01';
514 self.anim_reload = '0 1 0.01';
517 self.view_ofs = '0 0 0';
519 if(self.movedir_x >= 0)
523 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
524 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
526 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
527 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
529 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
531 // check if an instant weapon switch occurred
532 if (qcweaponanimation)
534 if (self.state == WS_READY)
536 self.angles = '0 0 0';
537 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
538 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
542 setorigin(self, self.view_ofs);
543 // reset animstate now
544 self.wframe = WFRAME_IDLE;
545 self.weapon_morph0time = 0;
546 self.weapon_morph1time = 0;
547 self.weapon_morph2time = 0;
548 self.weapon_morph3time = 0;
549 self.weapon_morph4time = 0;
550 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
553 vector CL_Weapon_GetShotOrg(float wpn)
557 wi = get_weaponinfo(wpn);
560 CL_WeaponEntity_SetModel(wi.mdl);
562 CL_WeaponEntity_SetModel("");
568 void CL_Weaponentity_Think()
571 self.nextthink = time;
572 if (intermission_running)
573 self.frame = self.anim_idle_x;
574 if (self.owner.weaponentity != self)
576 if (self.weaponentity)
577 remove(self.weaponentity);
581 if (self.owner.deadflag != DEAD_NO)
584 if (self.weaponentity)
585 self.weaponentity.model = "";
588 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
590 self.weaponname = self.owner.weaponname;
591 self.dmg = self.owner.modelindex;
592 self.deadflag = self.owner.deadflag;
594 CL_WeaponEntity_SetModel(self.owner.weaponname);
597 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
598 self.effects = self.owner.effects & EFMASK_CHEAP;
599 self.effects &~= EF_LOWPRECISION;
600 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
601 self.effects &~= EF_TELEPORT_BIT;
602 self.effects &~= EF_RESTARTANIM_BIT;
605 if(self.owner.alpha == default_player_alpha)
606 self.alpha = default_weapon_alpha;
607 else if(self.owner.alpha != 0)
608 self.alpha = self.owner.alpha;
612 self.glowmod = self.owner.weaponentity_glowmod;
613 self.colormap = self.owner.colormap;
614 if (self.weaponentity)
616 self.weaponentity.effects = self.effects;
617 self.weaponentity.alpha = self.alpha;
618 self.weaponentity.colormap = self.colormap;
619 self.weaponentity.glowmod = self.glowmod;
622 self.angles = '0 0 0';
625 if (self.state == WS_RAISE && !intermission_running)
627 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
628 self.angles_x = -90 * f * f;
629 if (qcweaponanimation)
631 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
632 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
635 else if (self.state == WS_DROP && !intermission_running)
637 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
638 self.angles_x = -90 * f * f;
639 if (qcweaponanimation)
641 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
642 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
645 else if (self.state == WS_CLEAR)
648 self.angles_x = -90 * f * f;
649 if (qcweaponanimation)
651 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
655 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
657 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
658 f = 1 - pow(1 - f, 3);
659 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
660 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
662 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
664 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
665 f = 1 - pow(1 - f, 3);
666 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
667 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
669 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
671 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
672 f = 1 - pow(1 - f, 3);
673 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
674 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
676 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
678 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
679 f = 1 - pow(1 - f, 3);
680 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
681 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
683 else if (qcweaponanimation)
685 // begin a new idle morph
686 self.owner.weapon_morph0time = time;
687 self.owner.weapon_morph0angles = self.angles;
688 self.owner.weapon_morph0origin = self.origin;
696 // turn gun to the left to look at it
698 self.owner.weapon_morph1time = time + t * 0.2;
699 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
700 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');
701 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
703 self.owner.weapon_morph2time = time + t * 0.6;
704 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
705 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');
706 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
708 self.owner.weapon_morph3time = time + t;
709 self.owner.weapon_morph3angles = '0 0 0';
710 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');
