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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 .float prevstrengthsound;
131 .float prevstrengthsoundattempt;
132 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
133 {
134                 if((!g_minstagib)
135                         && (player.items & IT_STRENGTH)
136                         && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
137                         || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
138                 {
139                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
140                         player.prevstrengthsound = time;
141                 }
142                 player.prevstrengthsoundattempt = time;
143 }
144
145 // this function calculates w_shotorg and w_shotdir based on the weapon model
146 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
147 // make sure you call makevectors first (FIXME?)
148 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
149 {
150         float nudge = 1; // added to traceline target and subtracted from result
151         local float oldsolid;
152         vector vecs, dv;
153         oldsolid = ent.dphitcontentsmask;
154         if(ent.weapon == WEP_RIFLE)
155                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156         else
157                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
158         if(antilag)
159                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
160                 // passing world, because we do NOT want it to touch dphitcontentsmask
161         else
162                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
163         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
164
165         vector vf, vr, vu;
166         vf = v_forward;
167         vr = v_right;
168         vu = v_up;
169         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
170         v_forward = vf;
171         v_right = vr;
172         v_up = vu;
173
174         // un-adjust trueaim if shotend is too close
175         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
176                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
177
178         // track max damage
179         if(accuracy_canbegooddamage(ent))
180                 accuracy_add(ent, ent.weapon, maxdamage, 0);
181
182         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
183
184         if(ent.weaponentity.movedir_x > 0)
185                 vecs = ent.weaponentity.movedir;
186         else
187                 vecs = '0 0 0';
188         if(debug_shotorg != '0 0 0')
189                 vecs = debug_shotorg;
190
191         dv = v_right * -vecs_y + v_up * vecs_z;
192         w_shotorg = ent.origin + ent.view_ofs + dv;
193
194         // now move the shotorg forward as much as requested if possible
195         if(antilag)
196         {
197                 if(ent.antilag_debug)
198                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
199                 else
200                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
201         }
202         else
203                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
204         w_shotorg = trace_endpos - v_forward * nudge;
205         // calculate the shotdir from the chosen shotorg
206         w_shotdir = normalize(w_shotend - w_shotorg);
207
208         if (antilag)
209         if (!ent.cvar_cl_noantilag)
210         {
211                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
212                 {
213                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
214                         if (!trace_ent.takedamage)
215                         {
216                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
217                                 if (trace_ent.takedamage && trace_ent.classname == "player")
218                                 {
219                                         entity e;
220                                         e = trace_ent;
221                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
222                                         if(trace_ent == e)
223                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
224                                 }
225                         }
226                 }
227                 else if(autocvar_g_antilag == 3) // client side hitscan
228                 {
229                         // this part MUST use prydon cursor
230                         if (ent.cursor_trace_ent)                 // client was aiming at someone
231                         if (ent.cursor_trace_ent != ent)         // just to make sure
232                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
233                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
234                         {
235                                 // verify that the shot would miss without antilag
236                                 // (avoids an issue where guns would always shoot at their origin)
237                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
238                                 if (!trace_ent.takedamage)
239                                 {
240                                         // verify that the shot would hit if altered
241                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
242                                         if (trace_ent == ent.cursor_trace_ent)
243                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
244                                         else
245                                                 print("antilag fail\n");
246                                 }
247                         }
248                 }
249         }
250
251         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
252
253         if (!g_norecoil)
254                 ent.punchangle_x = recoil * -1;
255
256         if (snd != "")
257         {
258                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
259                 W_PlayStrengthSound(ent);
260         }
261
262         // nudge w_shotend so a trace to w_shotend hits
263         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
264 };
265
266 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
267 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
268 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
269 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
270 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
271
272 float CL_Weaponentity_CustomizeEntityForClient()
273 {
274         self.viewmodelforclient = self.owner;
275         if(other.classname == "spectator")
276                 if(other.enemy == self.owner)
277                         self.viewmodelforclient = other;
278         return TRUE;
279 }
280
281 float qcweaponanimation;
282 vector weapon_offset = '0 -10 0';
283 vector weapon_adjust = '10 0 -15';
284 .vector weapon_morph0origin;
285 .vector weapon_morph0angles;
286 .float  weapon_morph0time;
287 .vector weapon_morph1origin;
288 .vector weapon_morph1angles;
289 .float  weapon_morph1time;
290 .vector weapon_morph2origin;
291 .vector weapon_morph2angles;
292 .float  weapon_morph2time;
293 .vector weapon_morph3origin;
294 .vector weapon_morph3angles;
295 .float  weapon_morph3time;
296 .vector weapon_morph4origin;
297 .vector weapon_morph4angles;
298 .float  weapon_morph4time;
299 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
300
301 /*
302  * supported formats:
303  *
304  * 1. simple animated model, muzzle flash handling on h_ model:
305  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
306  *      tags:
307  *        shot = muzzle end (shot origin, also used for muzzle flashes)
308  *        shell = casings ejection point (must be on the right hand side of the gun)
309  *        weapon = attachment for v_tuba.md3
310  *    v_tuba.md3 - first and third person model
311  *    g_tuba.md3 - pickup model
312  *
313  * 2. simple animated model, muzzle flash handling on v_ model:
314  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
315  *      tags:
316  *        weapon = attachment for v_tuba.md3
317  *    v_tuba.md3 - first and third person model
318  *      tags:
319  *        shot = muzzle end (shot origin, also used for muzzle flashes)
320  *        shell = casings ejection point (must be on the right hand side of the gun)
321  *    g_tuba.md3 - pickup model
322  *
323  * 3. fully animated model, muzzle flash handling on h_ model:
324  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
325  *      tags:
326  *        shot = muzzle end (shot origin, also used for muzzle flashes)
327  *        shell = casings ejection point (must be on the right hand side of the gun)
328  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
329  *    v_tuba.md3 - third person model
