2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
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 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
135 float nudge = 1; // added to traceline target and subtracted from result
136 local float oldsolid;
138 oldsolid = ent.dphitcontentsmask;
139 if(ent.weapon == WEP_CAMPINGRIFLE)
140 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
145 // passing world, because we do NOT want it to touch dphitcontentsmask
147 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
154 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
160 if not(inWarmupStage) {
162 w = get_weaponinfo(ent.weapon);
163 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
164 ent.stats_fired[ent.weapon - 1] += maxdamage;
165 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
172 vecs = ent.weaponentity.movedir;
175 if(debug_shotorg != '0 0 0')
176 vecs = debug_shotorg;
178 dv = v_right * -vecs_y + v_up * vecs_z;
179 w_shotorg = ent.origin + ent.view_ofs + dv;
181 // now move the shotorg forward as much as requested if possible
184 if(ent.antilag_debug)
185 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191 w_shotorg = trace_endpos - v_forward * nudge;
192 // calculate the shotdir from the chosen shotorg
193 w_shotdir = normalize(w_shotend - w_shotorg);
196 if (!ent.cvar_cl_noantilag)
198 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
200 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201 if (!trace_ent.takedamage)
203 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 if (trace_ent.takedamage && trace_ent.classname == "player")
208 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210 w_shotdir = normalize(trace_ent.origin - w_shotorg);
214 else if(cvar("g_antilag") == 3) // client side hitscan
216 // this part MUST use prydon cursor
217 if (ent.cursor_trace_ent) // client was aiming at someone
218 if (ent.cursor_trace_ent != ent) // just to make sure
219 if (ent.cursor_trace_ent.takedamage) // and that person is killable
220 if (ent.cursor_trace_ent.classname == "player") // and actually a player
222 // verify that the shot would miss without antilag
223 // (avoids an issue where guns would always shoot at their origin)
224 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
225 if (!trace_ent.takedamage)
227 // verify that the shot would hit if altered
228 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229 if (trace_ent == ent.cursor_trace_ent)
230 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232 print("antilag fail\n");
238 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
241 ent.punchangle_x = recoil * -1;
245 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
248 if (ent.items & IT_STRENGTH)
250 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
252 // nudge w_shotend so a trace to w_shotend hits
253 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
256 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
257 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
258 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
259 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
260 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
262 void LaserTarget_Think()
269 // list of weapons that will use the laser, and the options that enable it
270 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
273 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
278 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
281 // rocket launcher isn't selected, so no laser target.
282 if(self.lasertarget != world)
284 remove(self.lasertarget);
285 self.lasertarget = world;
290 if(!self.lasertarget)
292 // we don't have a lasertarget entity, so spawn one
293 //bprint("create laser target\n");
294 e = self.lasertarget = spawn();
295 e.owner = self.owner; // Its owner is my owner
296 e.classname = "laser_target";
297 e.movetype = MOVETYPE_NOCLIP; // don't touch things
298 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
299 e.scale = 1.25; // make it larger
300 e.alpha = 0.25; // transparency
301 e.colormod = '255 0 0' * (1/255) * 8; // change colors
302 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
303 // make it dynamically glow
304 // you should avoid over-using this, as it can slow down the player's computer.
