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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
23                         else
24                                 t = t * autocvar_g_balance_rune_speed_atkrate;
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * autocvar_g_balance_curse_slow_atkrate;
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
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;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
73         {
74                 thisv = targ.origin;
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);
79                 if(i || j || k)
80                 {
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;
84                 }
85                 else
86                 {
87                         // first run
88                         mi = ma = thisv;
89                 }
90         }
91
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;
96         return ret;
97 }
98
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
100 {
101         vector hitplot;
102         vector org;
103         float lag;
104
105         if(player.hitplotfh >= 0)
106         {
107                 lag = ANTILAG_LATENCY(player);
108                 if(lag < 0.001)
109                         lag = 0;
110                 if(clienttype(player) != CLIENTTYPE_REAL)
111                         lag = 0; // only antilag for clients
112
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)
116                 {
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"));
122                 }
123         }
124 }
125
126 vector w_shotorg;
127 vector w_shotdir;
128 vector w_shotend;
129
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)
136 {
137         float nudge = 1; // added to traceline target and subtracted from result
138         local float oldsolid;
139         vector vecs, dv;
140         oldsolid = ent.dphitcontentsmask;
141         if(ent.weapon == WEP_RIFLE)
142                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143         else
144                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
145         if(antilag)
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
148         else
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;
151
152         vector vf, vr, vu;
153         vf = v_forward;
154         vr = v_right;
155         vu = v_up;
156         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
157         v_forward = vf;
158         v_right = vr;
159         v_up = vu;
160
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;
164
165         // track max damage
166         if(accuracy_canbegooddamage(ent))
167                 accuracy_add(ent, ent.weapon, maxdamage, 0);
168
169         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
170
171         if(ent.weaponentity.movedir_x > 0)
172                 vecs = ent.weaponentity.movedir;
173         else
174                 vecs = '0 0 0';
175         if(debug_shotorg != '0 0 0')
176                 vecs = debug_shotorg;
177
178         dv = v_right * -vecs_y + v_up * vecs_z;
179         w_shotorg = ent.origin + ent.view_ofs + dv;
180
181         // now move the shotorg forward as much as requested if possible
182         if(antilag)
183         {
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);
186                 else
187                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
188         }
189         else
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);
194
195         if (antilag)
196         if (!ent.cvar_cl_noantilag)
197         {
198                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
199                 {
200                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201                         if (!trace_ent.takedamage)
202                         {
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")
205                                 {
206                                         entity e;
207                                         e = trace_ent;
208                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
209                                         if(trace_ent == e)
210                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
211                                 }
212                         }
213                 }
214                 else if(autocvar_g_antilag == 3) // client side hitscan
215                 {
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
221                         {
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)
226                                 {
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);
231                                         else
232                                                 print("antilag fail\n");
233                                 }
234                         }
235                 }
236         }
237
238         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
239
240         if (!g_norecoil)
241                 ent.punchangle_x = recoil * -1;
242
243         if (snd != "")
244                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
245
246         if(ent.items & IT_STRENGTH)
247         if(!g_minstagib)
248         if(
249                 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
250                 ||
251                 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
252         ) // prevent insane sound spam
253         {
254                 sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
255                 ent.prevstrengthsound = time;
256         }
257         ent.prevstrengthsoundattempt = time;
258
259         // nudge w_shotend so a trace to w_shotend hits
260         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
261 };
262
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)
268
269 float CL_Weaponentity_CustomizeEntityForClient()
270 {
271         self.viewmodelforclient = self.owner;
272         if(other.classname == "spectator")
273                 if(other.enemy == self.owner)
274                         self.viewmodelforclient = other;
275         return TRUE;
276 }
277
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;
296 #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)
297
298 /*
299  * supported formats:
300  *
301  * 1. simple animated model, muzzle flash handling on h_ model:
302  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
303  *      tags:
304  *        shot = muzzle end (shot origin, also used for muzzle flashes)
305  *        shell = casings ejection point (must be on the right hand side of the gun)
306  *        weapon = attachment for v_tuba.md3
307  *    v_tuba.md3 - first and third person model
308  *    g_tuba.md3 - pickup model
309  *
310  * 2. simple animated model, muzzle flash handling on v_ model:
311  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
312  *      tags:
313  *        weapon = attachment for v_tuba.md3
314  *    v_tuba.md3 - first and third person model
315  *      tags:
316  *        shot = muzzle end (shot origin, also used for muzzle flashes)
317  *        shell = casings ejection point (must be on the right hand side of the gun)
318  *    g_tuba.md3 - pickup model
319  *
320  * 3. fully animated model, muzzle flash handling on h_ model:
321  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
322  *      tags:
323  *        shot = muzzle end (shot origin, also used for muzzle flashes)
324  *        shell = casings ejection point (must be on the right hand side of the gun)
325  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
326  *    v_tuba.md3 - third person model
327  *    g_tuba.md3 - pickup model
328  *
329  * 4. fully animated model, muzzle flash handling on v_ model:
330  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
331  *      tags:
332  *        shot = muzzle end (shot origin)
333  *        shell = casings ejection point (must be on the right hand side of the gun)
334  *    v_tuba.md3 - third person model
335  *      tags:
336  *        shot = muzzle end (for muzzle flashes)
337  *    g_tuba.md3 - pickup model
338  */
339
340 // writes:
341 //   self.origin, self.angles
342 //   self.weaponentity
343 //   self.movedir, self.view_ofs
344 //   attachment stuff
345 //   anim stuff
346 // to free:
347 //   call again with ""
348 //   remove the ent
349 void CL_WeaponEntity_SetModel(string name)
350 {
351         string animfilename;
352         float animfile;
353         float v_shot_idx;
354         if (name != "")
355         {
356                 // if there is a child entity, hide it until we're sure we use it
357                 if (self.weaponentity)