330  *    g_tuba.md3 - pickup model
331  *
332  * 4. fully animated model, muzzle flash handling on v_ model:
333  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
334  *      tags:
335  *        shot = muzzle end (shot origin)
336  *        shell = casings ejection point (must be on the right hand side of the gun)
337  *    v_tuba.md3 - third person model
338  *      tags:
339  *        shot = muzzle end (for muzzle flashes)
340  *    g_tuba.md3 - pickup model
341  */
342
343 // writes:
344 //   self.origin, self.angles
345 //   self.weaponentity
346 //   self.movedir, self.view_ofs
347 //   attachment stuff
348 //   anim stuff
349 // to free:
350 //   call again with ""
351 //   remove the ent
352 void CL_WeaponEntity_SetModel(string name)
353 {
354         string animfilename;
355         float animfile;
356         float v_shot_idx;
357         if (name != "")
358         {
359                 // if there is a child entity, hide it until we're sure we use it
360                 if (self.weaponentity)
361                         self.weaponentity.model = "";
362                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
363                 v_shot_idx = gettagindex(self, "shot"); // used later
364                 if(!v_shot_idx)
365                         v_shot_idx = gettagindex(self, "tag_shot");
366
367                 if(qcweaponanimation)
368                 {
369                         self.angles = '0 0 0';
370                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
371                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
372                         self.movedir_x += 32;
373                         self.spawnorigin = self.movedir;
374                         // oldorigin - not calculated here
375                 }
376                 else
377                 {
378                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
379                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
380                         animfile = fopen(animfilename, FILE_READ);
381                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
382                         self.anim_fire1  = '0 1 0.01';
383                         self.anim_fire2  = '1 1 0.01';
384                         self.anim_idle   = '2 1 0.01';
385                         self.anim_reload = '3 1 0.01';
386                         if (animfile >= 0)
387                         {
388                                 animparseerror = FALSE;
389                                 self.anim_fire1  = animparseline(animfile);
390                                 self.anim_fire2  = animparseline(animfile);
391                                 self.anim_idle   = animparseline(animfile);
392                                 self.anim_reload = animparseline(animfile);
393                                 fclose(animfile);
394                                 if (animparseerror)
395                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
396                         }
397
398                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
399                         // if we don't, this is a "real" animated model
400                         if(gettagindex(self, "weapon"))
401                         {
402                                 if (!self.weaponentity)
403                                         self.weaponentity = spawn();
404                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
405                                 setattachment(self.weaponentity, self, "weapon");
406                         }
407                         else if(gettagindex(self, "tag_weapon"))
408                         {
409                                 if (!self.weaponentity)
410                                         self.weaponentity = spawn();
411                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
412                                 setattachment(self.weaponentity, self, "tag_weapon");
413                         }
414                         else
415                         {
416                                 if(self.weaponentity)
417                                         remove(self.weaponentity);
418                                 self.weaponentity = world;
419                         }
420
421                         setorigin(self,'0 0 0');
422                         self.angles = '0 0 0';
423                         self.frame = 0;
424                         self.viewmodelforclient = world;
425
426                         float idx;
427
428                         if(v_shot_idx) // v_ model attached to invisible h_ model
429                         {
430                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
431                         }
432                         else
433                         {
434                                 idx = gettagindex(self, "shot");
435                                 if(!idx)
436                                         idx = gettagindex(self, "tag_shot");
437                                 if(idx)
438                                         self.movedir = gettaginfo(self, idx);
439                                 else
440                                 {
441                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
442                                         self.movedir = '0 0 0';
443                                 }
444                         }
445
446                         if(self.weaponentity) // v_ model attached to invisible h_ model
447                         {
448                                 idx = gettagindex(self.weaponentity, "shell");
449                                 if(!idx)
450                                         idx = gettagindex(self.weaponentity, "tag_shell");
451                                 if(idx)
452                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
453                         }
454                         else
455                                 idx = 0;
456                         if(!idx)
457                         {
458                                 idx = gettagindex(self, "shell");
459                                 if(!idx)
460                                         idx = gettagindex(self, "tag_shell");
461                                 if(idx)
462                                         self.spawnorigin = gettaginfo(self, idx);
463                                 else
464                                 {
465                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
466                                         self.spawnorigin = self.movedir;
467                                 }
468                         }
469
470                         if(v_shot_idx)
471                         {
472                                 self.oldorigin = '0 0 0'; // use regular attachment
473                         }
474                         else
475                         {
476                                 if(self.weaponentity)
477                                 {
478                                         idx = gettagindex(self, "weapon");
479                                         if(!idx)
480                                                 idx = gettagindex(self, "tag_weapon");
481                                 }
482                                 else
483                                 {
484                                         idx = gettagindex(self, "handle");
485                                         if(!idx)
486                                                 idx = gettagindex(self, "tag_handle");
487                                 }
488                                 if(idx)
489                                 {
490                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
491                                 }
492                                 else
493                                 {
494                                         print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
495                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
496                                 }
497                         }
498
499                         self.viewmodelforclient = self.owner;
500                 }
501         }
502         else
503         {
504                 self.model = "";
505                 if(self.weaponentity)
506                         remove(self.weaponentity);
507                 self.weaponentity = world;
508                 self.movedir = '0 0 0';
509                 self.spawnorigin = '0 0 0';
510                 self.oldorigin = '0 0 0';
511                 self.anim_fire1  = '0 1 0.01';
512                 self.anim_fire2  = '0 1 0.01';
513                 self.anim_idle   = '0 1 0.01';
514                 self.anim_reload = '0 1 0.01';
515         }
516
517         self.view_ofs = '0 0 0';
