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 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
137 float nudge = 1; // added to traceline target and subtracted from result
138 local float oldsolid;
140 oldsolid = ent.dphitcontentsmask;
141 if(ent.weapon == WEP_CAMPINGRIFLE)
142 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147 // passing world, because we do NOT want it to touch dphitcontentsmask
149 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
162 if not(inWarmupStage) {
164 w = get_weaponinfo(ent.weapon);
165 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
166 ent.stats_fired[ent.weapon - 1] += maxdamage;
167 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
171 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
173 if(ent.weaponentity.movedir_x > 0)
174 vecs = ent.weaponentity.movedir;
177 if(debug_shotorg != '0 0 0')
178 vecs = debug_shotorg;
180 dv = v_right * -vecs_y + v_up * vecs_z;
181 w_shotorg = ent.origin + ent.view_ofs + dv;
183 // now move the shotorg forward as much as requested if possible
186 if(ent.antilag_debug)
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
189 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
192 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
193 w_shotorg = trace_endpos - v_forward * nudge;
194 // calculate the shotdir from the chosen shotorg
195 w_shotdir = normalize(w_shotend - w_shotorg);
198 if (!ent.cvar_cl_noantilag)
200 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
202 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
203 if (!trace_ent.takedamage)
205 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
206 if (trace_ent.takedamage && trace_ent.classname == "player")
210 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
212 w_shotdir = normalize(trace_ent.origin - w_shotorg);
216 else if(cvar("g_antilag") == 3) // client side hitscan
218 // this part MUST use prydon cursor
219 if (ent.cursor_trace_ent) // client was aiming at someone
220 if (ent.cursor_trace_ent != ent) // just to make sure
221 if (ent.cursor_trace_ent.takedamage) // and that person is killable
222 if (ent.cursor_trace_ent.classname == "player") // and actually a player
224 // verify that the shot would miss without antilag
225 // (avoids an issue where guns would always shoot at their origin)
226 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
227 if (!trace_ent.takedamage)
229 // verify that the shot would hit if altered
230 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
231 if (trace_ent == ent.cursor_trace_ent)
232 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
234 print("antilag fail\n");
240 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
243 ent.punchangle_x = recoil * -1;
247 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
250 if(ent.items & IT_STRENGTH)
253 (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
255 (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
256 ) // prevent insane sound spam
258 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
259 ent.prevstrengthsound = time;
261 ent.prevstrengthsoundattempt = time;
263 // nudge w_shotend so a trace to w_shotend hits
264 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
267 #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)
268 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
269 #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)
270 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
271 #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)
273 float CL_Weaponentity_CustomizeEntityForClient()
275 self.viewmodelforclient = self.owner;
276 if(other.classname == "spectator")
277 if(other.enemy == self.owner)
278 self.viewmodelforclient = other;
282 float qcweaponanimation;
283 vector weapon_offset = '0 -10 0';
284 vector weapon_adjust = '10 0 -15';
285 .vector weapon_morph0origin;
286 .vector weapon_morph0angles;
287 .float weapon_morph0time;
288 .vector weapon_morph1origin;
289 .vector weapon_morph1angles;
290 .float weapon_morph1time;
291 .vector weapon_morph2origin;
292 .vector weapon_morph2angles;
293 .float weapon_morph2time;
294 .vector weapon_morph3origin;
295 .vector weapon_morph3angles;
296 .float weapon_morph3time;
297 .vector weapon_morph4origin;
298 .vector weapon_morph4angles;
299 .float weapon_morph4time;
301 #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)
306 * 1. simple animated model, muzzle flash handling on h_ model:
307 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