358                         self.weaponentity.model = "";
359                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
360                 v_shot_idx = gettagindex(self, "shot"); // used later
361                 if(!v_shot_idx)
362                         v_shot_idx = gettagindex(self, "tag_shot");
363
364                 if(qcweaponanimation)
365                 {
366                         self.angles = '0 0 0';
367                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
368                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
369                         self.movedir_x += 32;
370                         self.spawnorigin = self.movedir;
371                         // oldorigin - not calculated here
372                 }
373                 else
374                 {
375                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
376                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
377                         animfile = fopen(animfilename, FILE_READ);
378                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
379                         self.anim_fire1  = '0 1 0.01';
380                         self.anim_fire2  = '1 1 0.01';
381                         self.anim_idle   = '2 1 0.01';
382                         self.anim_reload = '3 1 0.01';
383                         if (animfile >= 0)
384                         {
385                                 animparseerror = FALSE;
386                                 self.anim_fire1  = animparseline(animfile);
387                                 self.anim_fire2  = animparseline(animfile);
388                                 self.anim_idle   = animparseline(animfile);
389                                 self.anim_reload = animparseline(animfile);
390                                 fclose(animfile);
391                                 if (animparseerror)
392                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
393                         }
394
395                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
396                         // if we don't, this is a "real" animated model
397                         if(gettagindex(self, "weapon"))
398                         {
399                                 if (!self.weaponentity)
400                                         self.weaponentity = spawn();
401                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
402                                 setattachment(self.weaponentity, self, "weapon");
403                         }
404                         else if(gettagindex(self, "tag_weapon"))
405                         {
406                                 if (!self.weaponentity)
407                                         self.weaponentity = spawn();
408                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
409                                 setattachment(self.weaponentity, self, "tag_weapon");
410                         }
411                         else
412                         {
413                                 if(self.weaponentity)
414                                         remove(self.weaponentity);
415                                 self.weaponentity = world;
416                         }
417
418                         setorigin(self,'0 0 0');
419                         self.angles = '0 0 0';
420                         self.frame = 0;
421                         self.viewmodelforclient = world;
422
423                         float idx;
424
425                         if(v_shot_idx) // v_ model attached to invisible h_ model
426                         {
427                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
428                         }
429                         else
430                         {
431                                 idx = gettagindex(self, "shot");
432                                 if(!idx)
433                                         idx = gettagindex(self, "tag_shot");
434                                 if(idx)
435                                         self.movedir = gettaginfo(self, idx);
436                                 else
437                                 {
438                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
439                                         self.movedir = '0 0 0';
440                                 }
441                         }
442
443                         if(self.weaponentity) // v_ model attached to invisible h_ model
444                         {
445                                 idx = gettagindex(self.weaponentity, "shell");
446                                 if(!idx)
447                                         idx = gettagindex(self.weaponentity, "tag_shell");
448                                 if(idx)
449                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
450                         }
451                         else
452                                 idx = 0;
453                         if(!idx)
454                         {
455                                 idx = gettagindex(self, "shell");
456                                 if(!idx)
457                                         idx = gettagindex(self, "tag_shell");
458                                 if(idx)
459                                         self.spawnorigin = gettaginfo(self, idx);
460                                 else
461                                 {
462                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
463                                         self.spawnorigin = self.movedir;
464                                 }
465                         }
466
467                         if(v_shot_idx)
468                         {
469                                 self.oldorigin = '0 0 0'; // use regular attachment
470                         }
471                         else
472                         {
473                                 if(self.weaponentity)
474                                 {
475                                         idx = gettagindex(self, "weapon");
476                                         if(!idx)
477                                                 idx = gettagindex(self, "tag_weapon");
478                                 }
479                                 else
480                                 {
481                                         idx = gettagindex(self, "handle");
482                                         if(!idx)
483                                                 idx = gettagindex(self, "tag_handle");
484                                 }
485                                 if(idx)
486                                 {
487                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
488                                 }
489                                 else
490                                 {
491                                         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");
492                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
493                                 }
494                         }
495
496                         self.viewmodelforclient = self.owner;
497                 }
498         }
499         else
500         {
501                 self.model = "";
502                 if(self.weaponentity)
503                         remove(self.weaponentity);
504                 self.weaponentity = world;
505                 self.movedir = '0 0 0';
506                 self.spawnorigin = '0 0 0';
507                 self.oldorigin = '0 0 0';
508                 self.anim_fire1  = '0 1 0.01';
509                 self.anim_fire2  = '0 1 0.01';
510                 self.anim_idle   = '0 1 0.01';
511                 self.anim_reload = '0 1 0.01';
512         }
513
514         self.view_ofs = '0 0 0';
515
516         if(self.movedir_x >= 0)
517         {
518                 vector v0;
519                 v0 = self.movedir;
520                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
521                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
522         }
523         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
524         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
525
526         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
527
528         // check if an instant weapon switch occurred
529         if (qcweaponanimation)
530         {
531                 if (self.state == WS_READY)
532                 {
533                         self.angles = '0 0 0';
534                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
535                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