518
519         if(self.movedir_x >= 0)
520         {
521                 vector v0;
522                 v0 = self.movedir;
523                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
524                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
525         }
526         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
527         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
528
529         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
530
531         // check if an instant weapon switch occurred
532         if (qcweaponanimation)
533         {
534                 if (self.state == WS_READY)
535                 {
536                         self.angles = '0 0 0';
537                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
538                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
539                 }
540         }
541         else
542                 setorigin(self, self.view_ofs);
543         // reset animstate now
544         self.wframe = WFRAME_IDLE;
545         self.weapon_morph0time = 0;
546         self.weapon_morph1time = 0;
547         self.weapon_morph2time = 0;
548         self.weapon_morph3time = 0;
549         self.weapon_morph4time = 0;
550         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
551 }
552
553 vector CL_Weapon_GetShotOrg(float wpn)
554 {
555         entity wi, oldself;
556         vector ret;
557         wi = get_weaponinfo(wpn);
558         oldself = self;
559         self = spawn();
560         CL_WeaponEntity_SetModel(wi.mdl);
561         ret = self.movedir;
562         CL_WeaponEntity_SetModel("");
563         remove(self);
564         self = oldself;
565         return ret;
566 }
567
568 void CL_Weaponentity_Think()
569 {
570         float tb;
571         self.nextthink = time;
572         if (intermission_running)
573                 self.frame = self.anim_idle_x;
574         if (self.owner.weaponentity != self)
575         {
576                 if (self.weaponentity)
577                         remove(self.weaponentity);
578                 remove(self);
579                 return;
580         }
581         if (self.owner.deadflag != DEAD_NO)
582         {
583                 self.model = "";
584                 if (self.weaponentity)
585                         self.weaponentity.model = "";
586                 return;
587         }
588         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
589         {
590                 self.weaponname = self.owner.weaponname;
591                 self.dmg = self.owner.modelindex;
592                 self.deadflag = self.owner.deadflag;
593
594                 CL_WeaponEntity_SetModel(self.owner.weaponname);
595         }
596
597         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
598         self.effects = self.owner.effects & EFMASK_CHEAP;
599         self.effects &~= EF_LOWPRECISION;
600         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
601         self.effects &~= EF_TELEPORT_BIT;
602         self.effects &~= EF_RESTARTANIM_BIT;
603         self.effects |= tb;
604
605         if(self.owner.alpha == default_player_alpha)
606                 self.alpha = default_weapon_alpha;
607         else if(self.owner.alpha != 0)
608                 self.alpha = self.owner.alpha;
609         else
610                 self.alpha = 1;
611
612         self.glowmod = self.owner.weaponentity_glowmod;
613         self.colormap = self.owner.colormap;
614         if (self.weaponentity)
615         {
616                 self.weaponentity.effects = self.effects;
617                 self.weaponentity.alpha = self.alpha;
618                 self.weaponentity.colormap = self.colormap;
619                 self.weaponentity.glowmod = self.glowmod;
620         }
621
622         self.angles = '0 0 0';
623         local float f;
624         f = 0;
625         if (self.state == WS_RAISE && !intermission_running)
626         {
627                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
628                 self.angles_x = -90 * f * f;
629                 if (qcweaponanimation)
630                 {
631                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
632                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
633                 }
634         }
635         else if (self.state == WS_DROP && !intermission_running)
636         {
637                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
638                 self.angles_x = -90 * f * f;
639                 if (qcweaponanimation)
640                 {
641                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
642                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
643                 }
644         }
645         else if (self.state == WS_CLEAR)
646         {
647                 f = 1;
648                 self.angles_x = -90 * f * f;
649                 if (qcweaponanimation)
650                 {
651                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
653                 }
654         }
655         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
656         {
657                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
658                 f = 1 - pow(1 - f, 3);
659                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
660                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
661         }
662         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
663         {
664                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
665                 f = 1 - pow(1 - f, 3);
666                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
667                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
668         }
669         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
670         {
671                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
672                 f = 1 - pow(1 - f, 3);
673                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
674                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
675         }
676         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
677         {
678                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
679                 f = 1 - pow(1 - f, 3);
680                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
681                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
682         }
683         else if (qcweaponanimation)
684         {
685                 // begin a new idle morph
686                 self.owner.weapon_morph0time   = time;
687                 self.owner.weapon_morph0angles = self.angles;
688                 self.owner.weapon_morph0origin = self.origin;
689
690                 float r;
691                 float t;
692
693                 r = random();
694                 if (r < 0.1)
695                 {
696                         // turn gun to the left to look at it
697                         t = 2;
698                         self.owner.weapon_morph1time   = time + t * 0.2;
699                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
700                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
701                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
702
703                         self.owner.weapon_morph2time   = time + t * 0.6;
704                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
705                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
706                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
707
708                         self.owner.weapon_morph3time   = time + t;
709                         self.owner.weapon_morph3angles = '0 0 0';
710                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
711                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
712                 }
713                 else if (r < 0.2)
714                 {
715                         // raise the gun a bit
716                         t = 2;
717                         self.owner.weapon_morph1time   = time + t * 0.2;
718                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
719                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
720                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
721
722                         self.owner.weapon_morph2time   = time + t * 0.5;
723                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
724                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
725                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
726
727                         self.owner.weapon_morph3time   = time + t;
728                         self.owner.weapon_morph3angles = '0 0 0';