309 * shot = muzzle end (shot origin, also used for muzzle flashes)
310 * shell = casings ejection point (must be on the right hand side of the gun)
311 * weapon = attachment for v_tuba.md3
312 * v_tuba.md3 - first and third person model
313 * g_tuba.md3 - pickup model
315 * 2. simple animated model, muzzle flash handling on v_ model:
316 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
318 * weapon = attachment for v_tuba.md3
319 * v_tuba.md3 - first and third person model
321 * shot = muzzle end (shot origin, also used for muzzle flashes)
322 * shell = casings ejection point (must be on the right hand side of the gun)
323 * g_tuba.md3 - pickup model
325 * 3. fully animated model, muzzle flash handling on h_ model:
326 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
328 * shot = muzzle end (shot origin, also used for muzzle flashes)
329 * shell = casings ejection point (must be on the right hand side of the gun)
330 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
331 * v_tuba.md3 - third person model
332 * g_tuba.md3 - pickup model
334 * 4. fully animated model, muzzle flash handling on v_ model:
335 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
337 * shot = muzzle end (shot origin)
338 * shell = casings ejection point (must be on the right hand side of the gun)
339 * v_tuba.md3 - third person model
341 * shot = muzzle end (for muzzle flashes)
342 * g_tuba.md3 - pickup model
346 // self.origin, self.angles
348 // self.movedir, self.view_ofs
352 // call again with ""
354 void CL_WeaponEntity_SetModel(string name)
361 // if there is a child entity, hide it until we're sure we use it
362 if (self.weaponentity)
363 self.weaponentity.model = "";
364 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
365 v_shot_idx = gettagindex(self, "shot"); // used later
367 v_shot_idx = gettagindex(self, "tag_shot");
369 if(qcweaponanimation)
371 self.angles = '0 0 0';
372 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
373 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
374 self.movedir_x += 32;
375 self.spawnorigin = self.movedir;
376 // oldorigin - not calculated here
380 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
381 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
382 animfile = fopen(animfilename, FILE_READ);
383 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
384 self.anim_fire1 = '0 1 0.01';
385 self.anim_fire2 = '1 1 0.01';
386 self.anim_idle = '2 1 0.01';
387 self.anim_reload = '3 1 0.01';
390 animparseerror = FALSE;
391 self.anim_fire1 = animparseline(animfile);
392 self.anim_fire2 = animparseline(animfile);
393 self.anim_idle = animparseline(animfile);
394 self.anim_reload = animparseline(animfile);
397 print("Parse error in ", animfilename, ", some player animations are broken\n");
400 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
401 // if we don't, this is a "real" animated model
402 if(gettagindex(self, "weapon"))
404 if (!self.weaponentity)
405 self.weaponentity = spawn();
406 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
407 setattachment(self.weaponentity, self, "weapon");
409 else if(gettagindex(self, "tag_weapon"))
411 if (!self.weaponentity)
412 self.weaponentity = spawn();
413 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
414 setattachment(self.weaponentity, self, "tag_weapon");
418 if(self.weaponentity)
419 remove(self.weaponentity);
420 self.weaponentity = world;
423 setorigin(self,'0 0 0');
424 self.angles = '0 0 0';
426 self.viewmodelforclient = world;
430 if(v_shot_idx) // v_ model attached to invisible h_ model
432 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
436 idx = gettagindex(self, "shot");
438 idx = gettagindex(self, "tag_shot");
440 self.movedir = gettaginfo(self, idx);
443 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
444 self.movedir = '0 0 0';
448 if(self.weaponentity) // v_ model attached to invisible h_ model
450 idx = gettagindex(self.weaponentity, "shell");
452 idx = gettagindex(self.weaponentity, "tag_shell");
454 self.spawnorigin = gettaginfo(self.weaponentity, idx);
460 idx = gettagindex(self, "shell");
462 idx = gettagindex(self, "tag_shell");
464 self.spawnorigin = gettaginfo(self, idx);
467 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
468 self.spawnorigin = self.movedir;
474 self.oldorigin = '0 0 0'; // use regular attachment
478 if(self.weaponentity)
480 idx = gettagindex(self, "weapon");
482 idx = gettagindex(self, "tag_weapon");
486 idx = gettagindex(self, "handle");
488 idx = gettagindex(self, "tag_handle");
