2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
24 t = t * autocvar_g_balance_rune_speed_atkrate;
26 else if(self.runes & CURSE_SLOW)
28 t = t * autocvar_g_balance_curse_slow_atkrate;
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
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_RIFLE)
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
161 // un-adjust trueaim if shotend is too close
162 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
163 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
166 if(accuracy_canbegooddamage(ent))
167 accuracy_add(ent, ent.weapon, maxdamage, 0);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
172 vecs = ent.weaponentity.movedir;
175 if(debug_shotorg != '0 0 0')
176 vecs = debug_shotorg;
178 dv = v_right * -vecs_y + v_up * vecs_z;
179 w_shotorg = ent.origin + ent.view_ofs + dv;
181 // now move the shotorg forward as much as requested if possible
184 if(ent.antilag_debug)
185 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191 w_shotorg = trace_endpos - v_forward * nudge;
192 // calculate the shotdir from the chosen shotorg
193 w_shotdir = normalize(w_shotend - w_shotorg);
196 if (!ent.cvar_cl_noantilag)
198 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
200 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201 if (!trace_ent.takedamage)
203 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 if (trace_ent.takedamage && trace_ent.classname == "player")
208 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210 w_shotdir = normalize(trace_ent.origin - w_shotorg);
214 else if(autocvar_g_antilag == 3) // client side hitscan
216 // this part MUST use prydon cursor
217 if (ent.cursor_trace_ent) // client was aiming at someone
218 if (ent.cursor_trace_ent != ent) // just to make sure
219 if (ent.cursor_trace_ent.takedamage) // and that person is killable
220 if (ent.cursor_trace_ent.classname == "player") // and actually a player
222 // verify that the shot would miss without antilag
223 // (avoids an issue where guns would always shoot at their origin)
224 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
225 if (!trace_ent.takedamage)
227 // verify that the shot would hit if altered
228 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229 if (trace_ent == ent.cursor_trace_ent)
230 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232 print("antilag fail\n");
238 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
241 ent.punchangle_x = recoil * -1;
244 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
246 if(ent.items & IT_STRENGTH)
249 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
251 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
252 ) // prevent insane sound spam
254 sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
255 ent.prevstrengthsound = time;
257 ent.prevstrengthsoundattempt = time;
259 // nudge w_shotend so a trace to w_shotend hits
260 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
263 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
264 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
265 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
266 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
267 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
269 float CL_Weaponentity_CustomizeEntityForClient()
271 self.viewmodelforclient = self.owner;
272 if(other.classname == "spectator")
273 if(other.enemy == self.owner)
274 self.viewmodelforclient = other;
278 float qcweaponanimation;
279 vector weapon_offset = '0 -10 0';
280 vector weapon_adjust = '10 0 -15';
281 .vector weapon_morph0origin;
282 .vector weapon_morph0angles;
283 .float weapon_morph0time;
284 .vector weapon_morph1origin;
285 .vector weapon_morph1angles;
286 .float weapon_morph1time;
287 .vector weapon_morph2origin;
288 .vector weapon_morph2angles;
289 .float weapon_morph2time;
290 .vector weapon_morph3origin;
291 .vector weapon_morph3angles;
292 .float weapon_morph3time;
293 .vector weapon_morph4origin;
294 .vector weapon_morph4angles;
295 .float weapon_morph4time;
296 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
301 * 1. simple animated model, muzzle flash handling on h_ model:
302 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
304 * shot = muzzle end (shot origin, also used for muzzle flashes)
305 * shell = casings ejection point (must be on the right hand side of the gun)
306 * weapon = attachment for v_tuba.md3
307 * v_tuba.md3 - first and third person model
308 * g_tuba.md3 - pickup model
310 * 2. simple animated model, muzzle flash handling on v_ model:
311 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
313 * weapon = attachment for v_tuba.md3
314 * v_tuba.md3 - first and third person model
316 * shot = muzzle end (shot origin, also used for muzzle flashes)
317 * shell = casings ejection point (must be on the right hand side of the gun)