305 e.glow_color = 251; // red color
309 e = self.lasertarget;
311 // move the laser dot to where the player is looking
313 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
314 offset = '0 0 26' + v_right*3;
315 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
316 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
317 if(trace_plane_normal != '0 0 0')
318 e.angles = vectoangles(trace_plane_normal);
320 e.angles = vectoangles(v_forward);
323 float CL_Weaponentity_CustomizeEntityForClient()
325 self.viewmodelforclient = self.owner;
326 if(other.classname == "spectator")
327 if(other.enemy == self.owner)
328 self.viewmodelforclient = other;
332 float qcweaponanimation;
333 vector weapon_offset = '0 -10 0';
334 vector weapon_adjust = '10 0 -15';
335 .vector weapon_morph0origin;
336 .vector weapon_morph0angles;
337 .float weapon_morph0time;
338 .vector weapon_morph1origin;
339 .vector weapon_morph1angles;
340 .float weapon_morph1time;
341 .vector weapon_morph2origin;
342 .vector weapon_morph2angles;
343 .float weapon_morph2time;
344 .vector weapon_morph3origin;
345 .vector weapon_morph3angles;
346 .float weapon_morph3time;
347 .vector weapon_morph4origin;
348 .vector weapon_morph4angles;
349 .float weapon_morph4time;
351 #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)
356 * 1. simple animated model, muzzle flash handling on h_ model:
357 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
359 * shot = muzzle end (shot origin, also used for muzzle flashes)
360 * shell = casings ejection point (must be on the right hand side of the gun)
361 * weapon = attachment for v_tuba.md3
362 * v_tuba.md3 - first and third person model
363 * g_tuba.md3 - pickup model
365 * 2. simple animated model, muzzle flash handling on v_ model:
366 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
368 * weapon = attachment for v_tuba.md3
369 * v_tuba.md3 - first and third person model
371 * shot = muzzle end (shot origin, also used for muzzle flashes)
372 * shell = casings ejection point (must be on the right hand side of the gun)
373 * g_tuba.md3 - pickup model
375 * 3. fully animated model, muzzle flash handling on h_ model:
376 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
378 * shot = muzzle end (shot origin, also used for muzzle flashes)
379 * shell = casings ejection point (must be on the right hand side of the gun)
380 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
381 * v_tuba.md3 - third person model
382 * g_tuba.md3 - pickup model
384 * 4. fully animated model, muzzle flash handling on v_ model:
385 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
387 * shot = muzzle end (shot origin)
388 * shell = casings ejection point (must be on the right hand side of the gun)
389 * v_tuba.md3 - third person model
391 * shot = muzzle end (for muzzle flashes)
392 * g_tuba.md3 - pickup model
396 // self.origin, self.angles
398 // self.movedir, self.view_ofs
402 // call again with ""
404 void CL_WeaponEntity_SetModel(string name)
411 // if there is a child entity, hide it until we're sure we use it
412 if (self.weaponentity)
413 self.weaponentity.model = "";
414 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
415 v_shot_idx = gettagindex(self, "shot"); // used later
417 v_shot_idx = gettagindex(self, "tag_shot");
419 if(qcweaponanimation)
421 self.angles = '0 0 0';
422 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
423 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
424 self.movedir_x += 32;
425 self.spawnorigin = self.movedir;
426 // oldorigin - not calculated here
430 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
431 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
432 animfile = fopen(animfilename, FILE_READ);
433 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
434 self.anim_fire1 = '0 1 0.01';
435 self.anim_fire2 = '1 1 0.01';
436 self.anim_idle = '2 1 0.01';
437 self.anim_reload = '3 1 0.01';
440 animparseerror = FALSE;
441 self.anim_fire1 = animparseline(animfile);
442 self.anim_fire2 = animparseline(animfile);
443 self.anim_idle = animparseline(animfile);
444 self.anim_reload = animparseline(animfile);
447 print("Parse error in ", animfilename, ", some player animations are broken\n");
450 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
451 // if we don't, this is a "real" animated model
452 if(gettagindex(self, "weapon"))
454 if (!self.weaponentity)
455 self.weaponentity = spawn();
456 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
457 setattachment(self.weaponentity, self, "weapon");
459 else if(gettagindex(self, "tag_weapon"))
461 if (!self.weaponentity)
462 self.weaponentity = spawn();
463 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
464 setattachment(self.weaponentity, self, "tag_weapon");