492 self.oldorigin = self.movedir - gettaginfo(self, idx);
496 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");
497 self.oldorigin = '0 0 0'; // there is no way to recover from this
501 self.viewmodelforclient = self.owner;
507 if(self.weaponentity)
508 remove(self.weaponentity);
509 self.weaponentity = world;
510 self.movedir = '0 0 0';
511 self.spawnorigin = '0 0 0';
512 self.oldorigin = '0 0 0';
513 self.anim_fire1 = '0 1 0.01';
514 self.anim_fire2 = '0 1 0.01';
515 self.anim_idle = '0 1 0.01';
516 self.anim_reload = '0 1 0.01';
519 self.view_ofs = '0 0 0';
521 if(self.movedir_x >= 0)
525 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
526 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
528 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
529 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
531 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
533 // check if an instant weapon switch occurred
534 if (qcweaponanimation)
536 if (self.state == WS_READY)
538 self.angles = '0 0 0';
539 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
540 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
544 setorigin(self, self.view_ofs);
545 // reset animstate now
546 self.wframe = WFRAME_IDLE;
547 self.weapon_morph0time = 0;
548 self.weapon_morph1time = 0;
549 self.weapon_morph2time = 0;
550 self.weapon_morph3time = 0;
551 self.weapon_morph4time = 0;
552 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
555 vector CL_Weapon_GetShotOrg(float wpn)
559 wi = get_weaponinfo(wpn);
562 CL_WeaponEntity_SetModel(wi.mdl);
564 CL_WeaponEntity_SetModel("");
570 void CL_Weaponentity_Think()
573 self.nextthink = time;
574 if (intermission_running)
575 self.frame = self.anim_idle_x;
576 if (self.owner.weaponentity != self)
578 if (self.weaponentity)
579 remove(self.weaponentity);
583 if (self.owner.deadflag != DEAD_NO)
586 if (self.weaponentity)
587 self.weaponentity.model = "";
590 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
592 self.cnt = self.owner.weapon;
593 self.dmg = self.owner.modelindex;
594 self.deadflag = self.owner.deadflag;
596 CL_WeaponEntity_SetModel(self.owner.weaponname);
599 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
600 self.effects = self.owner.effects & EFMASK_CHEAP;
601 self.effects &~= EF_LOWPRECISION;
602 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
603 self.effects &~= EF_TELEPORT_BIT;
604 self.effects &~= EF_RESTARTANIM_BIT;
607 if(self.owner.alpha == default_player_alpha)
608 self.alpha = default_weapon_alpha;
609 else if(self.owner.alpha != 0)
610 self.alpha = self.owner.alpha;
614 self.colormap = self.owner.colormap;
615 if (self.weaponentity)
617 self.weaponentity.effects = self.effects;
618 self.weaponentity.alpha = self.alpha;
619 self.weaponentity.colormap = self.colormap;
622 self.angles = '0 0 0';
625 if (self.state == WS_RAISE && !intermission_running)
627 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
628 self.angles_x = -90 * f * f;
629 if (qcweaponanimation)
631 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
632 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
635 else if (self.state == WS_DROP && !intermission_running)
637 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
638 self.angles_x = -90 * f * f;
639 if (qcweaponanimation)
641 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
642 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
645 else if (self.state == WS_CLEAR)
648 self.angles_x = -90 * f * f;
649 if (qcweaponanimation)
651 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
652 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
655 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
657 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
658 f = 1 - pow(1 - f, 3);
659 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
660 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
662 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
664 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
665 f = 1 - pow(1 - f, 3);
666 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
667 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
669 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
671 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
672 f = 1 - pow(1 - f, 3);
673 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
674 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
676 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
678 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
679 f = 1 - pow(1 - f, 3);