318 * g_tuba.md3 - pickup model
320 * 3. fully animated model, muzzle flash handling on h_ model:
321 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
323 * shot = muzzle end (shot origin, also used for muzzle flashes)
324 * shell = casings ejection point (must be on the right hand side of the gun)
325 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
326 * v_tuba.md3 - third person model
327 * g_tuba.md3 - pickup model
329 * 4. fully animated model, muzzle flash handling on v_ model:
330 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
332 * shot = muzzle end (shot origin)
333 * shell = casings ejection point (must be on the right hand side of the gun)
334 * v_tuba.md3 - third person model
336 * shot = muzzle end (for muzzle flashes)
337 * g_tuba.md3 - pickup model
341 // self.origin, self.angles
343 // self.movedir, self.view_ofs
347 // call again with ""
349 void CL_WeaponEntity_SetModel(string name)
356 // if there is a child entity, hide it until we're sure we use it
357 if (self.weaponentity)
358 self.weaponentity.model = "";
359 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
360 v_shot_idx = gettagindex(self, "shot"); // used later
362 v_shot_idx = gettagindex(self, "tag_shot");
364 if(qcweaponanimation)
366 self.angles = '0 0 0';
367 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
368 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
369 self.movedir_x += 32;
370 self.spawnorigin = self.movedir;
371 // oldorigin - not calculated here
375 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
376 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
377 animfile = fopen(animfilename, FILE_READ);
378 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
379 self.anim_fire1 = '0 1 0.01';
380 self.anim_fire2 = '1 1 0.01';
381 self.anim_idle = '2 1 0.01';
382 self.anim_reload = '3 1 0.01';
385 animparseerror = FALSE;
386 self.anim_fire1 = animparseline(animfile);
387 self.anim_fire2 = animparseline(animfile);
388 self.anim_idle = animparseline(animfile);
389 self.anim_reload = animparseline(animfile);
392 print("Parse error in ", animfilename, ", some player animations are broken\n");
395 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
396 // if we don't, this is a "real" animated model
397 if(gettagindex(self, "weapon"))
399 if (!self.weaponentity)
400 self.weaponentity = spawn();
401 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
402 setattachment(self.weaponentity, self, "weapon");
404 else if(gettagindex(self, "tag_weapon"))
406 if (!self.weaponentity)
407 self.weaponentity = spawn();
408 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
409 setattachment(self.weaponentity, self, "tag_weapon");
413 if(self.weaponentity)
414 remove(self.weaponentity);
415 self.weaponentity = world;
418 setorigin(self,'0 0 0');
419 self.angles = '0 0 0';
421 self.viewmodelforclient = world;
425 if(v_shot_idx) // v_ model attached to invisible h_ model
427 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
431 idx = gettagindex(self, "shot");
433 idx = gettagindex(self, "tag_shot");
435 self.movedir = gettaginfo(self, idx);
438 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
439 self.movedir = '0 0 0';
443 if(self.weaponentity) // v_ model attached to invisible h_ model
445 idx = gettagindex(self.weaponentity, "shell");
447 idx = gettagindex(self.weaponentity, "tag_shell");
449 self.spawnorigin = gettaginfo(self.weaponentity, idx);
455 idx = gettagindex(self, "shell");
457 idx = gettagindex(self, "tag_shell");
459 self.spawnorigin = gettaginfo(self, idx);
462 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
463 self.spawnorigin = self.movedir;
469 self.oldorigin = '0 0 0'; // use regular attachment
473 if(self.weaponentity)
475 idx = gettagindex(self, "weapon");
477 idx = gettagindex(self, "tag_weapon");
481 idx = gettagindex(self, "handle");
483 idx = gettagindex(self, "tag_handle");
487 self.oldorigin = self.movedir - gettaginfo(self, idx);
491 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
492 self.oldorigin = '0 0 0'; // there is no way to recover from this
496 self.viewmodelforclient = self.owner;
502 if(self.weaponentity)
503 remove(self.weaponentity);
504 self.weaponentity = world;
505 self.movedir = '0 0 0';
506 self.spawnorigin = '0 0 0';
507 self.oldorigin = '0 0 0';
508 self.anim_fire1 = '0 1 0.01';
509 self.anim_fire2 = '0 1 0.01';
510 self.anim_idle = '0 1 0.01';
511 self.anim_reload = '0 1 0.01';
514 self.view_ofs = '0 0 0';
516 if(self.movedir_x >= 0)
520 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
521 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
523 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
524 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
526 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
528 // check if an instant weapon switch occurred
529 if (qcweaponanimation)