536                 }
537         }
538         else
539                 setorigin(self, self.view_ofs);
540         // reset animstate now
541         self.wframe = WFRAME_IDLE;
542         self.weapon_morph0time = 0;
543         self.weapon_morph1time = 0;
544         self.weapon_morph2time = 0;
545         self.weapon_morph3time = 0;
546         self.weapon_morph4time = 0;
547         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
548 }
549
550 vector CL_Weapon_GetShotOrg(float wpn)
551 {
552         entity wi, oldself;
553         vector ret;
554         wi = get_weaponinfo(wpn);
555         oldself = self;
556         self = spawn();
557         CL_WeaponEntity_SetModel(wi.mdl);
558         ret = self.movedir;
559         CL_WeaponEntity_SetModel("");
560         remove(self);
561         self = oldself;
562         return ret;
563 }
564
565 void CL_Weaponentity_Think()
566 {
567         float tb;
568         self.nextthink = time;
569         if (intermission_running)
570                 self.frame = self.anim_idle_x;
571         if (self.owner.weaponentity != self)
572         {
573                 if (self.weaponentity)
574                         remove(self.weaponentity);
575                 remove(self);
576                 return;
577         }
578         if (self.owner.deadflag != DEAD_NO)
579         {
580                 self.model = "";
581                 if (self.weaponentity)
582                         self.weaponentity.model = "";
583                 return;
584         }
585         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
586         {
587                 self.weaponname = self.owner.weaponname;
588                 self.dmg = self.owner.modelindex;
589                 self.deadflag = self.owner.deadflag;
590
591                 CL_WeaponEntity_SetModel(self.owner.weaponname);
592         }
593
594         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
595         self.effects = self.owner.effects & EFMASK_CHEAP;
596         self.effects &~= EF_LOWPRECISION;
597         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
598         self.effects &~= EF_TELEPORT_BIT;
599         self.effects &~= EF_RESTARTANIM_BIT;
600         self.effects |= tb;
601
602         if(self.owner.alpha == default_player_alpha)
603                 self.alpha = default_weapon_alpha;
604         else if(self.owner.alpha != 0)
605                 self.alpha = self.owner.alpha;
606         else
607                 self.alpha = 1;
608
609         self.glowmod = self.owner.weaponentity_glowmod;
610         self.colormap = self.owner.colormap;
611         if (self.weaponentity)
612         {
613                 self.weaponentity.effects = self.effects;
614                 self.weaponentity.alpha = self.alpha;
615                 self.weaponentity.colormap = self.colormap;
616                 self.weaponentity.glowmod = self.glowmod;
617         }
618
619         self.angles = '0 0 0';
620         local float f;
621         f = 0;
622         if (self.state == WS_RAISE && !intermission_running)
623         {
624                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
625                 self.angles_x = -90 * f * f;
626                 if (qcweaponanimation)
627                 {
628                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
629                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
630                 }
631         }
632         else if (self.state == WS_DROP && !intermission_running)
633         {
634                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
635                 self.angles_x = -90 * f * f;
636                 if (qcweaponanimation)
637                 {
638                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
639                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
640                 }
641         }
642         else if (self.state == WS_CLEAR)
643         {
644                 f = 1;
645                 self.angles_x = -90 * f * f;
646                 if (qcweaponanimation)
647                 {
648                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
649                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
650                 }
651         }
652         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
653         {
654                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
655                 f = 1 - pow(1 - f, 3);
656                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
657                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
658         }
659         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
660         {
661                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
662                 f = 1 - pow(1 - f, 3);
663                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
664                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
665         }
666         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
667         {
668                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
669                 f = 1 - pow(1 - f, 3);
670                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
671                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
672         }
673         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
674         {
675                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
676                 f = 1 - pow(1 - f, 3);
677                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
678                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
679         }
680         else if (qcweaponanimation)
681         {
682                 // begin a new idle morph
683                 self.owner.weapon_morph0time   = time;
684                 self.owner.weapon_morph0angles = self.angles;
685                 self.owner.weapon_morph0origin = self.origin;
686
687                 float r;
688                 float t;
689
690                 r = random();
691                 if (r < 0.1)
692                 {
693                         // turn gun to the left to look at it
694                         t = 2;
695                         self.owner.weapon_morph1time   = time + t * 0.2;
696                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
697                         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');
698                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
699
700                         self.owner.weapon_morph2time   = time + t * 0.6;
701                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
702                         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');
703                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
704
705                         self.owner.weapon_morph3time   = time + t;
706                         self.owner.weapon_morph3angles = '0 0 0';
707                         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');
708                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
709                 }
710                 else if (r < 0.2)
711                 {
712                         // raise the gun a bit
713                         t = 2;
714                         self.owner.weapon_morph1time   = time + t * 0.2;
715                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
716                         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');
717                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
718
719                         self.owner.weapon_morph2time   = time + t * 0.5;
720                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
721                         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');
722                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
723
724                         self.owner.weapon_morph3time   = time + t;
725                         self.owner.weapon_morph3angles = '0 0 0';
726                         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');
727                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
728                 }
729                 else if (r < 0.3)
730                 {
731                         // tweak it a bit
732                         t = 5;
733                         self.owner.weapon_morph1time   = time + t * 0.3;
734                         self.owner.weapon_morph1angles = randomvec() * 6;
735                         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');