711 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
715 // raise the gun a bit
717 self.owner.weapon_morph1time = time + t * 0.2;
718 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
719 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');
720 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
722 self.owner.weapon_morph2time = time + t * 0.5;
723 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
724 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');
725 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
727 self.owner.weapon_morph3time = time + t;
728 self.owner.weapon_morph3angles = '0 0 0';
729 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');
730 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
736 self.owner.weapon_morph1time = time + t * 0.3;
737 self.owner.weapon_morph1angles = randomvec() * 6;
738 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');
739 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
741 self.owner.weapon_morph2time = time + t * 0.7;
742 self.owner.weapon_morph2angles = randomvec() * 6;
743 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');
744 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
746 self.owner.weapon_morph3time = time + t;
747 self.owner.weapon_morph3angles = '0 0 0';
748 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');
749 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
753 // hold it mostly steady
754 t = random() * 6 + 4;
755 self.owner.weapon_morph1time = time + t * 0.2;
756 self.owner.weapon_morph1angles = randomvec() * 1;
757 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');
758 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
760 self.owner.weapon_morph2time = time + t * 0.5;
761 self.owner.weapon_morph2angles = randomvec() * 1;
762 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');
763 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
765 self.owner.weapon_morph3time = time + t * 0.7;
766 self.owner.weapon_morph3angles = randomvec() * 1;
767 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');
768 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
771 self.owner.weapon_morph4time = time + t;
772 self.owner.weapon_morph4angles = '0 0 0';
773 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');
774 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
779 void CL_ExteriorWeaponentity_Think()
783 self.nextthink = time;
784 if (self.owner.exteriorweaponentity != self)
789 if (self.owner.deadflag != DEAD_NO)
794 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
796 self.weaponname = self.owner.weaponname;
797 self.dmg = self.owner.modelindex;
798 self.deadflag = self.owner.deadflag;
799 if (self.owner.weaponname != "")
800 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
804 if((tag_found = gettagindex(self.owner, "tag_weapon")))
806 self.tag_index = tag_found;
807 self.tag_entity = self.owner;
810 setattachment(self, self.owner, "bip01 r hand");
812 // if that didn't find a tag, hide the exterior weapon model
816 self.effects = self.owner.effects;
817 if(sv_pitch_min == sv_pitch_max)
818 self.effects |= EF_LOWPRECISION;
820 self.effects &~= EF_LOWPRECISION;
821 self.effects = self.effects & EFMASK_CHEAP; // eat performance
822 if(self.owner.alpha == default_player_alpha)
823 self.alpha = default_weapon_alpha;
824 else if(self.owner.alpha != 0)
825 self.alpha = self.owner.alpha;
829 if (!intermission_running)
831 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
835 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
837 ang_y = self.owner.v_angle_y;
839 var vector v = v_forward;
840 var float t = self.tag_entity.frame1time;
841 var float f = self.tag_entity.frame;
842 self.tag_entity.frame1time = time;
843 self.tag_entity.frame = self.tag_entity.anim_idle_x;
844 gettaginfo(self.tag_entity, self.tag_index);
845 self.tag_entity.frame1time = t;
846 self.tag_entity.frame = f;
847 // untransform v according to this coordinate space
852 self.angles = vectoangles(w);
856 ang_x = -/* don't ask */ang_x;
860 if(autocvar_g_loituma)
862 vector moddir, modup;
866 t = time * autocvar_g_loituma;
868 modangles_x = t * 360;
873 AnglesTransform_ToAngles(
874 AnglesTransform_Multiply(
875 AnglesTransform_FromAngles(self.angles),
876 AnglesTransform_FromAngles(modangles)
882 self.glowmod = self.owner.weaponentity_glowmod;
883 self.colormap = self.owner.colormap;
886 // spawning weaponentity for client
887 void CL_SpawnWeaponentity()
889 self.weaponentity = spawn();
890 self.weaponentity.classname = "weaponentity";
891 self.weaponentity.solid = SOLID_NOT;
892 self.weaponentity.owner = self;
893 setmodel(self.weaponentity, ""); // precision set when changed
894 setorigin(self.weaponentity, '0 0 0');
895 self.weaponentity.angles = '0 0 0';
896 self.weaponentity.viewmodelforclient = self;
897 self.weaponentity.flags = 0;
898 self.weaponentity.think = CL_Weaponentity_Think;
899 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
900 self.weaponentity.nextthink = time;