468 if(self.weaponentity)
469 remove(self.weaponentity);
470 self.weaponentity = world;
473 setorigin(self,'0 0 0');
474 self.angles = '0 0 0';
476 self.viewmodelforclient = world;
480 if(v_shot_idx) // v_ model attached to invisible h_ model
482 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
486 idx = gettagindex(self, "shot");
488 idx = gettagindex(self, "tag_shot");
490 self.movedir = gettaginfo(self, idx);
493 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
494 self.movedir = '0 0 0';
498 if(self.weaponentity) // v_ model attached to invisible h_ model
500 idx = gettagindex(self.weaponentity, "shell");
502 idx = gettagindex(self.weaponentity, "tag_shell");
504 self.spawnorigin = gettaginfo(self.weaponentity, idx);
510 idx = gettagindex(self, "shell");
512 idx = gettagindex(self, "tag_shell");
514 self.spawnorigin = gettaginfo(self, idx);
517 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
518 self.spawnorigin = self.movedir;
524 self.oldorigin = '0 0 0'; // use regular attachment
528 if(self.weaponentity)
530 idx = gettagindex(self, "weapon");
532 idx = gettagindex(self, "tag_weapon");
536 idx = gettagindex(self, "handle");
538 idx = gettagindex(self, "tag_handle");
542 self.oldorigin = self.movedir - gettaginfo(self, idx);
546 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");
547 self.oldorigin = '0 0 0'; // there is no way to recover from this
551 self.viewmodelforclient = self.owner;
557 if(self.weaponentity)
558 remove(self.weaponentity);
559 self.weaponentity = world;
560 self.movedir = '0 0 0';
561 self.spawnorigin = '0 0 0';
562 self.oldorigin = '0 0 0';
563 self.anim_fire1 = '0 1 0.01';
564 self.anim_fire2 = '0 1 0.01';
565 self.anim_idle = '0 1 0.01';
566 self.anim_reload = '0 1 0.01';
569 self.view_ofs = '0 0 0';
571 if(self.movedir_x >= 0)
575 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
576 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
578 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
579 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
581 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
583 // check if an instant weapon switch occurred
584 if (qcweaponanimation)
586 if (self.state == WS_READY)
588 self.angles = '0 0 0';
589 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
590 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
594 setorigin(self, self.view_ofs);
595 // reset animstate now
596 self.wframe = WFRAME_IDLE;
597 self.weapon_morph0time = 0;
598 self.weapon_morph1time = 0;
599 self.weapon_morph2time = 0;
600 self.weapon_morph3time = 0;
601 self.weapon_morph4time = 0;
602 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
605 vector CL_Weapon_GetShotOrg(float wpn)
609 wi = get_weaponinfo(wpn);
612 CL_WeaponEntity_SetModel(wi.mdl);
614 CL_WeaponEntity_SetModel("");
620 void CL_Weaponentity_Think()
623 self.nextthink = time;
624 if (intermission_running)
625 self.frame = self.anim_idle_x;
626 if (self.owner.weaponentity != self)
628 if (self.weaponentity)
629 remove(self.weaponentity);
633 if (self.owner.deadflag != DEAD_NO)
636 if (self.weaponentity)
637 self.weaponentity.model = "";
640 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
642 self.cnt = self.owner.weapon;
643 self.dmg = self.owner.modelindex;
644 self.deadflag = self.owner.deadflag;
646 CL_WeaponEntity_SetModel(self.owner.weaponname);
649 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
650 self.effects = self.owner.effects & EFMASK_CHEAP;
651 self.effects &~= EF_LOWPRECISION;
652 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
653 self.effects &~= EF_TELEPORT_BIT;
654 self.effects &~= EF_RESTARTANIM_BIT;
657 if(self.owner.alpha == default_player_alpha)
658 self.alpha = default_weapon_alpha;
659 else if(self.owner.alpha != 0)
660 self.alpha = self.owner.alpha;
664 self.colormap = self.owner.colormap;
665 if (self.weaponentity)
667 self.weaponentity.effects = self.effects;
668 self.weaponentity.alpha = self.alpha;
669 self.weaponentity.colormap = self.colormap;
672 self.angles = '0 0 0';
675 if (self.state == WS_RAISE && !intermission_running)
677 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
678 self.angles_x = -90 * f * f;
679 if (qcweaponanimation)
681 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
682 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
685 else if (self.state == WS_DROP && !intermission_running)
687 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
688 self.angles_x = -90 * f * f;
689 if (qcweaponanimation)
691 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
692 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
695 else if (self.state == WS_CLEAR)
698 self.angles_x = -90 * f * f;
699 if (qcweaponanimation)
701 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