680 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
681 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
683 else if (qcweaponanimation)
685 // begin a new idle morph
686 self.owner.weapon_morph0time = time;
687 self.owner.weapon_morph0angles = self.angles;
688 self.owner.weapon_morph0origin = self.origin;
696 // turn gun to the left to look at it
698 self.owner.weapon_morph1time = time + t * 0.2;
699 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
700 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
701 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
703 self.owner.weapon_morph2time = time + t * 0.6;
704 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
705 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
706 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
708 self.owner.weapon_morph3time = time + t;
709 self.owner.weapon_morph3angles = '0 0 0';
710 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
711 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
715 // raise the gun a bit
717 self.owner.weapon_morph1time = time + t * 0.2;
718 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
719 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
720 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
722 self.owner.weapon_morph2time = time + t * 0.5;
723 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
724 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
725 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
727 self.owner.weapon_morph3time = time + t;
728 self.owner.weapon_morph3angles = '0 0 0';
729 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
730 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
736 self.owner.weapon_morph1time = time + t * 0.3;
737 self.owner.weapon_morph1angles = randomvec() * 6;
738 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
739 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
741 self.owner.weapon_morph2time = time + t * 0.7;
742 self.owner.weapon_morph2angles = randomvec() * 6;
743 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
744 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
746 self.owner.weapon_morph3time = time + t;
747 self.owner.weapon_morph3angles = '0 0 0';
748 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
749 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
753 // hold it mostly steady
754 t = random() * 6 + 4;
755 self.owner.weapon_morph1time = time + t * 0.2;
756 self.owner.weapon_morph1angles = randomvec() * 1;
757 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
758 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
760 self.owner.weapon_morph2time = time + t * 0.5;
761 self.owner.weapon_morph2angles = randomvec() * 1;
762 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
763 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
765 self.owner.weapon_morph3time = time + t * 0.7;
766 self.owner.weapon_morph3angles = randomvec() * 1;
767 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
768 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
771 self.owner.weapon_morph4time = time + t;
772 self.owner.weapon_morph4angles = '0 0 0';
773 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
774 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
779 void CL_ExteriorWeaponentity_Think()
783 self.nextthink = time;
784 if (self.owner.exteriorweaponentity != self)
789 if (self.owner.deadflag != DEAD_NO)
794 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
796 self.cnt = self.owner.weapon;
797 self.dmg = self.owner.modelindex;
798 self.deadflag = self.owner.deadflag;
799 if (self.owner.weaponname != "")
800 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
804 if((tag_found = gettagindex(self.owner, "tag_weapon")))
806 self.tag_index = tag_found;
807 self.tag_entity = self.owner;
810 setattachment(self, self.owner, "bip01 r hand");
812 // if that didn't find a tag, hide the exterior weapon model
816 self.effects = self.owner.effects;
817 if(sv_pitch_min == sv_pitch_max)
818 self.effects |= EF_LOWPRECISION;
820 self.effects &~= EF_LOWPRECISION;
821 self.effects = self.effects & EFMASK_CHEAP; // eat performance
822 if(self.owner.alpha == default_player_alpha)
823 self.alpha = default_weapon_alpha;
824 else if(self.owner.alpha != 0)
825 self.alpha = self.owner.alpha;
829 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
833 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
835 ang_y = self.owner.v_angle_y;
837 var vector v = v_forward;