902 self.exteriorweaponentity = spawn();
903 self.exteriorweaponentity.classname = "exteriorweaponentity";
904 self.exteriorweaponentity.solid = SOLID_NOT;
905 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
906 self.exteriorweaponentity.owner = self;
907 setorigin(self.exteriorweaponentity, '0 0 0');
908 self.exteriorweaponentity.angles = '0 0 0';
909 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
910 self.exteriorweaponentity.nextthink = time;
913 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
916 WriteByte(MSG_ONE, SVC_TEMPENTITY);
917 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
918 WriteByte(MSG_ONE, wpn);
919 WriteString(MSG_ONE, wpnname);
920 WriteByte(MSG_ONE, type);
923 .float hasweapon_complain_spam;
925 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
927 local float weaponbit, f;
928 local entity oldself;
930 if(time < self.hasweapon_complain_spam)
933 self.hasweapon_complain_spam = time + 0.2;
935 if (wpn < WEP_FIRST || wpn > WEP_LAST)
938 sprint(self, "Invalid weapon\n");
941 weaponbit = W_WeaponBit(wpn);
942 if (cl.weapons & weaponbit)
946 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
954 f = weapon_action(wpn, WR_CHECKAMMO1);
955 f = f + weapon_action(wpn, WR_CHECKAMMO2);
957 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
959 if(wpn == WEP_MINE_LAYER)
960 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
968 if(clienttype(cl) == CLIENTTYPE_REAL)
970 play2(cl, "weapons/unavailable.wav");
971 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
972 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
982 // Report Proper Weapon Status / Modified Weapon Ownership Message
983 if(weaponsInMap & weaponbit)
985 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
986 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
988 if(autocvar_g_showweaponspawns)
993 e = get_weaponinfo(wpn);
996 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
998 if(e.classname == "droppedweapon")
1000 if not(e.flags & FL_ITEM)
1002 WaypointSprite_Spawn(
1009 RADARICON_NONE, '0 0 0'
1016 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1017 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1020 play2(cl, "weapons/unavailable.wav");
1028 if (self.weapon != -1)
1031 self.switchingweapon = 0;
1033 if (self.weaponentity)
1035 self.weaponentity.state = WS_CLEAR;
1036 self.weaponentity.effects = 0;
1042 if (self.weaponentity)
1043 self.weaponentity.state = WS_READY;
1044 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1047 // Setup weapon for client (after this raise frame will be launched)
1048 void weapon_setup(float windex)
1051 qcweaponanimation = autocvar_sv_qcweaponanimation;
1052 e = get_weaponinfo(windex);
1053 self.items &~= IT_AMMO;
1054 self.items = self.items | e.items;
1056 // the two weapon entities will notice this has changed and update their models
1057 self.weapon = windex;
1058 self.switchingweapon = windex; // to make sure
1059 self.weaponname = e.mdl;
1060 self.bulletcounter = 0;
1063 // perform weapon to attack (weaponstate and attack_finished check is here)
1064 void W_SwitchToOtherWeapon(entity pl)
1066 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1068 w = W_WeaponBit(pl.weapon);
1070 ww = w_getbestweapon(pl);
1073 W_SwitchWeapon_Force(pl, ww);
1076 float weapon_prepareattack_checkammo(float secondary)
1078 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1079 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1081 // always keep the Mine Layer if we placed mines, so that we can detonate them
1083 if(self.weapon == WEP_MINE_LAYER)
1084 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1087 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1089 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1090 self.prevdryfire = time;
1093 W_SwitchToOtherWeapon(self);
1098 .float race_penalty;
1099 float weapon_prepareattack_check(float secondary, float attacktime)
1101 if(!weapon_prepareattack_checkammo(secondary))
1104 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1105 //if all players readied up and the countdown is running
1106 if(time < game_starttime || time < self.race_penalty) {
1110 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1113 // do not even think about shooting if switching
1114 if(self.switchweapon != self.weapon)
1119 // don't fire if previous attack is not finished
1120 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1122 // don't fire while changing weapon
1123 if (self.weaponentity.state != WS_READY)
1129 float weapon_prepareattack_do(float secondary, float attacktime)
1131 self.weaponentity.state = WS_INUSE;
1133 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1135 // if the weapon hasn't been firing continuously, reset the timer
1138 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1140 ATTACK_FINISHED(self) = time;
1141 //dprint("resetting attack finished to ", ftos(time), "\n");
1143 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1145 self.bulletcounter += 1;