702 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
705 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
707 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
708 f = 1 - pow(1 - f, 3);
709 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
710 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
712 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
714 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
715 f = 1 - pow(1 - f, 3);
716 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
717 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
719 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
721 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
722 f = 1 - pow(1 - f, 3);
723 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
724 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
726 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
728 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
729 f = 1 - pow(1 - f, 3);
730 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
731 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
733 else if (qcweaponanimation)
735 // begin a new idle morph
736 self.owner.weapon_morph0time = time;
737 self.owner.weapon_morph0angles = self.angles;
738 self.owner.weapon_morph0origin = self.origin;
746 // turn gun to the left to look at it
748 self.owner.weapon_morph1time = time + t * 0.2;
749 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
750 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');
751 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
753 self.owner.weapon_morph2time = time + t * 0.6;
754 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
755 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');
756 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
758 self.owner.weapon_morph3time = time + t;
759 self.owner.weapon_morph3angles = '0 0 0';
760 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');
761 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
765 // raise the gun a bit
767 self.owner.weapon_morph1time = time + t * 0.2;
768 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
769 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');
770 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
772 self.owner.weapon_morph2time = time + t * 0.5;
773 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
774 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');
775 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
777 self.owner.weapon_morph3time = time + t;
778 self.owner.weapon_morph3angles = '0 0 0';
779 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');
780 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
786 self.owner.weapon_morph1time = time + t * 0.3;
787 self.owner.weapon_morph1angles = randomvec() * 6;
788 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');
789 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
791 self.owner.weapon_morph2time = time + t * 0.7;
792 self.owner.weapon_morph2angles = randomvec() * 6;
793 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');
794 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
796 self.owner.weapon_morph3time = time + t;
797 self.owner.weapon_morph3angles = '0 0 0';
798 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');
799 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
803 // hold it mostly steady
804 t = random() * 6 + 4;
805 self.owner.weapon_morph1time = time + t * 0.2;
806 self.owner.weapon_morph1angles = randomvec() * 1;
807 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');
808 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
810 self.owner.weapon_morph2time = time + t * 0.5;
811 self.owner.weapon_morph2angles = randomvec() * 1;
812 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');
813 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
815 self.owner.weapon_morph3time = time + t * 0.7;
816 self.owner.weapon_morph3angles = randomvec() * 1;
817 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');
818 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
821 self.owner.weapon_morph4time = time + t;
822 self.owner.weapon_morph4angles = '0 0 0';
823 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');
824 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
828 // create or update the lasertarget entity
832 void CL_ExteriorWeaponentity_Think()
836 self.nextthink = time;
837 if (self.owner.exteriorweaponentity != self)
842 if (self.owner.deadflag != DEAD_NO)
847 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
849 self.cnt = self.owner.weapon;
850 self.dmg = self.owner.modelindex;
851 self.deadflag = self.owner.deadflag;
852 if (self.owner.weaponname != "")
853 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