736                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
737
738                         self.owner.weapon_morph2time   = time + t * 0.7;
739                         self.owner.weapon_morph2angles = randomvec() * 6;
740                         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');
741                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
742
743                         self.owner.weapon_morph3time   = time + t;
744                         self.owner.weapon_morph3angles = '0 0 0';
745                         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');
746                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
747                 }
748                 else
749                 {
750                         // hold it mostly steady
751                         t = random() * 6 + 4;
752                         self.owner.weapon_morph1time   = time + t * 0.2;
753                         self.owner.weapon_morph1angles = randomvec() * 1;
754                         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');
755                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
756
757                         self.owner.weapon_morph2time   = time + t * 0.5;
758                         self.owner.weapon_morph2angles = randomvec() * 1;
759                         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');
760                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
761
762                         self.owner.weapon_morph3time   = time + t * 0.7;
763                         self.owner.weapon_morph3angles = randomvec() * 1;
764                         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');
765                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
766                 }
767
768                 self.owner.weapon_morph4time   = time + t;
769                 self.owner.weapon_morph4angles = '0 0 0';
770                 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');
771                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
772
773         }
774 };
775
776 void CL_ExteriorWeaponentity_Think()
777 {
778         float tag_found;
779         vector ang;
780         self.nextthink = time;
781         if (self.owner.exteriorweaponentity != self)
782         {
783                 remove(self);
784                 return;
785         }
786         if (self.owner.deadflag != DEAD_NO)
787         {
788                 self.model = "";
789                 return;
790         }
791         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
792         {
793                 self.weaponname = self.owner.weaponname;
794                 self.dmg = self.owner.modelindex;
795                 self.deadflag = self.owner.deadflag;
796                 if (self.owner.weaponname != "")
797                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
798                 else
799                         self.model = "";
800
801                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
802                 {
803                         self.tag_index = tag_found;
804                         self.tag_entity = self.owner;
805                 }
806                 else
807                         setattachment(self, self.owner, "bip01 r hand");
808
809                 // if that didn't find a tag, hide the exterior weapon model
810                 if (!self.tag_index)
811                         self.model = "";
812         }
813         self.effects = self.owner.effects;
814         if(sv_pitch_min == sv_pitch_max)
815                 self.effects |= EF_LOWPRECISION;
816         else
817                 self.effects &~= EF_LOWPRECISION;
818         self.effects = self.effects & EFMASK_CHEAP; // eat performance
819         if(self.owner.alpha == default_player_alpha)
820                 self.alpha = default_weapon_alpha;
821         else if(self.owner.alpha != 0)
822                 self.alpha = self.owner.alpha;
823         else
824                 self.alpha = 1;
825
826         if (!intermission_running)
827         {
828                 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
829                 ang_y = 0;
830                 ang_z = 0;
831
832                 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
833                 {
834                         ang_y = self.owner.v_angle_y;
835                         makevectors(ang);
836                         var vector v = v_forward;
837                         var float t = self.tag_entity.frame1time;
838                         var float f = self.tag_entity.frame;
839                         self.tag_entity.frame1time = time;
840                         self.tag_entity.frame = self.tag_entity.anim_idle_x;
841                         gettaginfo(self.tag_entity, self.tag_index);
842                         self.tag_entity.frame1time = t;
843                         self.tag_entity.frame = f;
844                         // untransform v according to this coordinate space
845                         vector w;
846                         w_x = v_forward * v;
847                         w_y = -v_right * v;
848                         w_z = v_up * v;
849                         self.angles = vectoangles(w);
850                 }
851                 else
852                 {
853                         ang_x = -/* don't ask */ang_x;
854                         self.angles = ang;
855                 }
856
857                 if(autocvar_g_loituma)
858                 {
859                         vector moddir, modup;
860                         vector modangles;
861                         float t;
862
863                         t = time * autocvar_g_loituma;
864
865                         modangles_x = t * 360;
866                         modangles_y = 90;
867                         modangles_z = 0;
868
869                         self.angles =
870                                 AnglesTransform_ToAngles(
871                                         AnglesTransform_Multiply(
872                                                 AnglesTransform_FromAngles(self.angles),
873                                                 AnglesTransform_FromAngles(modangles)
874                                         )
875                                 );
876                 }
877         }
878
879         self.glowmod = self.owner.weaponentity_glowmod;
880         self.colormap = self.owner.colormap;
881 };
882
883 // spawning weaponentity for client
884 void CL_SpawnWeaponentity()
885 {
886         self.weaponentity = spawn();
887         self.weaponentity.classname = "weaponentity";
888         self.weaponentity.solid = SOLID_NOT;
889         self.weaponentity.owner = self;
890         setmodel(self.weaponentity, ""); // precision set when changed
891         setorigin(self.weaponentity, '0 0 0');
892         self.weaponentity.angles = '0 0 0';
893         self.weaponentity.viewmodelforclient = self;
894         self.weaponentity.flags = 0;
895         self.weaponentity.think = CL_Weaponentity_Think;
896         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
897         self.weaponentity.nextthink = time;
898
899         self.exteriorweaponentity = spawn();
900         self.exteriorweaponentity.classname = "exteriorweaponentity";
901         self.exteriorweaponentity.solid = SOLID_NOT;
902         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
903         self.exteriorweaponentity.owner = self;
904         setorigin(self.exteriorweaponentity, '0 0 0');
905         self.exteriorweaponentity.angles = '0 0 0';
906         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
907         self.exteriorweaponentity.nextthink = time;
908 };
909
910 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
911 {
912         msg_entity = e;
913         WriteByte(MSG_ONE, SVC_TEMPENTITY);
914         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
915         WriteByte(MSG_ONE, wpn);
916         WriteString(MSG_ONE, wpnname);
917         WriteByte(MSG_ONE, type);
918 }
919
920 .float hasweapon_complain_spam;
921
922 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
923 {
924         local float weaponbit, f;
925         local entity oldself;
926
927         if(time < self.hasweapon_complain_spam)
928                 complain = 0;
929         if(complain)
930                 self.hasweapon_complain_spam = time + 0.2;
931
932         if (wpn < WEP_FIRST || wpn > WEP_LAST)
933         {
934                 if (complain)
935                         sprint(self, "Invalid weapon\n");
936                 return FALSE;
937         }
938         weaponbit = W_WeaponBit(wpn);