838 var float t = self.tag_entity.frame1time;
839 var float f = self.tag_entity.frame;
840 self.tag_entity.frame1time = time;
841 self.tag_entity.frame = self.tag_entity.anim_idle_x;
842 gettaginfo(self.tag_entity, self.tag_index);
843 self.tag_entity.frame1time = t;
844 self.tag_entity.frame = f;
845 // untransform v according to this coordinate space
850 self.angles = vectoangles(w);
854 ang_x = -/* don't ask */ang_x;
858 self.colormap = self.owner.colormap;
861 // spawning weaponentity for client
862 void CL_SpawnWeaponentity()
864 self.weaponentity = spawn();
865 self.weaponentity.classname = "weaponentity";
866 self.weaponentity.solid = SOLID_NOT;
867 self.weaponentity.owner = self;
868 setmodel(self.weaponentity, ""); // precision set when changed
869 setorigin(self.weaponentity, '0 0 0');
870 self.weaponentity.angles = '0 0 0';
871 self.weaponentity.viewmodelforclient = self;
872 self.weaponentity.flags = 0;
873 self.weaponentity.think = CL_Weaponentity_Think;
874 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
875 self.weaponentity.nextthink = time;
877 self.exteriorweaponentity = spawn();
878 self.exteriorweaponentity.classname = "exteriorweaponentity";
879 self.exteriorweaponentity.solid = SOLID_NOT;
880 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
881 self.exteriorweaponentity.owner = self;
882 setorigin(self.exteriorweaponentity, '0 0 0');
883 self.exteriorweaponentity.angles = '0 0 0';
884 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
885 self.exteriorweaponentity.nextthink = time;
888 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
891 WriteByte(MSG_ONE, SVC_TEMPENTITY);
892 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
893 WriteByte(MSG_ONE, wpn);
894 WriteString(MSG_ONE, wpnname);
895 WriteByte(MSG_ONE, type);
898 .float hasweapon_complain_spam;
900 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
902 local float weaponbit, f;
903 local entity oldself;
905 if(time < self.hasweapon_complain_spam)
908 self.hasweapon_complain_spam = time + 0.2;
910 if (wpn < WEP_FIRST || wpn > WEP_LAST)
913 sprint(self, "Invalid weapon\n");
916 weaponbit = W_WeaponBit(wpn);
917 if (cl.weapons & weaponbit)
921 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
929 f = weapon_action(wpn, WR_CHECKAMMO1);
930 f = f + weapon_action(wpn, WR_CHECKAMMO2);
932 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
934 if(wpn == WEP_MINE_LAYER)
935 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
943 if(clienttype(cl) == CLIENTTYPE_REAL)
945 play2(cl, "weapons/unavailable.wav");
946 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
947 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
957 // Report Proper Weapon Status / Modified Weapon Ownership Message
958 if(weaponsInMap & weaponbit)
960 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
961 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
963 if(cvar("g_showweaponspawns"))
968 e = get_weaponinfo(wpn);
971 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
973 if(e.classname == "droppedweapon")
975 if not(e.flags & FL_ITEM)
977 WaypointSprite_Spawn(
990 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
991 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
994 play2(cl, "weapons/unavailable.wav");
1002 if (self.weapon != -1)
1004 if (self.weaponentity)
1006 self.weaponentity.state = WS_CLEAR;
1007 self.weaponentity.effects = 0;
1013 if (self.weaponentity)
1014 self.weaponentity.state = WS_READY;
1015 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1018 // Setup weapon for client (after this raise frame will be launched)
1019 void weapon_setup(float windex)
1022 qcweaponanimation = cvar("sv_qcweaponanimation");
1023 e = get_weaponinfo(windex);
1024 self.items &~= IT_AMMO;
1025 self.items = self.items | e.items;
1027 // the two weapon entities will notice this has changed and update their models
1028 self.weapon = windex;
1029 self.weaponname = e.mdl;
1030 self.bulletcounter = 0;
1033 // perform weapon to attack (weaponstate and attack_finished check is here)
1034 void W_SwitchToOtherWeapon(entity pl)
1036 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1038 w = W_WeaponBit(pl.weapon);
1040 ww = w_getbestweapon(pl);
1043 W_SwitchWeapon_Force(pl, ww);
1046 float weapon_prepareattack_checkammo(float secondary)
1048 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1049 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1051 // always keep the Mine Layer if we placed mines, so that we can detonate them
1053 if(self.weapon == WEP_MINE_LAYER)