729                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
730                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
731                 }
732                 else if (r < 0.3)
733                 {
734                         // tweak it a bit
735                         t = 5;
736                         self.owner.weapon_morph1time   = time + t * 0.3;
737                         self.owner.weapon_morph1angles = randomvec() * 6;
738                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
739                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
740
741                         self.owner.weapon_morph2time   = time + t * 0.7;
742                         self.owner.weapon_morph2angles = randomvec() * 6;
743                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
744                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
745
746                         self.owner.weapon_morph3time   = time + t;
747                         self.owner.weapon_morph3angles = '0 0 0';
748                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
749                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
750                 }
751                 else
752                 {
753                         // hold it mostly steady
754                         t = random() * 6 + 4;
755                         self.owner.weapon_morph1time   = time + t * 0.2;
756                         self.owner.weapon_morph1angles = randomvec() * 1;
757                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
758                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
759
760                         self.owner.weapon_morph2time   = time + t * 0.5;
761                         self.owner.weapon_morph2angles = randomvec() * 1;
762                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
763                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
764
765                         self.owner.weapon_morph3time   = time + t * 0.7;
766                         self.owner.weapon_morph3angles = randomvec() * 1;
767                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
768                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
769                 }
770
771                 self.owner.weapon_morph4time   = time + t;
772                 self.owner.weapon_morph4angles = '0 0 0';
773                 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
774                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
775
776         }
777 };
778
779 void CL_ExteriorWeaponentity_Think()
780 {
781         float tag_found;
782         vector ang;
783         self.nextthink = time;
784         if (self.owner.exteriorweaponentity != self)
785         {
786                 remove(self);
787                 return;
788         }
789         if (self.owner.deadflag != DEAD_NO)
790         {
791                 self.model = "";
792                 return;
793         }
794         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
795         {
796                 self.weaponname = self.owner.weaponname;
797                 self.dmg = self.owner.modelindex;
798                 self.deadflag = self.owner.deadflag;
799                 if (self.owner.weaponname != "")
800                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
801                 else
802                         self.model = "";
803
804                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
805                 {
806                         self.tag_index = tag_found;
807                         self.tag_entity = self.owner;
808                 }
809                 else
810                         setattachment(self, self.owner, "bip01 r hand");
811
812                 // if that didn't find a tag, hide the exterior weapon model
813                 if (!self.tag_index)
814                         self.model = "";
815         }
816         self.effects = self.owner.effects;
817         if(sv_pitch_min == sv_pitch_max)
818                 self.effects |= EF_LOWPRECISION;
819         else
820                 self.effects &~= EF_LOWPRECISION;
821         self.effects = self.effects & EFMASK_CHEAP; // eat performance
822         if(self.owner.alpha == default_player_alpha)
823                 self.alpha = default_weapon_alpha;
824         else if(self.owner.alpha != 0)
825                 self.alpha = self.owner.alpha;
826         else
827                 self.alpha = 1;
828
829         if (!intermission_running)
830         {
831                 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
832                 ang_y = 0;
833                 ang_z = 0;
834
835                 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
836                 {
837                         ang_y = self.owner.v_angle_y;
838                         makevectors(ang);
839                         var vector v = v_forward;
840                         var float t = self.tag_entity.frame1time;
841                         var float f = self.tag_entity.frame;
842                         self.tag_entity.frame1time = time;
843                         self.tag_entity.frame = self.tag_entity.anim_idle_x;
844                         gettaginfo(self.tag_entity, self.tag_index);
845                         self.tag_entity.frame1time = t;
846                         self.tag_entity.frame = f;
847                         // untransform v according to this coordinate space
848                         vector w;
849                         w_x = v_forward * v;
850                         w_y = -v_right * v;
851                         w_z = v_up * v;
852                         self.angles = vectoangles(w);
853                 }
854                 else
855                 {
856                         ang_x = -/* don't ask */ang_x;
857                         self.angles = ang;
858                 }
859
860                 if(autocvar_g_loituma)
861                 {
862                         vector moddir, modup;
863                         vector modangles;
864                         float t;
865
866                         t = time * autocvar_g_loituma;
867
868                         modangles_x = t * 360;
869                         modangles_y = 90;
870                         modangles_z = 0;
871
872                         self.angles =
873                                 AnglesTransform_ToAngles(
874                                         AnglesTransform_Multiply(
875                                                 AnglesTransform_FromAngles(self.angles),
876                                                 AnglesTransform_FromAngles(modangles)
877                                         )
878                                 );
879                 }
880         }
881
882         self.glowmod = self.owner.weaponentity_glowmod;
883         self.colormap = self.owner.colormap;
884 };
885
886 // spawning weaponentity for client
887 void CL_SpawnWeaponentity()
888 {
889         self.weaponentity = spawn();
890         self.weaponentity.classname = "weaponentity";
891         self.weaponentity.solid = SOLID_NOT;
892         self.weaponentity.owner = self;
893         setmodel(self.weaponentity, ""); // precision set when changed
894         setorigin(self.weaponentity, '0 0 0');
895         self.weaponentity.angles = '0 0 0';
896         self.weaponentity.viewmodelforclient = self;
897         self.weaponentity.flags = 0;
898         self.weaponentity.think = CL_Weaponentity_Think;
899         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
900         self.weaponentity.nextthink = time;
901
902         self.exteriorweaponentity = spawn();
903         self.exteriorweaponentity.classname = "exteriorweaponentity";
904         self.exteriorweaponentity.solid = SOLID_NOT;
905         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
906         self.exteriorweaponentity.owner = self;
907         setorigin(self.exteriorweaponentity, '0 0 0');
908         self.exteriorweaponentity.angles = '0 0 0';
909         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
910         self.exteriorweaponentity.nextthink = time;
911 };
912
913 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
914 {
915         msg_entity = e;
916         WriteByte(MSG_ONE, SVC_TEMPENTITY);
917         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
918         WriteByte(MSG_ONE, wpn);
919         WriteString(MSG_ONE, wpnname);
920         WriteByte(MSG_ONE, type);
921 }
922
923 .float hasweapon_complain_spam;
924
925 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
926 {
927         local float weaponbit, f;
928         local entity oldself;
929
930         if(time < self.hasweapon_complain_spam)
931                 complain = 0;
932         if(complain)