939         if (cl.weapons & weaponbit)
940         {
941                 if (andammo)
942                 {
943                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
944                         {
945                                 f = 1;
946                         }
947                         else
948                         {
949                                 oldself = self;
950                                 self = cl;
951                                 f = weapon_action(wpn, WR_CHECKAMMO1);
952                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
953
954                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
955                                 local entity mine;
956                                 if(wpn == WEP_MINE_LAYER)
957                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
958                                         f = 1;
959
960                                 self = oldself;
961                         }
962                         if (!f)
963                         {
964                                 if (complain)
965                                 if(clienttype(cl) == CLIENTTYPE_REAL)
966                                 {
967                                         play2(cl, "weapons/unavailable.wav");
968                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
969                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
970                                 }
971                                 return FALSE;
972                         }
973                 }
974                 return TRUE;
975         }
976         if (complain)
977         {
978                 // DRESK - 3/16/07
979                 // Report Proper Weapon Status / Modified Weapon Ownership Message
980                 if(weaponsInMap & weaponbit)
981                 {
982                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
983                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
984
985                         if(autocvar_g_showweaponspawns)
986                         {
987                                 entity e;
988                                 string s;
989
990                                 e = get_weaponinfo(wpn);
991                                 s = e.model2;
992
993                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
994                                 {
995                                         if(e.classname == "droppedweapon")
996                                                 continue;
997                                         if not(e.flags & FL_ITEM)
998                                                 continue;
999                                         WaypointSprite_Spawn(
1000                                                 s,
1001                                                 1, 0,
1002                                                 world, e.origin,
1003                                                 self, 0,
1004                                                 world, enemy,
1005                                                 0,
1006                                                 RADARICON_NONE, '0 0 0'
1007                                         );
1008                                 }
1009                         }
1010                 }
1011                 else
1012                 {
1013                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1014                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1015                 }
1016
1017                 play2(cl, "weapons/unavailable.wav");
1018         }
1019         return FALSE;
1020 };
1021
1022 // Weapon subs
1023 void w_clear()
1024 {
1025         if (self.weapon != -1)
1026         {
1027                 self.weapon = 0;
1028                 self.switchingweapon = 0;
1029         }
1030         if (self.weaponentity)
1031         {
1032                 self.weaponentity.state = WS_CLEAR;
1033                 self.weaponentity.effects = 0;
1034         }
1035 };
1036
1037 void w_ready()
1038 {
1039         if (self.weaponentity)
1040                 self.weaponentity.state = WS_READY;
1041         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1042 };
1043
1044 // Setup weapon for client (after this raise frame will be launched)
1045 void weapon_setup(float windex)
1046 {
1047         entity e;
1048         qcweaponanimation = autocvar_sv_qcweaponanimation;
1049         e = get_weaponinfo(windex);
1050         self.items &~= IT_AMMO;
1051         self.items = self.items | e.items;
1052
1053         // the two weapon entities will notice this has changed and update their models
1054         self.weapon = windex;
1055         self.switchingweapon = windex; // to make sure
1056         self.weaponname = e.mdl;
1057         self.bulletcounter = 0;
1058 };
1059
1060 // perform weapon to attack (weaponstate and attack_finished check is here)
1061 void W_SwitchToOtherWeapon(entity pl)
1062 {
1063         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1064         float w, ww;
1065         w = W_WeaponBit(pl.weapon);
1066         pl.weapons &~= w;
1067         ww = w_getbestweapon(pl);
1068         pl.weapons |= w;
1069         if(ww)
1070                 W_SwitchWeapon_Force(pl, ww);
1071 }
1072 .float prevdryfire;
1073 float weapon_prepareattack_checkammo(float secondary)
1074 {
1075         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1076         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1077         {
1078                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1079                 local entity mine;
1080                 if(self.weapon == WEP_MINE_LAYER)
1081                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1082                         return FALSE;
1083
1084                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1085                 {
1086                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1087                         self.prevdryfire = time;
1088                 }
1089
1090                 W_SwitchToOtherWeapon(self);
1091                 return FALSE;
1092         }
1093         return TRUE;
1094 }
1095 .float race_penalty;
1096 float weapon_prepareattack_check(float secondary, float attacktime)
1097 {
1098         if(!weapon_prepareattack_checkammo(secondary))
1099                 return FALSE;
1100
1101         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1102         //if all players readied up and the countdown is running
1103         if(time < game_starttime || time < self.race_penalty) {
1104                 return FALSE;
1105         }
1106
1107         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1108                 return FALSE;
1109
1110         // do not even think about shooting if switching
1111         if(self.switchweapon != self.weapon)
1112                 return FALSE;
1113
1114         if(attacktime >= 0)
1115         {
1116                 // don't fire if previous attack is not finished
1117                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1118                         return FALSE;
1119                 // don't fire while changing weapon
1120                 if (self.weaponentity.state != WS_READY)
1121                         return FALSE;
1122         }
1123
1124         return TRUE;
1125 }
1126 float weapon_prepareattack_do(float secondary, float attacktime)
1127 {
1128         self.weaponentity.state = WS_INUSE;
1129
1130         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1131
1132         // if the weapon hasn't been firing continuously, reset the timer
1133         if(attacktime >= 0)
1134         {
1135                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1136                 {
1137                         ATTACK_FINISHED(self) = time;
1138                         //dprint("resetting attack finished to ", ftos(time), "\n");
1139                 }
1140                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1141         }
1142         self.bulletcounter += 1;
1143         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1144         return TRUE;
1145 }
1146 float weapon_prepareattack(float secondary, float attacktime)
1147 {
1148         if(weapon_prepareattack_check(secondary, attacktime))
1149         {
1150                 weapon_prepareattack_do(secondary, attacktime);
1151                 return TRUE;
1152         }
1153         else
1154                 return FALSE;
1155 }
1156
1157 void weapon_thinkf(float fr, float t, void() func)
1158 {
1159         vector a;
1160         vector of, or, ou;
1161         float restartanim;