857 if((tag_found = gettagindex(self.owner, "tag_weapon")))
859 self.tag_index = tag_found;
860 self.tag_entity = self.owner;
863 setattachment(self, self.owner, "bip01 r hand");
865 // if that didn't find a tag, hide the exterior weapon model
869 self.effects = self.owner.effects;
870 if(sv_pitch_min == sv_pitch_max)
871 self.effects |= EF_LOWPRECISION;
873 self.effects &~= EF_LOWPRECISION;
874 self.effects = self.effects & EFMASK_CHEAP; // eat performance
875 if(self.owner.alpha == default_player_alpha)
876 self.alpha = default_weapon_alpha;
877 else if(self.owner.alpha != 0)
878 self.alpha = self.owner.alpha;
882 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
886 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
888 ang_y = self.owner.v_angle_y;
890 var vector v = v_forward;
891 var float t = self.tag_entity.frame1time;
892 var float f = self.tag_entity.frame;
893 self.tag_entity.frame1time = time;
894 self.tag_entity.frame = self.tag_entity.anim_idle_x;
895 gettaginfo(self.tag_entity, self.tag_index);
896 self.tag_entity.frame1time = t;
897 self.tag_entity.frame = f;
898 // untransform v according to this coordinate space
903 self.angles = vectoangles(w);
907 ang_x = -/* don't ask */ang_x;
911 self.colormap = self.owner.colormap;
914 // spawning weaponentity for client
915 void CL_SpawnWeaponentity()
917 self.weaponentity = spawn();
918 self.weaponentity.classname = "weaponentity";
919 self.weaponentity.solid = SOLID_NOT;
920 self.weaponentity.owner = self;
921 setmodel(self.weaponentity, ""); // precision set when changed
922 setorigin(self.weaponentity, '0 0 0');
923 self.weaponentity.angles = '0 0 0';
924 self.weaponentity.viewmodelforclient = self;
925 self.weaponentity.flags = 0;
926 self.weaponentity.think = CL_Weaponentity_Think;
927 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
928 self.weaponentity.nextthink = time;
930 self.exteriorweaponentity = spawn();
931 self.exteriorweaponentity.classname = "exteriorweaponentity";
932 self.exteriorweaponentity.solid = SOLID_NOT;
933 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
934 self.exteriorweaponentity.owner = self;
935 setorigin(self.exteriorweaponentity, '0 0 0');
936 self.exteriorweaponentity.angles = '0 0 0';
937 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
938 self.exteriorweaponentity.nextthink = time;
941 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
944 WriteByte(MSG_ONE, SVC_TEMPENTITY);
945 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
946 WriteByte(MSG_ONE, wpn);
947 WriteString(MSG_ONE, wpnname);
948 WriteByte(MSG_ONE, type);
951 .float hasweapon_complain_spam;
953 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
955 local float weaponbit, f;
956 local entity oldself;
958 if(time < self.hasweapon_complain_spam)
961 self.hasweapon_complain_spam = time + 0.2;
963 if (wpn < WEP_FIRST || wpn > WEP_LAST)
966 sprint(self, "Invalid weapon\n");
969 weaponbit = W_WeaponBit(wpn);
970 if (cl.weapons & weaponbit)
974 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
982 f = weapon_action(wpn, WR_CHECKAMMO1);
983 f = f + weapon_action(wpn, WR_CHECKAMMO2);
985 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
987 if(wpn == WEP_MINE_LAYER)
988 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
996 if(clienttype(cl) == CLIENTTYPE_REAL)
998 play2(cl, "weapons/unavailable.wav");
999 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
1000 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
1010 // Report Proper Weapon Status / Modified Weapon Ownership Message
1011 if(weaponsInMap & weaponbit)
1013 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1014 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1016 if(cvar("g_showweaponspawns"))
1021 e = get_weaponinfo(wpn);
1024 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1026 if(e.classname == "droppedweapon")
1028 if not(e.flags & FL_ITEM)
1030 WaypointSprite_Spawn(
1043 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1044 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1047 play2(cl, "weapons/unavailable.wav");
1055 if (self.weapon != -1)
1057 if (self.weaponentity)
1059 self.weaponentity.state = WS_CLEAR;
1060 self.weaponentity.effects = 0;
1066 if (self.weaponentity)
1067 self.weaponentity.state = WS_READY;
1068 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1071 // Setup weapon for client (after this raise frame will be launched)
1072 void weapon_setup(float windex)
1075 qcweaponanimation = cvar("sv_qcweaponanimation");
1076 e = get_weaponinfo(windex);
1077 self.items &~= IT_AMMO;
1078 self.items = self.items | e.items;
1080 // the two weapon entities will notice this has changed and update their models
1081 self.weapon = windex;
1082 self.weaponname = e.mdl;