933                 self.hasweapon_complain_spam = time + 0.2;
934
935         if (wpn < WEP_FIRST || wpn > WEP_LAST)
936         {
937                 if (complain)
938                         sprint(self, "Invalid weapon\n");
939                 return FALSE;
940         }
941         weaponbit = W_WeaponBit(wpn);
942         if (cl.weapons & weaponbit)
943         {
944                 if (andammo)
945                 {
946                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
947                         {
948                                 f = 1;
949                         }
950                         else
951                         {
952                                 oldself = self;
953                                 self = cl;
954                                 f = weapon_action(wpn, WR_CHECKAMMO1);
955                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
956
957                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
958                                 local entity mine;
959                                 if(wpn == WEP_MINE_LAYER)
960                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
961                                         f = 1;
962
963                                 self = oldself;
964                         }
965                         if (!f)
966                         {
967                                 if (complain)
968                                 if(clienttype(cl) == CLIENTTYPE_REAL)
969                                 {
970                                         play2(cl, "weapons/unavailable.wav");
971                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
972                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
973                                 }
974                                 return FALSE;
975                         }
976                 }
977                 return TRUE;
978         }
979         if (complain)
980         {
981                 // DRESK - 3/16/07
982                 // Report Proper Weapon Status / Modified Weapon Ownership Message
983                 if(weaponsInMap & weaponbit)
984                 {
985                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
986                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
987
988                         if(autocvar_g_showweaponspawns)
989                         {
990                                 entity e;
991                                 string s;
992
993                                 e = get_weaponinfo(wpn);
994                                 s = e.model2;
995
996                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
997                                 {
998                                         if(e.classname == "droppedweapon")
999                                                 continue;
1000                                         if not(e.flags & FL_ITEM)
1001                                                 continue;
1002                                         WaypointSprite_Spawn(
1003                                                 s,
1004                                                 1, 0,
1005                                                 world, e.origin,
1006                                                 self, 0,
1007                                                 world, enemy,
1008                                                 0,
1009                                                 RADARICON_NONE, '0 0 0'
1010                                         );
1011                                 }
1012                         }
1013                 }
1014                 else
1015                 {
1016                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1017                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1018                 }
1019
1020                 play2(cl, "weapons/unavailable.wav");
1021         }
1022         return FALSE;
1023 };
1024
1025 // Weapon subs
1026 void w_clear()
1027 {
1028         if (self.weapon != -1)
1029         {
1030                 self.weapon = 0;
1031                 self.switchingweapon = 0;
1032         }
1033         if (self.weaponentity)
1034         {
1035                 self.weaponentity.state = WS_CLEAR;
1036                 self.weaponentity.effects = 0;
1037         }
1038 };
1039
1040 void w_ready()
1041 {
1042         if (self.weaponentity)
1043                 self.weaponentity.state = WS_READY;
1044         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1045 };
1046
1047 // Setup weapon for client (after this raise frame will be launched)
1048 void weapon_setup(float windex)
1049 {
1050         entity e;
1051         qcweaponanimation = autocvar_sv_qcweaponanimation;
1052         e = get_weaponinfo(windex);
1053         self.items &~= IT_AMMO;
1054         self.items = self.items | e.items;
1055
1056         // the two weapon entities will notice this has changed and update their models
1057         self.weapon = windex;
1058         self.switchingweapon = windex; // to make sure
1059         self.weaponname = e.mdl;
1060         self.bulletcounter = 0;
1061 };
1062
1063 // perform weapon to attack (weaponstate and attack_finished check is here)
1064 void W_SwitchToOtherWeapon(entity pl)
1065 {
1066         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1067         float w, ww;
1068         w = W_WeaponBit(pl.weapon);
1069         pl.weapons &~= w;
1070         ww = w_getbestweapon(pl);
1071         pl.weapons |= w;
1072         if(ww)
1073                 W_SwitchWeapon_Force(pl, ww);
1074 }
1075 .float prevdryfire;
1076 float weapon_prepareattack_checkammo(float secondary)
1077 {
1078         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1079         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1080         {
1081                 // always keep the Mine Layer if we placed mines, so that we can detonate them
1082                 local entity mine;
1083                 if(self.weapon == WEP_MINE_LAYER)
1084                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1085                         return FALSE;
1086
1087                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1088                 {
1089                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1090                         self.prevdryfire = time;
1091                 }
1092
1093                 W_SwitchToOtherWeapon(self);
1094                 return FALSE;
1095         }
1096         return TRUE;
1097 }
1098 .float race_penalty;
1099 float weapon_prepareattack_check(float secondary, float attacktime)
1100 {
1101         if(!weapon_prepareattack_checkammo(secondary))
1102                 return FALSE;
1103
1104         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1105         //if all players readied up and the countdown is running
1106         if(time < game_starttime || time < self.race_penalty) {
1107                 return FALSE;
1108         }
1109
1110         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1111                 return FALSE;
1112
1113         // do not even think about shooting if switching
1114         if(self.switchweapon != self.weapon)
1115                 return FALSE;
1116
1117         if(attacktime >= 0)
1118         {
1119                 // don't fire if previous attack is not finished
1120                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1121                         return FALSE;
1122                 // don't fire while changing weapon
1123                 if (self.weaponentity.state != WS_READY)
1124                         return FALSE;
1125         }
1126
1127         return TRUE;
1128 }
1129 float weapon_prepareattack_do(float secondary, float attacktime)
1130 {
1131         self.weaponentity.state = WS_INUSE;
1132
1133         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1134
1135         // if the weapon hasn't been firing continuously, reset the timer
1136         if(attacktime >= 0)
1137         {
1138                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1139                 {
1140                         ATTACK_FINISHED(self) = time;
1141                         //dprint("resetting attack finished to ", ftos(time), "\n");
1142                 }
1143                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1144         }
1145         self.bulletcounter += 1;
1146         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1147         return TRUE;
1148 }
1149 float weapon_prepareattack(float secondary, float attacktime)
1150 {
1151         if(weapon_prepareattack_check(secondary, attacktime))
1152         {
1153                 weapon_prepareattack_do(secondary, attacktime);
1154                 return TRUE;
1155         }
1156         else
1157                 return FALSE;