1146 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1149 float weapon_prepareattack(float secondary, float attacktime)
1151 if(weapon_prepareattack_check(secondary, attacktime))
1153 weapon_prepareattack_do(secondary, attacktime);
1160 void weapon_thinkf(float fr, float t, void() func)
1166 if(fr == WFRAME_DONTCHANGE)
1168 fr = self.weaponentity.wframe;
1169 restartanim = FALSE;
1171 else if (fr == WFRAME_IDLE)
1172 restartanim = FALSE;
1180 if (self.weaponentity)
1182 self.weaponentity.wframe = fr;
1183 if (qcweaponanimation)
1185 if (fr != WFRAME_IDLE)
1187 self.weapon_morph0time = time;
1188 self.weapon_morph0angles = self.weaponentity.angles;
1189 self.weapon_morph0origin = self.weaponentity.origin;
1191 self.weapon_morph1angles = '0 0 0';
1192 self.weapon_morph1time = time + t;
1193 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1194 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1196 self.weapon_morph2angles = '0 0 0';
1197 self.weapon_morph2time = time + t;
1198 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1199 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1201 self.weapon_morph3angles = '0 0 0';
1202 self.weapon_morph3time = time + t;
1203 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1204 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1206 self.weapon_morph4angles = '0 0 0';
1207 self.weapon_morph4time = time + t;
1208 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1209 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1211 if (fr == WFRAME_FIRE1)
1213 self.weapon_morph1angles = '5 0 0';
1214 self.weapon_morph1time = time + t * 0.1;
1215 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1216 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1217 self.weapon_morph4time = time + t + 1; // delay idle effect
1219 else if (fr == WFRAME_FIRE2)
1221 self.weapon_morph1angles = '10 0 0';
1222 self.weapon_morph1time = time + t * 0.1;
1223 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1224 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1225 self.weapon_morph4time = time + t + 1; // delay idle effect
1227 else if (fr == WFRAME_RELOAD)
1229 self.weapon_morph1time = time + t * 0.05;
1230 self.weapon_morph1angles = '-10 40 0';
1231 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1232 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1234 self.weapon_morph2time = time + t * 0.15;
1235 self.weapon_morph2angles = '-10 40 5';
1236 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1237 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1239 self.weapon_morph3time = time + t * 0.25;
1240 self.weapon_morph3angles = '-10 40 0';
1241 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1242 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1248 if (fr == WFRAME_IDLE)
1249 a = self.weaponentity.anim_idle;
1250 else if (fr == WFRAME_FIRE1)
1251 a = self.weaponentity.anim_fire1;
1252 else if (fr == WFRAME_FIRE2)
1253 a = self.weaponentity.anim_fire2;
1254 else if (fr == WFRAME_RELOAD)
1255 a = self.weaponentity.anim_reload;
1256 a_z *= g_weaponratefactor;
1257 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1265 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1267 backtrace("Tried to override initial weapon think function - should this really happen?");
1270 t *= W_WeaponRateFactor();
1272 // VorteX: haste can be added here
1273 if (self.weapon_think == w_ready)
1275 self.weapon_nextthink = time;
1276 //dprint("started firing at ", ftos(time), "\n");
1278 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1280 self.weapon_nextthink = time;
1281 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1283 self.weapon_nextthink = self.weapon_nextthink + t;
1284 self.weapon_think = func;
1285 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1287 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1288 //anim = self.anim_shoot;
1291 if (!self.crouch) // shoot anim stands up, this looks bad
1294 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1296 anim = self.anim_melee;
1297 anim_z = anim_y / (t + sys_frametime);
1298 setanim(self, anim, FALSE, TRUE, TRUE);
1303 void weapon_boblayer1(float spd, vector org)
1305 // VorteX: haste can be added here
1308 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1316 mvelocity = mvelocity * g_weaponspeedfactor;
1318 mdirection = normalize(mvelocity);
1319 mspeed = vlen(mvelocity);
1321 nstyle = autocvar_g_projectiles_newton_style;
1322 if(nstyle == 0 || forceAbsolute)
1324 // absolute velocity
1325 outvelocity = mvelocity;
1327 else if(nstyle == 1)
1329 // true Newtonian projectiles
1330 outvelocity = pvelocity + mvelocity;
1332 else if(nstyle == 2)
1334 // true Newtonian projectiles with automatic aim adjustment
1336 // solve: |outspeed * mdirection - pvelocity| = mspeed
1337 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1338 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1342 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1343 // velocity without mdirection component > mspeed
1344 // fire at smallest possible mspeed that works?