1054 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1057 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1059 sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1060 self.prevdryfire = time;
1063 W_SwitchToOtherWeapon(self);
1068 .float race_penalty;
1069 float weapon_prepareattack_check(float secondary, float attacktime)
1071 if(!weapon_prepareattack_checkammo(secondary))
1074 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1075 //if all players readied up and the countdown is running
1076 if(time < game_starttime || time < self.race_penalty) {
1080 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1083 // do not even think about shooting if switching
1084 if(self.switchweapon != self.weapon)
1089 // don't fire if previous attack is not finished
1090 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1092 // don't fire while changing weapon
1093 if (self.weaponentity.state != WS_READY)
1099 float weapon_prepareattack_do(float secondary, float attacktime)
1101 self.weaponentity.state = WS_INUSE;
1103 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1105 // if the weapon hasn't been firing continuously, reset the timer
1108 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1110 ATTACK_FINISHED(self) = time;
1111 //dprint("resetting attack finished to ", ftos(time), "\n");
1113 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1115 self.bulletcounter += 1;
1116 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1119 float weapon_prepareattack(float secondary, float attacktime)
1121 if(weapon_prepareattack_check(secondary, attacktime))
1123 weapon_prepareattack_do(secondary, attacktime);
1130 void weapon_thinkf(float fr, float t, void() func)
1136 if(fr == WFRAME_DONTCHANGE)
1138 fr = self.weaponentity.wframe;
1139 restartanim = FALSE;
1141 else if (fr == WFRAME_IDLE)
1142 restartanim = FALSE;
1150 if (self.weaponentity)
1152 self.weaponentity.wframe = fr;
1153 if (qcweaponanimation)
1155 if (fr != WFRAME_IDLE)
1157 self.weapon_morph0time = time;
1158 self.weapon_morph0angles = self.weaponentity.angles;
1159 self.weapon_morph0origin = self.weaponentity.origin;
1161 self.weapon_morph1angles = '0 0 0';
1162 self.weapon_morph1time = time + t;
1163 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1164 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1166 self.weapon_morph2angles = '0 0 0';
1167 self.weapon_morph2time = time + t;
1168 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1169 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1171 self.weapon_morph3angles = '0 0 0';
1172 self.weapon_morph3time = time + t;
1173 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1174 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1176 self.weapon_morph4angles = '0 0 0';
1177 self.weapon_morph4time = time + t;
1178 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1179 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1181 if (fr == WFRAME_FIRE1)
1183 self.weapon_morph1angles = '5 0 0';
1184 self.weapon_morph1time = time + t * 0.1;
1185 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1186 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1187 self.weapon_morph4time = time + t + 1; // delay idle effect
1189 else if (fr == WFRAME_FIRE2)
1191 self.weapon_morph1angles = '10 0 0';
1192 self.weapon_morph1time = time + t * 0.1;
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 self.weapon_morph4time = time + t + 1; // delay idle effect
1197 else if (fr == WFRAME_RELOAD)
1199 self.weapon_morph1time = time + t * 0.05;
1200 self.weapon_morph1angles = '-10 40 0';
1201 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1202 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1204 self.weapon_morph2time = time + t * 0.15;
1205 self.weapon_morph2angles = '-10 40 5';
1206 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1207 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1209 self.weapon_morph3time = time + t * 0.25;
1210 self.weapon_morph3angles = '-10 40 0';
1211 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1212 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1218 if (fr == WFRAME_IDLE)
1219 a = self.weaponentity.anim_idle;
1220 else if (fr == WFRAME_FIRE1)
1221 a = self.weaponentity.anim_fire1;
1222 else if (fr == WFRAME_FIRE2)
1223 a = self.weaponentity.anim_fire2;
1224 else if (fr == WFRAME_RELOAD)
1225 a = self.weaponentity.anim_reload;
1226 a_z *= g_weaponratefactor;