1158 }
1159
1160 void weapon_thinkf(float fr, float t, void() func)
1161 {
1162         vector a;
1163         vector of, or, ou;
1164         float restartanim;
1165
1166         if(fr == WFRAME_DONTCHANGE)
1167         {
1168                 fr = self.weaponentity.wframe;
1169                 restartanim = FALSE;
1170         }
1171         else if (fr == WFRAME_IDLE)
1172                 restartanim = FALSE;
1173         else
1174                 restartanim = TRUE;
1175
1176         of = v_forward;
1177         or = v_right;
1178         ou = v_up;
1179
1180         if (self.weaponentity)
1181         {
1182                 self.weaponentity.wframe = fr;
1183                 if (qcweaponanimation)
1184                 {
1185                         if (fr != WFRAME_IDLE)
1186                         {
1187                                 self.weapon_morph0time = time;
1188                                 self.weapon_morph0angles = self.weaponentity.angles;
1189                                 self.weapon_morph0origin = self.weaponentity.origin;
1190
1191                                 self.weapon_morph1angles = '0 0 0';
1192                                 self.weapon_morph1time = time + t;
1193                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1194                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1195
1196                                 self.weapon_morph2angles = '0 0 0';
1197                                 self.weapon_morph2time = time + t;
1198                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1199                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1200
1201                                 self.weapon_morph3angles = '0 0 0';
1202                                 self.weapon_morph3time = time + t;
1203                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1204                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1205
1206                                 self.weapon_morph4angles = '0 0 0';
1207                                 self.weapon_morph4time = time + t;
1208                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1209                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1210
1211                                 if (fr == WFRAME_FIRE1)
1212                                 {
1213                                         self.weapon_morph1angles = '5 0 0';
1214                                         self.weapon_morph1time = time + t * 0.1;
1215                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1216                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1217                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1218                                 }
1219                                 else if (fr == WFRAME_FIRE2)
1220                                 {
1221                                         self.weapon_morph1angles = '10 0 0';
1222                                         self.weapon_morph1time = time + t * 0.1;
1223                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1224                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1225                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1226                                 }
1227                                 else if (fr == WFRAME_RELOAD)
1228                                 {
1229                                         self.weapon_morph1time = time + t * 0.05;
1230                                         self.weapon_morph1angles = '-10 40 0';
1231                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1232                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1233
1234                                         self.weapon_morph2time = time + t * 0.15;
1235                                         self.weapon_morph2angles = '-10 40 5';
1236                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1237                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1238
1239                                         self.weapon_morph3time = time + t * 0.25;
1240                                         self.weapon_morph3angles = '-10 40 0';
1241                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1242                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1243                                 }
1244                         }
1245                 }
1246                 else
1247                 {
1248                         if (fr == WFRAME_IDLE)
1249                                 a = self.weaponentity.anim_idle;
1250                         else if (fr == WFRAME_FIRE1)
1251                                 a = self.weaponentity.anim_fire1;
1252                         else if (fr == WFRAME_FIRE2)
1253                                 a = self.weaponentity.anim_fire2;
1254                         else if (fr == WFRAME_RELOAD)
1255                                 a = self.weaponentity.anim_reload;
1256                         a_z *= g_weaponratefactor;
1257                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1258                 }
1259         }
1260
1261         v_forward = of;
1262         v_right = or;
1263         v_up = ou;
1264
1265         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1266         {
1267                 backtrace("Tried to override initial weapon think function - should this really happen?");
1268         }
1269
1270         t *= W_WeaponRateFactor();
1271
1272         // VorteX: haste can be added here
1273         if (self.weapon_think == w_ready)
1274         {
1275                 self.weapon_nextthink = time;
1276                 //dprint("started firing at ", ftos(time), "\n");
1277         }
1278         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1279         {
1280                 self.weapon_nextthink = time;
1281                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1282         }
1283         self.weapon_nextthink = self.weapon_nextthink + t;
1284         self.weapon_think = func;
1285         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1286
1287         // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1288         //anim = self.anim_shoot;
1289         if (restartanim)
1290         if (t)
1291         if (!self.crouch) // shoot anim stands up, this looks bad
1292         {
1293                 vector anim;
1294                 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1295                 {
1296                         anim = self.anim_melee;
1297                         anim_z = anim_y / (t + sys_frametime);
1298                         setanim(self, anim, FALSE, TRUE, TRUE);
1299                 }
1300         }
1301 };
1302
1303 void weapon_boblayer1(float spd, vector org)
1304 {
1305         // VorteX: haste can be added here
1306 };
1307
1308 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1309 {
1310         vector mdirection;
1311         float mspeed;
1312         float outspeed;
1313         float nstyle;
1314         vector outvelocity;
1315
1316         mvelocity = mvelocity * g_weaponspeedfactor;
1317
1318         mdirection = normalize(mvelocity);
1319         mspeed = vlen(mvelocity);
1320
1321         nstyle = autocvar_g_projectiles_newton_style;
1322         if(nstyle == 0 || forceAbsolute)
1323         {
1324                 // absolute velocity
1325                 outvelocity = mvelocity;
1326         }
1327         else if(nstyle == 1)
1328         {
1329                 // true Newtonian projectiles
1330                 outvelocity = pvelocity + mvelocity;
1331         }
1332         else if(nstyle == 2)
1333         {
1334                 // true Newtonian projectiles with automatic aim adjustment
1335                 //
1336                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1337                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1338                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1339                 // PLUS SIGN!
1340                 // not defined?
1341                 // then...
1342                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1343                 // velocity without mdirection component > mspeed
1344                 // fire at smallest possible mspeed that works?
1345                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1346
1347                 vector solution;
1348                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1349                 if(solution_z)
1350                         outspeed = solution_y; // the larger one
1351                 else
1352                 {
1353                         //outspeed = 0; // slowest possible shot
1354                         outspeed = solution_x; // the real part (that is, the average!)