1083 self.bulletcounter = 0;
1086 // perform weapon to attack (weaponstate and attack_finished check is here)
1087 void W_SwitchToOtherWeapon(entity pl)
1089 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1091 w = W_WeaponBit(pl.weapon);
1093 ww = w_getbestweapon(pl);
1096 W_SwitchWeapon_Force(pl, ww);
1098 float weapon_prepareattack_checkammo(float secondary)
1100 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1101 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1103 // always keep the Mine Layer if we placed mines, so that we can detonate them
1105 if(self.weapon == WEP_MINE_LAYER)
1106 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1109 W_SwitchToOtherWeapon(self);
1114 .float race_penalty;
1115 float weapon_prepareattack_check(float secondary, float attacktime)
1117 if(!weapon_prepareattack_checkammo(secondary))
1120 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1121 //if all players readied up and the countdown is running
1122 if(time < game_starttime || time < self.race_penalty) {
1126 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1129 // do not even think about shooting if switching
1130 if(self.switchweapon != self.weapon)
1135 // don't fire if previous attack is not finished
1136 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1138 // don't fire while changing weapon
1139 if (self.weaponentity.state != WS_READY)
1145 float weapon_prepareattack_do(float secondary, float attacktime)
1147 self.weaponentity.state = WS_INUSE;
1149 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1151 // if the weapon hasn't been firing continuously, reset the timer
1154 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1156 ATTACK_FINISHED(self) = time;
1157 //dprint("resetting attack finished to ", ftos(time), "\n");
1159 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1161 self.bulletcounter += 1;
1162 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1165 float weapon_prepareattack(float secondary, float attacktime)
1167 if(weapon_prepareattack_check(secondary, attacktime))
1169 weapon_prepareattack_do(secondary, attacktime);
1176 void weapon_thinkf(float fr, float t, void() func)
1182 if(fr == WFRAME_DONTCHANGE)
1184 fr = self.weaponentity.wframe;
1185 restartanim = FALSE;
1187 else if (fr == WFRAME_IDLE)
1188 restartanim = FALSE;
1196 if (self.weaponentity)
1198 self.weaponentity.wframe = fr;
1199 if (qcweaponanimation)
1201 if (fr != WFRAME_IDLE)
1203 self.weapon_morph0time = time;
1204 self.weapon_morph0angles = self.weaponentity.angles;
1205 self.weapon_morph0origin = self.weaponentity.origin;
1207 self.weapon_morph1angles = '0 0 0';
1208 self.weapon_morph1time = time + t;
1209 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1210 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1212 self.weapon_morph2angles = '0 0 0';
1213 self.weapon_morph2time = time + t;
1214 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1215 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1217 self.weapon_morph3angles = '0 0 0';
1218 self.weapon_morph3time = time + t;
1219 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1220 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1222 self.weapon_morph4angles = '0 0 0';
1223 self.weapon_morph4time = time + t;
1224 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1225 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1227 if (fr == WFRAME_FIRE1)
1229 self.weapon_morph1angles = '5 0 0';
1230 self.weapon_morph1time = time + t * 0.1;
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);
1233 self.weapon_morph4time = time + t + 1; // delay idle effect
1235 else if (fr == WFRAME_FIRE2)
1237 self.weapon_morph1angles = '10 0 0';
1238 self.weapon_morph1time = time + t * 0.1;
1239 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1240 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1241 self.weapon_morph4time = time + t + 1; // delay idle effect
1243 else if (fr == WFRAME_RELOAD)
1245 self.weapon_morph1time = time + t * 0.05;
1246 self.weapon_morph1angles = '-10 40 0';
1247 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1248 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1250 self.weapon_morph2time = time + t * 0.15;
1251 self.weapon_morph2angles = '-10 40 5';
1252 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1253 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1255 self.weapon_morph3time = time + t * 0.25;
1256 self.weapon_morph3angles = '-10 40 0';
1257 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1258 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1264 if (fr == WFRAME_IDLE)
1265 a = self.weaponentity.anim_idle;
1266 else if (fr == WFRAME_FIRE1)
1267 a = self.weaponentity.anim_fire1;
1268 else if (fr == WFRAME_FIRE2)