1227 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1235 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1237 backtrace("Tried to override initial weapon think function - should this really happen?");
1240 t *= W_WeaponRateFactor();
1242 // VorteX: haste can be added here
1243 if (self.weapon_think == w_ready)
1245 self.weapon_nextthink = time;
1246 //dprint("started firing at ", ftos(time), "\n");
1248 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1250 self.weapon_nextthink = time;
1251 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1253 self.weapon_nextthink = self.weapon_nextthink + t;
1254 self.weapon_think = func;
1255 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1259 if (!self.crouch) // shoot anim stands up, this looks bad
1262 anim = self.anim_shoot;
1263 anim_z = anim_y / (t + sys_frametime);
1264 setanim(self, anim, FALSE, TRUE, TRUE);
1268 void weapon_boblayer1(float spd, vector org)
1270 // VorteX: haste can be added here
1273 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1281 mvelocity = mvelocity * g_weaponspeedfactor;
1283 mdirection = normalize(mvelocity);
1284 mspeed = vlen(mvelocity);
1286 nstyle = cvar("g_projectiles_newton_style");
1289 // absolute velocity
1290 outvelocity = mvelocity;
1292 else if(nstyle == 1)
1294 // true Newtonian projectiles
1295 outvelocity = pvelocity + mvelocity;
1297 else if(nstyle == 2)
1299 // true Newtonian projectiles with automatic aim adjustment
1301 // solve: |outspeed * mdirection - pvelocity| = mspeed
1302 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1303 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1307 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1308 // velocity without mdirection component > mspeed
1309 // fire at smallest possible mspeed that works?
1310 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1313 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1315 outspeed = solution_y; // the larger one
1318 //outspeed = 0; // slowest possible shot
1319 outspeed = solution_x; // the real part (that is, the average!)
1320 //dprint("impossible shot, adjusting\n");
1323 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1324 outvelocity = mdirection * outspeed;
1326 else if(nstyle == 3)
1328 // pseudo-Newtonian:
1329 outspeed = mspeed + mdirection * pvelocity;
1330 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1331 outvelocity = mdirection * outspeed;
1333 else if(nstyle == 4)
1336 outspeed = mspeed + vlen(pvelocity);
1337 outvelocity = mdirection * outspeed;
1340 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1345 void W_AttachToShotorg(entity flash, vector offset)
1349 flash.angles_z = random() * 360;
1350 if(qcweaponanimation)
1352 setorigin(flash, w_shotorg + w_shotdir * 50);
1353 flash.angles = vectoangles(w_shotdir);
1354 flash.angles_z = random() * 360;
1358 if(gettagindex(self.weaponentity, "shot"))
1359 setattachment(flash, self.weaponentity, "shot");
1361 setattachment(flash, self.weaponentity, "tag_shot");
1362 setorigin(flash, offset);
1365 copyentity(flash, xflash);
1367 flash.viewmodelforclient = self;
1369 if(self.weaponentity.oldorigin_x > 0)
1371 setattachment(xflash, self.exteriorweaponentity, "");
1372 setorigin(xflash, self.weaponentity.oldorigin + offset);
1376 if(gettagindex(self.exteriorweaponentity, "shot"))
1377 setattachment(xflash, self.exteriorweaponentity, "shot");
1379 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1380 setorigin(xflash, offset);
1385 vector cliptoplane(vector v, vector p)
1387 return v - (v * p) * p;
1390 vector solve_cubic_pq(float p, float q)
1393 D = q*q/4.0 + p*p*p/27.0;
1397 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1398 u = sqrt(-4.0/3.0 * p);
1399 // a in range 0..pi/3
1406 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1408 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1421 return '1 1 0' * v + '0 0 1' * u;
1423 return '0 1 1' * v + '1 0 0' * u;
1428 u = cbrt(-q/2.0 + sqrt(D));
1429 v = cbrt(-q/2.0 - sqrt(D));
1430 return '1 1 1' * (u + v);
1433 vector solve_cubic_abcd(float a, float b, float c, float d)
1439 p = (9*a*c - 3*b*b);
1440 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1441 v = solve_cubic_pq(p, q);
1442 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1444 v += '1 0 -1' * (v_z - v_x); // swap x, z
1448 vector findperpendicular(vector v)
1454 return normalize(cliptoplane(p, v));
1457 vector W_CalculateProjectileSpread(vector forward, float spread)
1463 spread *= g_weaponspreadfactor;
1466 sstyle = cvar("g_projectiles_spread_style");
1470 // this is the baseline for the spread value!