531 if (self.state == WS_READY)
533 self.angles = '0 0 0';
534 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
535 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
539 setorigin(self, self.view_ofs);
540 // reset animstate now
541 self.wframe = WFRAME_IDLE;
542 self.weapon_morph0time = 0;
543 self.weapon_morph1time = 0;
544 self.weapon_morph2time = 0;
545 self.weapon_morph3time = 0;
546 self.weapon_morph4time = 0;
547 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
550 vector CL_Weapon_GetShotOrg(float wpn)
554 wi = get_weaponinfo(wpn);
557 CL_WeaponEntity_SetModel(wi.mdl);
559 CL_WeaponEntity_SetModel("");
565 void CL_Weaponentity_Think()
568 self.nextthink = time;
569 if (intermission_running)
570 self.frame = self.anim_idle_x;
571 if (self.owner.weaponentity != self)
573 if (self.weaponentity)
574 remove(self.weaponentity);
578 if (self.owner.deadflag != DEAD_NO)
581 if (self.weaponentity)
582 self.weaponentity.model = "";
585 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
587 self.weaponname = self.owner.weaponname;
588 self.dmg = self.owner.modelindex;
589 self.deadflag = self.owner.deadflag;
591 CL_WeaponEntity_SetModel(self.owner.weaponname);
594 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
595 self.effects = self.owner.effects & EFMASK_CHEAP;
596 self.effects &~= EF_LOWPRECISION;
597 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
598 self.effects &~= EF_TELEPORT_BIT;
599 self.effects &~= EF_RESTARTANIM_BIT;
602 if(self.owner.alpha == default_player_alpha)
603 self.alpha = default_weapon_alpha;
604 else if(self.owner.alpha != 0)
605 self.alpha = self.owner.alpha;
609 self.glowmod = self.owner.weaponentity_glowmod;
610 self.colormap = self.owner.colormap;
611 if (self.weaponentity)
613 self.weaponentity.effects = self.effects;
614 self.weaponentity.alpha = self.alpha;
615 self.weaponentity.colormap = self.colormap;
616 self.weaponentity.glowmod = self.glowmod;
619 self.angles = '0 0 0';
622 if (self.state == WS_RAISE && !intermission_running)
624 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
625 self.angles_x = -90 * f * f;
626 if (qcweaponanimation)
628 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
629 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
632 else if (self.state == WS_DROP && !intermission_running)
634 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
635 self.angles_x = -90 * f * f;
636 if (qcweaponanimation)
638 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
639 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
642 else if (self.state == WS_CLEAR)
645 self.angles_x = -90 * f * f;
646 if (qcweaponanimation)
648 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
649 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
652 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
654 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
655 f = 1 - pow(1 - f, 3);
656 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
657 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
659 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
661 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
662 f = 1 - pow(1 - f, 3);
663 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
664 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
666 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
668 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
669 f = 1 - pow(1 - f, 3);
670 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
671 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
673 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
675 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
676 f = 1 - pow(1 - f, 3);
677 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
678 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
680 else if (qcweaponanimation)
682 // begin a new idle morph
683 self.owner.weapon_morph0time = time;
684 self.owner.weapon_morph0angles = self.angles;
685 self.owner.weapon_morph0origin = self.origin;
693 // turn gun to the left to look at it
695 self.owner.weapon_morph1time = time + t * 0.2;
696 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
697 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
698 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
700 self.owner.weapon_morph2time = time + t * 0.6;
701 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
702 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
703 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
705 self.owner.weapon_morph3time = time + t;
706 self.owner.weapon_morph3angles = '0 0 0';
707 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
708 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
712 // raise the gun a bit
714 self.owner.weapon_morph1time = time + t * 0.2;
715 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