1162
1163         if(fr == WFRAME_DONTCHANGE)
1164         {
1165                 fr = self.weaponentity.wframe;
1166                 restartanim = FALSE;
1167         }
1168         else if (fr == WFRAME_IDLE)
1169                 restartanim = FALSE;
1170         else
1171                 restartanim = TRUE;
1172
1173         of = v_forward;
1174         or = v_right;
1175         ou = v_up;
1176
1177         if (self.weaponentity)
1178         {
1179                 self.weaponentity.wframe = fr;
1180                 if (qcweaponanimation)
1181                 {
1182                         if (fr != WFRAME_IDLE)
1183                         {
1184                                 self.weapon_morph0time = time;
1185                                 self.weapon_morph0angles = self.weaponentity.angles;
1186                                 self.weapon_morph0origin = self.weaponentity.origin;
1187
1188                                 self.weapon_morph1angles = '0 0 0';
1189                                 self.weapon_morph1time = time + t;
1190                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1191                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1192
1193                                 self.weapon_morph2angles = '0 0 0';
1194                                 self.weapon_morph2time = time + t;
1195                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1196                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1197
1198                                 self.weapon_morph3angles = '0 0 0';
1199                                 self.weapon_morph3time = time + t;
1200                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1201                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1202
1203                                 self.weapon_morph4angles = '0 0 0';
1204                                 self.weapon_morph4time = time + t;
1205                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1206                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1207
1208                                 if (fr == WFRAME_FIRE1)
1209                                 {
1210                                         self.weapon_morph1angles = '5 0 0';
1211                                         self.weapon_morph1time = time + t * 0.1;
1212                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1213                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1214                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1215                                 }
1216                                 else if (fr == WFRAME_FIRE2)
1217                                 {
1218                                         self.weapon_morph1angles = '10 0 0';
1219                                         self.weapon_morph1time = time + t * 0.1;
1220                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1221                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1222                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1223                                 }
1224                                 else if (fr == WFRAME_RELOAD)
1225                                 {
1226                                         self.weapon_morph1time = time + t * 0.05;
1227                                         self.weapon_morph1angles = '-10 40 0';
1228                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1229                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1230
1231                                         self.weapon_morph2time = time + t * 0.15;
1232                                         self.weapon_morph2angles = '-10 40 5';
1233                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1234                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1235
1236                                         self.weapon_morph3time = time + t * 0.25;
1237                                         self.weapon_morph3angles = '-10 40 0';
1238                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1239                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1240                                 }
1241                         }
1242                 }
1243                 else
1244                 {
1245                         if (fr == WFRAME_IDLE)
1246                                 a = self.weaponentity.anim_idle;
1247                         else if (fr == WFRAME_FIRE1)
1248                                 a = self.weaponentity.anim_fire1;
1249                         else if (fr == WFRAME_FIRE2)
1250                                 a = self.weaponentity.anim_fire2;
1251                         else if (fr == WFRAME_RELOAD)
1252                                 a = self.weaponentity.anim_reload;
1253                         a_z *= g_weaponratefactor;
1254                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1255                 }
1256         }
1257
1258         v_forward = of;
1259         v_right = or;
1260         v_up = ou;
1261
1262         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1263         {
1264                 backtrace("Tried to override initial weapon think function - should this really happen?");
1265         }
1266
1267         t *= W_WeaponRateFactor();
1268
1269         // VorteX: haste can be added here
1270         if (self.weapon_think == w_ready)
1271         {
1272                 self.weapon_nextthink = time;
1273                 //dprint("started firing at ", ftos(time), "\n");
1274         }
1275         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1276         {
1277                 self.weapon_nextthink = time;
1278                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1279         }
1280         self.weapon_nextthink = self.weapon_nextthink + t;
1281         self.weapon_think = func;
1282         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1283
1284         // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1285         //anim = self.anim_shoot;
1286         if (restartanim)
1287         if (t)
1288         if (!self.crouch) // shoot anim stands up, this looks bad
1289         {
1290                 vector anim;
1291                 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1292                 {
1293                         anim = self.anim_melee;
1294                         anim_z = anim_y / (t + sys_frametime);
1295                         setanim(self, anim, FALSE, TRUE, TRUE);
1296                 }
1297         }
1298 };
1299
1300 void weapon_boblayer1(float spd, vector org)
1301 {
1302         // VorteX: haste can be added here
1303 };
1304
1305 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1306 {
1307         vector mdirection;
1308         float mspeed;
1309         float outspeed;
1310         float nstyle;
1311         vector outvelocity;
1312
1313         mvelocity = mvelocity * g_weaponspeedfactor;
1314
1315         mdirection = normalize(mvelocity);
1316         mspeed = vlen(mvelocity);
1317
1318         nstyle = autocvar_g_projectiles_newton_style;
1319         if(nstyle == 0 || forceAbsolute)
1320         {
1321                 // absolute velocity
1322                 outvelocity = mvelocity;
1323         }
1324         else if(nstyle == 1)
1325         {
1326                 // true Newtonian projectiles
1327                 outvelocity = pvelocity + mvelocity;
1328         }
1329         else if(nstyle == 2)
1330         {
1331                 // true Newtonian projectiles with automatic aim adjustment
1332                 //
1333                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1334                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1335                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1336                 // PLUS SIGN!
1337                 // not defined?
1338                 // then...
1339                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1340                 // velocity without mdirection component > mspeed
1341                 // fire at smallest possible mspeed that works?
1342                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1343
1344                 vector solution;
1345                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1346                 if(solution_z)
1347                         outspeed = solution_y; // the larger one
1348                 else
1349                 {
1350                         //outspeed = 0; // slowest possible shot
1351                         outspeed = solution_x; // the real part (that is, the average!)