1355                         //dprint("impossible shot, adjusting\n");
1356                 }
1357
1358                 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1359                 outvelocity = mdirection * outspeed;
1360         }
1361         else if(nstyle == 3)
1362         {
1363                 // pseudo-Newtonian:
1364                 outspeed = mspeed + mdirection * pvelocity;
1365                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1366                 outvelocity = mdirection * outspeed;
1367         }
1368         else if(nstyle == 4)
1369         {
1370                 // tZorkian:
1371                 outspeed = mspeed + vlen(pvelocity);
1372                 outvelocity = mdirection * outspeed;
1373         }
1374         else
1375                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1376
1377         return outvelocity;
1378 }
1379
1380 void W_AttachToShotorg(entity flash, vector offset)
1381 {
1382         entity xflash;
1383         flash.owner = self;
1384         flash.angles_z = random() * 360;
1385         if(qcweaponanimation)
1386         {
1387                 setorigin(flash, w_shotorg + w_shotdir * 50);
1388                 flash.angles = vectoangles(w_shotdir);
1389                 flash.angles_z = random() * 360;
1390         }
1391         else
1392         {
1393                 if(gettagindex(self.weaponentity, "shot"))
1394                         setattachment(flash, self.weaponentity, "shot");
1395                 else
1396                         setattachment(flash, self.weaponentity, "tag_shot");
1397                 setorigin(flash, offset);
1398
1399                 xflash = spawn();
1400                 copyentity(flash, xflash);
1401
1402                 flash.viewmodelforclient = self;
1403
1404                 if(self.weaponentity.oldorigin_x > 0)
1405                 {
1406                         setattachment(xflash, self.exteriorweaponentity, "");
1407                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1408                 }
1409                 else
1410                 {
1411                         if(gettagindex(self.exteriorweaponentity, "shot"))
1412                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1413                         else
1414                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1415                         setorigin(xflash, offset);
1416                 }
1417         }
1418 }
1419
1420 vector cliptoplane(vector v, vector p)
1421 {
1422         return v - (v * p) * p;
1423 }
1424
1425 vector solve_cubic_pq(float p, float q)
1426 {
1427         float D, u, v, a;
1428         D = q*q/4.0 + p*p*p/27.0;
1429         if(D < 0)
1430         {
1431                 // irreducibilis
1432                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1433                 u = sqrt(-4.0/3.0 * p);
1434                 // a in range 0..pi/3
1435                 // cos(a)
1436                 // cos(a + 2pi/3)
1437                 // cos(a + 4pi/3)
1438                 return
1439                         u *
1440                         (
1441                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1442                                 +
1443                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1444                                 +
1445                                 '0 0 1' * cos(a)
1446                         );
1447         }
1448         else if(D == 0)
1449         {
1450                 // simple
1451                 if(p == 0)
1452                         return '0 0 0';
1453                 u = 3*q/p;
1454                 v = -u/2;
1455                 if(u >= v)
1456                         return '1 1 0' * v + '0 0 1' * u;
1457                 else
1458                         return '0 1 1' * v + '1 0 0' * u;
1459         }
1460         else
1461         {
1462                 // cardano
1463                 u = cbrt(-q/2.0 + sqrt(D));
1464                 v = cbrt(-q/2.0 - sqrt(D));
1465                 return '1 1 1' * (u + v);
1466         }
1467 }
1468 vector solve_cubic_abcd(float a, float b, float c, float d)
1469 {
1470         // y = 3*a*x + b
1471         // x = (y - b) / 3a
1472         float p, q;
1473         vector v;
1474         p = (9*a*c - 3*b*b);
1475         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1476         v = solve_cubic_pq(p, q);
1477         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1478         if(a < 0)
1479                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1480         return v;
1481 }
1482
1483 vector findperpendicular(vector v)
1484 {
1485         vector p;
1486         p_x = v_z;
1487         p_y = -v_x;
1488         p_z = v_y;
1489         return normalize(cliptoplane(p, v));
1490 }
1491
1492 vector W_CalculateProjectileSpread(vector forward, float spread)
1493 {
1494         float sigma;
1495         vector v1, v2;
1496         float dx, dy, r;
1497         float sstyle;
1498         spread *= g_weaponspreadfactor;
1499         if(spread <= 0)
1500                 return forward;
1501         sstyle = autocvar_g_projectiles_spread_style;
1502         
1503         if(sstyle == 0)
1504         {
1505                 // this is the baseline for the spread value!