716 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
717 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
719 self.owner.weapon_morph2time = time + t * 0.5;
720 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
721 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
722 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
724 self.owner.weapon_morph3time = time + t;
725 self.owner.weapon_morph3angles = '0 0 0';
726 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
727 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
733 self.owner.weapon_morph1time = time + t * 0.3;
734 self.owner.weapon_morph1angles = randomvec() * 6;
735 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
736 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
738 self.owner.weapon_morph2time = time + t * 0.7;
739 self.owner.weapon_morph2angles = randomvec() * 6;
740 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
741 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
743 self.owner.weapon_morph3time = time + t;
744 self.owner.weapon_morph3angles = '0 0 0';
745 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
746 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
750 // hold it mostly steady
751 t = random() * 6 + 4;
752 self.owner.weapon_morph1time = time + t * 0.2;
753 self.owner.weapon_morph1angles = randomvec() * 1;
754 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
755 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
757 self.owner.weapon_morph2time = time + t * 0.5;
758 self.owner.weapon_morph2angles = randomvec() * 1;
759 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
760 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
762 self.owner.weapon_morph3time = time + t * 0.7;
763 self.owner.weapon_morph3angles = randomvec() * 1;
764 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
765 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
768 self.owner.weapon_morph4time = time + t;
769 self.owner.weapon_morph4angles = '0 0 0';
770 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
771 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
776 void CL_ExteriorWeaponentity_Think()
780 self.nextthink = time;
781 if (self.owner.exteriorweaponentity != self)
786 if (self.owner.deadflag != DEAD_NO)
791 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
793 self.weaponname = self.owner.weaponname;
794 self.dmg = self.owner.modelindex;
795 self.deadflag = self.owner.deadflag;
796 if (self.owner.weaponname != "")
797 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
801 if((tag_found = gettagindex(self.owner, "tag_weapon")))
803 self.tag_index = tag_found;
804 self.tag_entity = self.owner;
807 setattachment(self, self.owner, "bip01 r hand");
809 // if that didn't find a tag, hide the exterior weapon model
813 self.effects = self.owner.effects;
814 if(sv_pitch_min == sv_pitch_max)
815 self.effects |= EF_LOWPRECISION;
817 self.effects &~= EF_LOWPRECISION;
818 self.effects = self.effects & EFMASK_CHEAP; // eat performance
819 if(self.owner.alpha == default_player_alpha)
820 self.alpha = default_weapon_alpha;
821 else if(self.owner.alpha != 0)
822 self.alpha = self.owner.alpha;
826 if (!intermission_running)
828 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
832 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
834 ang_y = self.owner.v_angle_y;
836 var vector v = v_forward;
837 var float t = self.tag_entity.frame1time;
838 var float f = self.tag_entity.frame;
839 self.tag_entity.frame1time = time;
840 self.tag_entity.frame = self.tag_entity.anim_idle_x;
841 gettaginfo(self.tag_entity, self.tag_index);
842 self.tag_entity.frame1time = t;
843 self.tag_entity.frame = f;
844 // untransform v according to this coordinate space
849 self.angles = vectoangles(w);
853 ang_x = -/* don't ask */ang_x;
857 if(autocvar_g_loituma)
859 vector moddir, modup;
863 t = time * autocvar_g_loituma;
865 modangles_x = t * 360;
870 AnglesTransform_ToAngles(
871 AnglesTransform_Multiply(
872 AnglesTransform_FromAngles(self.angles),
873 AnglesTransform_FromAngles(modangles)
879 self.glowmod = self.owner.weaponentity_glowmod;
880 self.colormap = self.owner.colormap;
883 // spawning weaponentity for client
884 void CL_SpawnWeaponentity()
886 self.weaponentity = spawn();
887 self.weaponentity.classname = "weaponentity";
888 self.weaponentity.solid = SOLID_NOT;
889 self.weaponentity.owner = self;
890 setmodel(self.weaponentity, ""); // precision set when changed
891 setorigin(self.weaponentity, '0 0 0');
892 self.weaponentity.angles = '0 0 0';
893 self.weaponentity.viewmodelforclient = self;
894 self.weaponentity.flags = 0;
895 self.weaponentity.think = CL_Weaponentity_Think;
896 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
897 self.weaponentity.nextthink = time;
899 self.exteriorweaponentity = spawn();
900 self.exteriorweaponentity.classname = "exteriorweaponentity";