1269 a = self.weaponentity.anim_fire2;
1270 else if (fr == WFRAME_RELOAD)
1271 a = self.weaponentity.anim_reload;
1272 a_z *= g_weaponratefactor;
1273 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1281 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1283 backtrace("Tried to override initial weapon think function - should this really happen?");
1286 t *= W_WeaponRateFactor();
1288 // VorteX: haste can be added here
1289 if (self.weapon_think == w_ready)
1291 self.weapon_nextthink = time;
1292 //dprint("started firing at ", ftos(time), "\n");
1294 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1296 self.weapon_nextthink = time;
1297 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1299 self.weapon_nextthink = self.weapon_nextthink + t;
1300 self.weapon_think = func;
1301 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1305 if (!self.crouch) // shoot anim stands up, this looks bad
1308 anim = self.anim_shoot;
1309 anim_z = anim_y / (t + sys_frametime);
1310 setanim(self, anim, FALSE, TRUE, TRUE);
1314 void weapon_boblayer1(float spd, vector org)
1316 // VorteX: haste can be added here
1319 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1327 mvelocity = mvelocity * g_weaponspeedfactor;
1329 mdirection = normalize(mvelocity);
1330 mspeed = vlen(mvelocity);
1332 nstyle = cvar("g_projectiles_newton_style");
1335 // absolute velocity
1336 outvelocity = mvelocity;
1338 else if(nstyle == 1)
1340 // true Newtonian projectiles
1341 outvelocity = pvelocity + mvelocity;
1343 else if(nstyle == 2)
1345 // true Newtonian projectiles with automatic aim adjustment
1347 // solve: |outspeed * mdirection - pvelocity| = mspeed
1348 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1349 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1353 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1354 // velocity without mdirection component > mspeed
1355 // fire at smallest possible mspeed that works?
1356 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1359 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1361 outspeed = solution_y; // the larger one
1364 //outspeed = 0; // slowest possible shot
1365 outspeed = solution_x; // the real part (that is, the average!)
1366 //dprint("impossible shot, adjusting\n");
1369 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1370 outvelocity = mdirection * outspeed;
1372 else if(nstyle == 3)
1374 // pseudo-Newtonian:
1375 outspeed = mspeed + mdirection * pvelocity;
1376 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1377 outvelocity = mdirection * outspeed;
1379 else if(nstyle == 4)
1382 outspeed = mspeed + vlen(pvelocity);
1383 outvelocity = mdirection * outspeed;
1386 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1391 void W_AttachToShotorg(entity flash, vector offset)
1395 flash.angles_z = random() * 360;
1396 if(qcweaponanimation)
1398 setorigin(flash, w_shotorg + w_shotdir * 50);
1399 flash.angles = vectoangles(w_shotdir);
1400 flash.angles_z = random() * 360;
1404 if(gettagindex(self.weaponentity, "shot"))
1405 setattachment(flash, self.weaponentity, "shot");
1407 setattachment(flash, self.weaponentity, "tag_shot");
1408 setorigin(flash, offset);
1411 copyentity(flash, xflash);
1413 flash.viewmodelforclient = self;
1415 if(self.weaponentity.oldorigin_x > 0)
1417 setattachment(xflash, self.exteriorweaponentity, "");
1418 setorigin(xflash, self.weaponentity.oldorigin + offset);
1422 if(gettagindex(self.exteriorweaponentity, "shot"))
1423 setattachment(xflash, self.exteriorweaponentity, "shot");
1425 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1426 setorigin(xflash, offset);
1431 vector cliptoplane(vector v, vector p)
1433 return v - (v * p) * p;
1436 vector solve_cubic_pq(float p, float q)
1439 D = q*q/4.0 + p*p*p/27.0;
1443 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1444 u = sqrt(-4.0/3.0 * p);
1445 // a in range 0..pi/3
1452 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1454 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1467 return '1 1 0' * v + '0 0 1' * u;
1469 return '0 1 1' * v + '1 0 0' * u;
1474 u = cbrt(-q/2.0 + sqrt(D));
1475 v = cbrt(-q/2.0 - sqrt(D));
1476 return '1 1 1' * (u + v);
1479 vector solve_cubic_abcd(float a, float b, float c, float d)
1485 p = (9*a*c - 3*b*b);
1486 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1487 v = solve_cubic_pq(p, q);
1488 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1490 v += '1 0 -1' * (v_z - v_x); // swap x, z
1494 vector findperpendicular(vector v)
1500 return normalize(cliptoplane(p, v));
1503 vector W_CalculateProjectileSpread(vector forward, float spread)
1509 spread *= g_weaponspreadfactor;
1512 sstyle = cvar("g_projectiles_spread_style");
1516 // this is the baseline for the spread value!