1352                         //dprint("impossible shot, adjusting\n");
1353                 }
1354
1355                 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1356                 outvelocity = mdirection * outspeed;
1357         }
1358         else if(nstyle == 3)
1359         {
1360                 // pseudo-Newtonian:
1361                 outspeed = mspeed + mdirection * pvelocity;
1362                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1363                 outvelocity = mdirection * outspeed;
1364         }
1365         else if(nstyle == 4)
1366         {
1367                 // tZorkian:
1368                 outspeed = mspeed + vlen(pvelocity);
1369                 outvelocity = mdirection * outspeed;
1370         }
1371         else
1372                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1373
1374         return outvelocity;
1375 }
1376
1377 void W_AttachToShotorg(entity flash, vector offset)
1378 {
1379         entity xflash;
1380         flash.owner = self;
1381         flash.angles_z = random() * 360;
1382         if(qcweaponanimation)
1383         {
1384                 setorigin(flash, w_shotorg + w_shotdir * 50);
1385                 flash.angles = vectoangles(w_shotdir);
1386                 flash.angles_z = random() * 360;
1387         }
1388         else
1389         {
1390                 if(gettagindex(self.weaponentity, "shot"))
1391                         setattachment(flash, self.weaponentity, "shot");
1392                 else
1393                         setattachment(flash, self.weaponentity, "tag_shot");
1394                 setorigin(flash, offset);
1395
1396                 xflash = spawn();
1397                 copyentity(flash, xflash);
1398
1399                 flash.viewmodelforclient = self;
1400
1401                 if(self.weaponentity.oldorigin_x > 0)
1402                 {
1403                         setattachment(xflash, self.exteriorweaponentity, "");
1404                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1405                 }
1406                 else
1407                 {
1408                         if(gettagindex(self.exteriorweaponentity, "shot"))
1409                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1410                         else
1411                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1412                         setorigin(xflash, offset);
1413                 }
1414         }
1415 }
1416
1417 vector cliptoplane(vector v, vector p)
1418 {
1419         return v - (v * p) * p;
1420 }
1421
1422 vector solve_cubic_pq(float p, float q)
1423 {
1424         float D, u, v, a;
1425         D = q*q/4.0 + p*p*p/27.0;
1426         if(D < 0)
1427         {
1428                 // irreducibilis
1429                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1430                 u = sqrt(-4.0/3.0 * p);
1431                 // a in range 0..pi/3
1432                 // cos(a)
1433                 // cos(a + 2pi/3)
1434                 // cos(a + 4pi/3)
1435                 return
1436                         u *
1437                         (
1438                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1439                                 +
1440                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1441                                 +
1442                                 '0 0 1' * cos(a)
1443                         );
1444         }
1445         else if(D == 0)
1446         {
1447                 // simple
1448                 if(p == 0)
1449                         return '0 0 0';
1450                 u = 3*q/p;
1451                 v = -u/2;
1452                 if(u >= v)
1453                         return '1 1 0' * v + '0 0 1' * u;
1454                 else
1455                         return '0 1 1' * v + '1 0 0' * u;
1456         }
1457         else
1458         {
1459                 // cardano
1460                 u = cbrt(-q/2.0 + sqrt(D));
1461                 v = cbrt(-q/2.0 - sqrt(D));
1462                 return '1 1 1' * (u + v);
1463         }
1464 }
1465 vector solve_cubic_abcd(float a, float b, float c, float d)
1466 {
1467         // y = 3*a*x + b
1468         // x = (y - b) / 3a
1469         float p, q;
1470         vector v;
1471         p = (9*a*c - 3*b*b);
1472         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1473         v = solve_cubic_pq(p, q);
1474         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1475         if(a < 0)
1476                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1477         return v;
1478 }
1479
1480 vector findperpendicular(vector v)
1481 {
1482         vector p;
1483         p_x = v_z;
1484         p_y = -v_x;
1485         p_z = v_y;
1486         return normalize(cliptoplane(p, v));
1487 }
1488
1489 vector W_CalculateProjectileSpread(vector forward, float spread)
1490 {
1491         float sigma;
1492         vector v1, v2;
1493         float dx, dy, r;
1494         float sstyle;
1495         spread *= g_weaponspreadfactor;
1496         if(spread <= 0)
1497                 return forward;
1498         sstyle = autocvar_g_projectiles_spread_style;
1499         
1500         if(sstyle == 0)
1501         {
1502                 // this is the baseline for the spread value!
1503                 // standard deviation: sqrt(2/5)
1504                 // density function: sqrt(1-r^2)
1505                 return forward + randomvec() * spread;
1506         }
1507         else if(sstyle == 1)
1508         {
1509                 // same thing, basically
1510                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1511         }
1512         else if(sstyle == 2)
1513         {
1514                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1515                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1516                 v1 = findperpendicular(forward);
1517                 v2 = cross(forward, v1);
1518                 // random point on unit circle
1519                 dx = random() * 2 * M_PI;
1520                 dy = sin(dx);
1521                 dx = cos(dx);
1522                 // radius in our dist function
1523                 r = random();
1524                 r = sqrt(r);
1525                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1526         }
1527         else if(sstyle == 3) // gauss 3d
1528         {
1529                 sigma = spread * 0.44721359549996; // match baseline stddev
1530                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1531                 v1 = forward;
1532                 v1_x += gsl_ran_gaussian(sigma);
1533                 v1_y += gsl_ran_gaussian(sigma);
1534                 v1_z += gsl_ran_gaussian(sigma);
1535                 return v1;
1536         }
1537         else if(sstyle == 4) // gauss 2d
1538         {
1539                 sigma = spread * 0.44721359549996; // match baseline stddev
1540                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1541                 v1_x = gsl_ran_gaussian(sigma);
1542                 v1_y = gsl_ran_gaussian(sigma);
1543                 v1_z = gsl_ran_gaussian(sigma);
1544                 return normalize(forward + cliptoplane(v1, forward));
1545         }
1546         else if(sstyle == 5) // 1-r
1547         {
1548                 sigma = spread * 1.154700538379252; // match baseline stddev
1549                 v1 = findperpendicular(forward);
1550                 v2 = cross(forward, v1);
1551                 // random point on unit circle
1552                 dx = random() * 2 * M_PI;
1553                 dy = sin(dx);
1554                 dx = cos(dx);
1555                 // radius in our dist function
1556                 r = random();
1557                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1558                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1559         }