1345 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1348 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1350 outspeed = solution_y; // the larger one
1353 //outspeed = 0; // slowest possible shot
1354 outspeed = solution_x; // the real part (that is, the average!)
1355 //dprint("impossible shot, adjusting\n");
1358 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1359 outvelocity = mdirection * outspeed;
1361 else if(nstyle == 3)
1363 // pseudo-Newtonian:
1364 outspeed = mspeed + mdirection * pvelocity;
1365 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1366 outvelocity = mdirection * outspeed;
1368 else if(nstyle == 4)
1371 outspeed = mspeed + vlen(pvelocity);
1372 outvelocity = mdirection * outspeed;
1375 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1380 void W_AttachToShotorg(entity flash, vector offset)
1384 flash.angles_z = random() * 360;
1385 if(qcweaponanimation)
1387 setorigin(flash, w_shotorg + w_shotdir * 50);
1388 flash.angles = vectoangles(w_shotdir);
1389 flash.angles_z = random() * 360;
1393 if(gettagindex(self.weaponentity, "shot"))
1394 setattachment(flash, self.weaponentity, "shot");
1396 setattachment(flash, self.weaponentity, "tag_shot");
1397 setorigin(flash, offset);
1400 copyentity(flash, xflash);
1402 flash.viewmodelforclient = self;
1404 if(self.weaponentity.oldorigin_x > 0)
1406 setattachment(xflash, self.exteriorweaponentity, "");
1407 setorigin(xflash, self.weaponentity.oldorigin + offset);
1411 if(gettagindex(self.exteriorweaponentity, "shot"))
1412 setattachment(xflash, self.exteriorweaponentity, "shot");
1414 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1415 setorigin(xflash, offset);
1420 vector cliptoplane(vector v, vector p)
1422 return v - (v * p) * p;
1425 vector solve_cubic_pq(float p, float q)
1428 D = q*q/4.0 + p*p*p/27.0;
1432 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1433 u = sqrt(-4.0/3.0 * p);
1434 // a in range 0..pi/3
1441 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1443 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1456 return '1 1 0' * v + '0 0 1' * u;
1458 return '0 1 1' * v + '1 0 0' * u;
1463 u = cbrt(-q/2.0 + sqrt(D));
1464 v = cbrt(-q/2.0 - sqrt(D));
1465 return '1 1 1' * (u + v);
1468 vector solve_cubic_abcd(float a, float b, float c, float d)
1474 p = (9*a*c - 3*b*b);
1475 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1476 v = solve_cubic_pq(p, q);
1477 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1479 v += '1 0 -1' * (v_z - v_x); // swap x, z
1483 vector findperpendicular(vector v)
1489 return normalize(cliptoplane(p, v));
1492 vector W_CalculateProjectileSpread(vector forward, float spread)
1498 spread *= g_weaponspreadfactor;
1501 sstyle = autocvar_g_projectiles_spread_style;
1505 // this is the baseline for the spread value!
1506 // standard deviation: sqrt(2/5)
1507 // density function: sqrt(1-r^2)
1508 return forward + randomvec() * spread;
1510 else if(sstyle == 1)
1512 // same thing, basically
1513 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1515 else if(sstyle == 2)
1517 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1518 sigma = spread * 0.89442719099991587855; // match baseline stddev
1519 v1 = findperpendicular(forward);
1520 v2 = cross(forward, v1);
1521 // random point on unit circle
1522 dx = random() * 2 * M_PI;
1525 // radius in our dist function
1528 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1530 else if(sstyle == 3) // gauss 3d
1532 sigma = spread * 0.44721359549996; // match baseline stddev
1533 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1535 v1_x += gsl_ran_gaussian(sigma);
1536 v1_y += gsl_ran_gaussian(sigma);
1537 v1_z += gsl_ran_gaussian(sigma);
1540 else if(sstyle == 4) // gauss 2d
1542 sigma = spread * 0.44721359549996; // match baseline stddev
1543 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1544 v1_x = gsl_ran_gaussian(sigma);
1545 v1_y = gsl_ran_gaussian(sigma);
1546 v1_z = gsl_ran_gaussian(sigma);
1547 return normalize(forward + cliptoplane(v1, forward));
1549 else if(sstyle == 5) // 1-r
1551 sigma = spread * 1.154700538379252; // match baseline stddev
1552 v1 = findperpendicular(forward);
1553 v2 = cross(forward, v1);
1554 // random point on unit circle
1555 dx = random() * 2 * M_PI;
1558 // radius in our dist function
1560 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1561 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1563 else if(sstyle == 6) // 1-r^2
1565 sigma = spread * 1.095445115010332; // match baseline stddev
1566 v1 = findperpendicular(forward);
1567 v2 = cross(forward, v1);
1568 // random point on unit circle
1569 dx = random() * 2 * M_PI;
1572 // radius in our dist function
1576 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1578 else if(sstyle == 7) // (1-r) (2-r)
1580 sigma = spread * 1.224744871391589; // match baseline stddev