1471 // standard deviation: sqrt(2/5)
1472 // density function: sqrt(1-r^2)
1473 return forward + randomvec() * spread;
1475 else if(sstyle == 1)
1477 // same thing, basically
1478 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1480 else if(sstyle == 2)
1482 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1483 sigma = spread * 0.89442719099991587855; // match baseline stddev
1484 v1 = findperpendicular(forward);
1485 v2 = cross(forward, v1);
1486 // random point on unit circle
1487 dx = random() * 2 * M_PI;
1490 // radius in our dist function
1493 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1495 else if(sstyle == 3) // gauss 3d
1497 sigma = spread * 0.44721359549996; // match baseline stddev
1498 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1500 v1_x += gsl_ran_gaussian(sigma);
1501 v1_y += gsl_ran_gaussian(sigma);
1502 v1_z += gsl_ran_gaussian(sigma);
1505 else if(sstyle == 4) // gauss 2d
1507 sigma = spread * 0.44721359549996; // match baseline stddev
1508 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1509 v1_x = gsl_ran_gaussian(sigma);
1510 v1_y = gsl_ran_gaussian(sigma);
1511 v1_z = gsl_ran_gaussian(sigma);
1512 return normalize(forward + cliptoplane(v1, forward));
1514 else if(sstyle == 5) // 1-r
1516 sigma = spread * 1.154700538379252; // match baseline stddev
1517 v1 = findperpendicular(forward);
1518 v2 = cross(forward, v1);
1519 // random point on unit circle
1520 dx = random() * 2 * M_PI;
1523 // radius in our dist function
1525 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1526 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1528 else if(sstyle == 6) // 1-r^2
1530 sigma = spread * 1.095445115010332; // match baseline stddev
1531 v1 = findperpendicular(forward);
1532 v2 = cross(forward, v1);
1533 // random point on unit circle
1534 dx = random() * 2 * M_PI;
1537 // radius in our dist function
1541 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1543 else if(sstyle == 7) // (1-r) (2-r)
1545 sigma = spread * 1.224744871391589; // match baseline stddev
1546 v1 = findperpendicular(forward);
1547 v2 = cross(forward, v1);
1548 // random point on unit circle
1549 dx = random() * 2 * M_PI;
1552 // radius in our dist function
1556 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1559 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)!");
1562 * how to derive falloff functions:
1563 * rho(r) := (2-r) * (1-r);
1566 * rhor(r) := r * rho(r);
1567 * cr(t) := integrate(rhor(r), r, a, t);
1568 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1569 * variance : scr(b) / cr(b);
1570 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1571 * sqrt(0.4 / variance), numer;
1577 float mspercallsstyle;
1578 float mspercallcount;
1580 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1582 if(missile.owner == world)
1583 error("Unowned missile");
1585 dir = dir + upDir * (pUpSpeed / pSpeed);
1586 dir_z += pZSpeed / pSpeed;
1587 pSpeed *= vlen(dir);
1588 dir = normalize(dir);
1591 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1593 mspercallsum = mspercallcount = 0;
1594 mspercallsstyle = cvar("g_projectiles_spread_style");
1596 mspercallsum -= gettime(GETTIME_HIRES);
1598 dir = W_CalculateProjectileSpread(dir, spread);
1600 mspercallsum += gettime(GETTIME_HIRES);
1601 mspercallcount += 1;
1602 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1605 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1608 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1610 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1613 #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"))
1614 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))