1560         else if(sstyle == 6) // 1-r^2
1561         {
1562                 sigma = spread * 1.095445115010332; // match baseline stddev
1563                 v1 = findperpendicular(forward);
1564                 v2 = cross(forward, v1);
1565                 // random point on unit circle
1566                 dx = random() * 2 * M_PI;
1567                 dy = sin(dx);
1568                 dx = cos(dx);
1569                 // radius in our dist function
1570                 r = random();
1571                 r = sqrt(1 - r);
1572                 r = sqrt(1 - r);
1573                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1574         }
1575         else if(sstyle == 7) // (1-r) (2-r)
1576         {
1577                 sigma = spread * 1.224744871391589; // match baseline stddev
1578                 v1 = findperpendicular(forward);
1579                 v2 = cross(forward, v1);
1580                 // random point on unit circle
1581                 dx = random() * 2 * M_PI;
1582                 dy = sin(dx);
1583                 dx = cos(dx);
1584                 // radius in our dist function
1585                 r = random();
1586                 r = 1 - sqrt(r);
1587                 r = 1 - sqrt(r);
1588                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1589         }
1590         else
1591                 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1592         return '0 0 0';
1593         /*
1594          * how to derive falloff functions:
1595          * rho(r) := (2-r) * (1-r);
1596          * a : 0;
1597          * b : 1;
1598          * rhor(r) := r * rho(r);
1599          * cr(t) := integrate(rhor(r), r, a, t);
1600          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1601          * variance : scr(b) / cr(b);
1602          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1603          * sqrt(0.4 / variance), numer;
1604          */
1605 }
1606
1607 #if 0
1608 float mspercallsum;
1609 float mspercallsstyle;
1610 float mspercallcount;
1611 #endif
1612 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1613 {
1614         if(missile.owner == world)
1615                 error("Unowned missile");
1616
1617         dir = dir + upDir * (pUpSpeed / pSpeed);
1618         dir_z += pZSpeed / pSpeed;
1619         pSpeed *= vlen(dir);
1620         dir = normalize(dir);
1621
1622 #if 0
1623         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1624         {
1625                 mspercallsum = mspercallcount = 0;
1626                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1627         }
1628         mspercallsum -= gettime(GETTIME_HIRES);
1629 #endif
1630         dir = W_CalculateProjectileSpread(dir, spread);
1631 #if 0
1632         mspercallsum += gettime(GETTIME_HIRES);
1633         mspercallcount += 1;
1634         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1635 #endif
1636
1637         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1638 }
1639
1640 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1641 {
1642         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1643 }
1644
1645 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1646 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1647
1648 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1649 {
1650         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1651                 return;
1652
1653         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1654         if(ammo_reload)
1655         {
1656                 self.clip_load -= ammo_use;
1657                 self.weapon_load[self.weapon] = self.clip_load;
1658         }
1659         else
1660                 self.(self.current_ammo) -= ammo_use;
1661 }
1662
1663 // weapon reloading code
1664
1665 .float reload_ammo_amount, reload_ammo_min, reload_time;
1666 .float reload_complain;
1667 .string reload_sound;
1668
1669 void W_ReloadedAndReady()
1670 {
1671         // finish the reloading process, and do the ammo transfer
1672
1673         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1674
1675         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1676         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1677                 self.clip_load = self.reload_ammo_amount;
1678         else
1679         {
1680                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1681                 {
1682                         self.clip_load += 1;
1683                         self.(self.current_ammo) -= 1;
1684                 }
1685         }
1686         self.weapon_load[self.weapon] = self.clip_load;
1687
1688         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1689         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1690         // so your weapon is disabled for a few seconds without reason
1691
1692         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1693
1694         w_ready();
1695 }
1696
1697 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1698 {
1699         // set global values to work with
1700
1701         self.reload_ammo_min = sent_ammo_min;
1702         self.reload_ammo_amount = sent_ammo_amount;
1703         self.reload_time = sent_time;
1704         self.reload_sound = sent_sound;
1705
1706         // check if we meet the necessary conditions to reload
1707
1708         entity e;
1709         e = get_weaponinfo(self.weapon);
1710
1711         // don't reload weapons that don't have the RELOADABLE flag
1712         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1713         {
1714                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1715                 return;
1716         }
1717
1718         // return if reloading is disabled for this weapon
1719         if(!self.reload_ammo_amount)
1720                 return;
1721
1722         // our weapon is fully loaded, no need to reload
1723         if (self.clip_load >= self.reload_ammo_amount)
1724                 return;
1725
1726         // no ammo, so nothing to load
1727         if(!self.(self.current_ammo) && self.reload_ammo_min)
1728         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1729         {
1730                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1731                 {
1732                         play2(self, "weapons/unavailable.wav");
1733                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1734                         self.reload_complain = time + 1;
1735                 }
1736                 // switch away if the amount of ammo is not enough to keep using this weapon
1737                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1738                 {
1739                         self.clip_load = -1; // reload later
1740                         W_SwitchToOtherWeapon(self);
1741                 }
1742                 return;
1743         }
1744
1745         if (self.weaponentity)
1746         {
1747                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1748                         return;
1749
1750                 // allow switching away while reloading, but this will cause a new reload!
1751                 self.weaponentity.state = WS_READY;
1752         }
1753
1754         // now begin the reloading process
1755
1756         sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1757
1758         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1759         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1760         // so your weapon is disabled for a few seconds without reason
1761
1762         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1763
1764         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1765
1766         if(self.clip_load < 0)
1767                 self.clip_load = 0;
1768         self.old_clip_load = self.clip_load;
1769         self.clip_load = self.weapon_load[self.weapon] = -1;
1770 }