1517 // standard deviation: sqrt(2/5)
1518 // density function: sqrt(1-r^2)
1519 return forward + randomvec() * spread;
1521 else if(sstyle == 1)
1523 // same thing, basically
1524 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1526 else if(sstyle == 2)
1528 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1529 sigma = spread * 0.89442719099991587855; // match baseline stddev
1530 v1 = findperpendicular(forward);
1531 v2 = cross(forward, v1);
1532 // random point on unit circle
1533 dx = random() * 2 * M_PI;
1536 // radius in our dist function
1539 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1541 else if(sstyle == 3) // gauss 3d
1543 sigma = spread * 0.44721359549996; // match baseline stddev
1544 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1546 v1_x += gsl_ran_gaussian(sigma);
1547 v1_y += gsl_ran_gaussian(sigma);
1548 v1_z += gsl_ran_gaussian(sigma);
1551 else if(sstyle == 4) // gauss 2d
1553 sigma = spread * 0.44721359549996; // match baseline stddev
1554 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1555 v1_x = gsl_ran_gaussian(sigma);
1556 v1_y = gsl_ran_gaussian(sigma);
1557 v1_z = gsl_ran_gaussian(sigma);
1558 return normalize(forward + cliptoplane(v1, forward));
1560 else if(sstyle == 5) // 1-r
1562 sigma = spread * 1.154700538379252; // match baseline stddev
1563 v1 = findperpendicular(forward);
1564 v2 = cross(forward, v1);
1565 // random point on unit circle
1566 dx = random() * 2 * M_PI;
1569 // radius in our dist function
1571 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1572 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1574 else if(sstyle == 6) // 1-r^2
1576 sigma = spread * 1.095445115010332; // match baseline stddev
1577 v1 = findperpendicular(forward);
1578 v2 = cross(forward, v1);
1579 // random point on unit circle
1580 dx = random() * 2 * M_PI;
1583 // radius in our dist function
1587 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1589 else if(sstyle == 7) // (1-r) (2-r)
1591 sigma = spread * 1.224744871391589; // match baseline stddev
1592 v1 = findperpendicular(forward);
1593 v2 = cross(forward, v1);
1594 // random point on unit circle
1595 dx = random() * 2 * M_PI;
1598 // radius in our dist function
1602 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1605 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)!");
1608 * how to derive falloff functions:
1609 * rho(r) := (2-r) * (1-r);
1612 * rhor(r) := r * rho(r);
1613 * cr(t) := integrate(rhor(r), r, a, t);
1614 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1615 * variance : scr(b) / cr(b);
1616 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1617 * sqrt(0.4 / variance), numer;
1623 float mspercallsstyle;
1624 float mspercallcount;
1626 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1628 if(missile.owner == world)
1629 error("Unowned missile");
1631 dir = dir + upDir * (pUpSpeed / pSpeed);
1632 dir_z += pZSpeed / pSpeed;
1633 pSpeed *= vlen(dir);
1634 dir = normalize(dir);
1637 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1639 mspercallsum = mspercallcount = 0;
1640 mspercallsstyle = cvar("g_projectiles_spread_style");
1642 mspercallsum -= gettime(GETTIME_HIRES);
1644 dir = W_CalculateProjectileSpread(dir, spread);
1646 mspercallsum += gettime(GETTIME_HIRES);
1647 mspercallcount += 1;
1648 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1651 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1654 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1656 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1659 #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"))
1660 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))