1506                 // standard deviation: sqrt(2/5)
1507                 // density function: sqrt(1-r^2)
1508                 return forward + randomvec() * spread;
1509         }
1510         else if(sstyle == 1)
1511         {
1512                 // same thing, basically
1513                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1514         }
1515         else if(sstyle == 2)
1516         {
1517                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1518                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1519                 v1 = findperpendicular(forward);
1520                 v2 = cross(forward, v1);
1521                 // random point on unit circle
1522                 dx = random() * 2 * M_PI;
1523                 dy = sin(dx);
1524                 dx = cos(dx);
1525                 // radius in our dist function
1526                 r = random();
1527                 r = sqrt(r);
1528                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1529         }
1530         else if(sstyle == 3) // gauss 3d
1531         {
1532                 sigma = spread * 0.44721359549996; // match baseline stddev
1533                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1534                 v1 = forward;
1535                 v1_x += gsl_ran_gaussian(sigma);
1536                 v1_y += gsl_ran_gaussian(sigma);
1537                 v1_z += gsl_ran_gaussian(sigma);
1538                 return v1;
1539         }
1540         else if(sstyle == 4) // gauss 2d
1541         {
1542                 sigma = spread * 0.44721359549996; // match baseline stddev
1543                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1544                 v1_x = gsl_ran_gaussian(sigma);
1545                 v1_y = gsl_ran_gaussian(sigma);
1546                 v1_z = gsl_ran_gaussian(sigma);
1547                 return normalize(forward + cliptoplane(v1, forward));
1548         }
1549         else if(sstyle == 5) // 1-r
1550         {
1551                 sigma = spread * 1.154700538379252; // match baseline stddev
1552                 v1 = findperpendicular(forward);
1553                 v2 = cross(forward, v1);
1554                 // random point on unit circle
1555                 dx = random() * 2 * M_PI;
1556                 dy = sin(dx);
1557                 dx = cos(dx);
1558                 // radius in our dist function
1559                 r = random();
1560                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1561                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1562         }
1563         else if(sstyle == 6) // 1-r^2
1564         {
1565                 sigma = spread * 1.095445115010332; // match baseline stddev
1566                 v1 = findperpendicular(forward);
1567                 v2 = cross(forward, v1);
1568                 // random point on unit circle
1569                 dx = random() * 2 * M_PI;
1570                 dy = sin(dx);
1571                 dx = cos(dx);
1572                 // radius in our dist function
1573                 r = random();
1574                 r = sqrt(1 - r);
1575                 r = sqrt(1 - r);
1576                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1577         }
1578         else if(sstyle == 7) // (1-r) (2-r)
1579         {
1580                 sigma = spread * 1.224744871391589; // match baseline stddev
1581                 v1 = findperpendicular(forward);
1582                 v2 = cross(forward, v1);
1583                 // random point on unit circle
1584                 dx = random() * 2 * M_PI;
1585                 dy = sin(dx);
1586                 dx = cos(dx);
1587                 // radius in our dist function
1588                 r = random();
1589                 r = 1 - sqrt(r);
1590                 r = 1 - sqrt(r);
1591                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1592         }
1593         else
1594                 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1595         return '0 0 0';
1596         /*
1597          * how to derive falloff functions:
1598          * rho(r) := (2-r) * (1-r);
1599          * a : 0;
1600          * b : 1;
1601          * rhor(r) := r * rho(r);
1602          * cr(t) := integrate(rhor(r), r, a, t);
1603          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1604          * variance : scr(b) / cr(b);
1605          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1606          * sqrt(0.4 / variance), numer;
1607          */
1608 }
1609
1610 #if 0
1611 float mspercallsum;
1612 float mspercallsstyle;
1613 float mspercallcount;
1614 #endif
1615 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1616 {
1617         if(missile.owner == world)
1618                 error("Unowned missile");
1619
1620         dir = dir + upDir * (pUpSpeed / pSpeed);
1621         dir_z += pZSpeed / pSpeed;
1622         pSpeed *= vlen(dir);
1623         dir = normalize(dir);
1624
1625 #if 0
1626         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1627         {
1628                 mspercallsum = mspercallcount = 0;
1629                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1630         }
1631         mspercallsum -= gettime(GETTIME_HIRES);
1632 #endif
1633         dir = W_CalculateProjectileSpread(dir, spread);
1634 #if 0
1635         mspercallsum += gettime(GETTIME_HIRES);
1636         mspercallcount += 1;
1637         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1638 #endif
1639
1640         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1641 }
1642
1643 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1644 {
1645         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1646 }
1647
1648 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1649 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1650
1651 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1652 {
1653         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1654                 return;
1655
1656         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1657         if(ammo_reload)
1658         {
1659                 self.clip_load -= ammo_use;
1660                 self.(weapon_load[self.weapon]) = self.clip_load;
1661         }
1662         else
1663                 self.(self.current_ammo) -= ammo_use;
1664 }
1665
1666 // weapon reloading code
1667
1668 .float reload_ammo_amount, reload_ammo_min, reload_time;
1669 .float reload_complain;
1670 .string reload_sound;
1671
1672 void W_ReloadedAndReady()
1673 {
1674         // finish the reloading process, and do the ammo transfer
1675
1676         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1677
1678         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1679         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1680                 self.clip_load = self.reload_ammo_amount;
1681         else
1682         {
1683                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1684                 {
1685                         self.clip_load += 1;
1686                         self.(self.current_ammo) -= 1;
1687                 }
1688         }
1689         self.(weapon_load[self.weapon]) = self.clip_load;
1690
1691         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1692         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1693         // so your weapon is disabled for a few seconds without reason
1694
1695         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1696
1697         w_ready();
1698 }
1699
1700 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1701 {
1702         // set global values to work with
1703
1704         self.reload_ammo_min = sent_ammo_min;
1705         self.reload_ammo_amount = sent_ammo_amount;
1706         self.reload_time = sent_time;
1707         self.reload_sound = sent_sound;
1708
1709         // check if we meet the necessary conditions to reload
1710
1711         entity e;
1712         e = get_weaponinfo(self.weapon);
1713
1714         // don't reload weapons that don't have the RELOADABLE flag
1715         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1716         {
1717                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1718                 return;
1719         }
1720
1721         // return if reloading is disabled for this weapon
1722         if(!self.reload_ammo_amount)
1723                 return;
1724
1725         // our weapon is fully loaded, no need to reload
1726         if (self.clip_load >= self.reload_ammo_amount)
1727                 return;
1728
1729         // no ammo, so nothing to load
1730         if(!self.(self.current_ammo) && self.reload_ammo_min)
1731         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1732         {
1733                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1734                 {
1735                         play2(self, "weapons/unavailable.wav");
1736                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1737                         self.reload_complain = time + 1;
1738                 }
1739                 // switch away if the amount of ammo is not enough to keep using this weapon
1740                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1741                 {
1742                         self.clip_load = -1; // reload later
1743                         W_SwitchToOtherWeapon(self);
1744                 }
1745                 return;
1746         }
1747
1748         if (self.weaponentity)
1749         {
1750                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1751                         return;
1752
1753                 // allow switching away while reloading, but this will cause a new reload!
1754                 self.weaponentity.state = WS_READY;
1755         }
1756
1757         // now begin the reloading process
1758
1759         sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1760
1761         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1762         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1763         // so your weapon is disabled for a few seconds without reason
1764
1765         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1766
1767         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1768
1769         if(self.clip_load < 0)
1770                 self.clip_load = 0;
1771         self.old_clip_load = self.clip_load;
1772         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1773 }