1581 v1 = findperpendicular(forward);
1582 v2 = cross(forward, v1);
1583 // random point on unit circle
1584 dx = random() * 2 * M_PI;
1587 // radius in our dist function
1591 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1594 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)!");
1597 * how to derive falloff functions:
1598 * rho(r) := (2-r) * (1-r);
1601 * rhor(r) := r * rho(r);
1602 * cr(t) := integrate(rhor(r), r, a, t);
1603 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1604 * variance : scr(b) / cr(b);
1605 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1606 * sqrt(0.4 / variance), numer;
1612 float mspercallsstyle;
1613 float mspercallcount;
1615 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1617 if(missile.owner == world)
1618 error("Unowned missile");
1620 dir = dir + upDir * (pUpSpeed / pSpeed);
1621 dir_z += pZSpeed / pSpeed;
1622 pSpeed *= vlen(dir);
1623 dir = normalize(dir);
1626 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1628 mspercallsum = mspercallcount = 0;
1629 mspercallsstyle = autocvar_g_projectiles_spread_style;
1631 mspercallsum -= gettime(GETTIME_HIRES);
1633 dir = W_CalculateProjectileSpread(dir, spread);
1635 mspercallsum += gettime(GETTIME_HIRES);
1636 mspercallcount += 1;
1637 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1640 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1643 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1645 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1648 #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)
1649 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1651 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1653 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1656 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1659 self.clip_load -= ammo_use;
1660 self.(weapon_load[self.weapon]) = self.clip_load;
1663 self.(self.current_ammo) -= ammo_use;
1666 // weapon reloading code
1668 .float reload_ammo_amount, reload_ammo_min, reload_time;
1669 .float reload_complain;
1670 .string reload_sound;
1672 void W_ReloadedAndReady()
1674 // finish the reloading process, and do the ammo transfer
1676 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1678 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1679 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1680 self.clip_load = self.reload_ammo_amount;
1683 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1685 self.clip_load += 1;
1686 self.(self.current_ammo) -= 1;
1689 self.(weapon_load[self.weapon]) = self.clip_load;
1691 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1692 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1693 // so your weapon is disabled for a few seconds without reason
1695 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1700 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1702 // set global values to work with
1704 self.reload_ammo_min = sent_ammo_min;
1705 self.reload_ammo_amount = sent_ammo_amount;
1706 self.reload_time = sent_time;
1707 self.reload_sound = sent_sound;
1709 // check if we meet the necessary conditions to reload
1712 e = get_weaponinfo(self.weapon);
1714 // don't reload weapons that don't have the RELOADABLE flag
1715 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1717 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1721 // return if reloading is disabled for this weapon
1722 if(!self.reload_ammo_amount)
1725 // our weapon is fully loaded, no need to reload
1726 if (self.clip_load >= self.reload_ammo_amount)
1729 // no ammo, so nothing to load
1730 if(!self.(self.current_ammo) && self.reload_ammo_min)
1731 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1733 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1735 play2(self, "weapons/unavailable.wav");
1736 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1737 self.reload_complain = time + 1;
1739 // switch away if the amount of ammo is not enough to keep using this weapon
1740 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1742 self.clip_load = -1; // reload later
1743 W_SwitchToOtherWeapon(self);
1748 if (self.weaponentity)
1750 if (self.weaponentity.wframe == WFRAME_RELOAD)
1753 // allow switching away while reloading, but this will cause a new reload!
1754 self.weaponentity.state = WS_READY;
1757 // now begin the reloading process
1759 sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1761 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1762 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1763 // so your weapon is disabled for a few seconds without reason
1765 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1767 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1769 if(self.clip_load < 0)
1771 self.old_clip_load = self.clip_load;
1772 self.clip_load = self.(weapon_load[self.weapon]) = -1;