901 self.exteriorweaponentity.solid = SOLID_NOT;
902 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
903 self.exteriorweaponentity.owner = self;
904 setorigin(self.exteriorweaponentity, '0 0 0');
905 self.exteriorweaponentity.angles = '0 0 0';
906 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
907 self.exteriorweaponentity.nextthink = time;
910 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
913 WriteByte(MSG_ONE, SVC_TEMPENTITY);
914 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
915 WriteByte(MSG_ONE, wpn);
916 WriteString(MSG_ONE, wpnname);
917 WriteByte(MSG_ONE, type);
920 .float hasweapon_complain_spam;
922 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
924 local float weaponbit, f;
925 local entity oldself;
927 if(time < self.hasweapon_complain_spam)
930 self.hasweapon_complain_spam = time + 0.2;
932 if (wpn < WEP_FIRST || wpn > WEP_LAST)
935 sprint(self, "Invalid weapon\n");
938 weaponbit = W_WeaponBit(wpn);
939 if (cl.weapons & weaponbit)
943 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
951 f = weapon_action(wpn, WR_CHECKAMMO1);
952 f = f + weapon_action(wpn, WR_CHECKAMMO2);
954 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
956 if(wpn == WEP_MINE_LAYER)
957 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
965 if(clienttype(cl) == CLIENTTYPE_REAL)
967 play2(cl, "weapons/unavailable.wav");
968 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
969 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
979 // Report Proper Weapon Status / Modified Weapon Ownership Message
980 if(weaponsInMap & weaponbit)
982 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
983 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
985 if(autocvar_g_showweaponspawns)
990 e = get_weaponinfo(wpn);
993 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
995 if(e.classname == "droppedweapon")
997 if not(e.flags & FL_ITEM)
999 WaypointSprite_Spawn(
1006 RADARICON_NONE, '0 0 0'
1013 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1014 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1017 play2(cl, "weapons/unavailable.wav");
1025 if (self.weapon != -1)
1028 self.switchingweapon = 0;
1030 if (self.weaponentity)
1032 self.weaponentity.state = WS_CLEAR;
1033 self.weaponentity.effects = 0;
1039 if (self.weaponentity)
1040 self.weaponentity.state = WS_READY;
1041 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1044 // Setup weapon for client (after this raise frame will be launched)
1045 void weapon_setup(float windex)
1048 qcweaponanimation = autocvar_sv_qcweaponanimation;
1049 e = get_weaponinfo(windex);
1050 self.items &~= IT_AMMO;
1051 self.items = self.items | e.items;
1053 // the two weapon entities will notice this has changed and update their models
1054 self.weapon = windex;
1055 self.switchingweapon = windex; // to make sure
1056 self.weaponname = e.mdl;
1057 self.bulletcounter = 0;
1060 // perform weapon to attack (weaponstate and attack_finished check is here)
1061 void W_SwitchToOtherWeapon(entity pl)
1063 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1065 w = W_WeaponBit(pl.weapon);
1067 ww = w_getbestweapon(pl);
1070 W_SwitchWeapon_Force(pl, ww);
1073 float weapon_prepareattack_checkammo(float secondary)
1075 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1076 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1078 // always keep the Mine Layer if we placed mines, so that we can detonate them
1080 if(self.weapon == WEP_MINE_LAYER)
1081 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1084 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1086 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1087 self.prevdryfire = time;
1090 W_SwitchToOtherWeapon(self);
1095 .float race_penalty;
1096 float weapon_prepareattack_check(float secondary, float attacktime)
1098 if(!weapon_prepareattack_checkammo(secondary))
1101 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1102 //if all players readied up and the countdown is running
1103 if(time < game_starttime || time < self.race_penalty) {
1107 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1110 // do not even think about shooting if switching
1111 if(self.switchweapon != self.weapon)
1116 // don't fire if previous attack is not finished
1117 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1119 // don't fire while changing weapon
1120 if (self.weaponentity.state != WS_READY)
1126 float weapon_prepareattack_do(float secondary, float attacktime)
1128 self.weaponentity.state = WS_INUSE;
1130 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1132 // if the weapon hasn't been firing continuously, reset the timer
1135 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1137 ATTACK_FINISHED(self) = time;
1138 //dprint("resetting attack finished to ", ftos(time), "\n");
1140 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1142 self.bulletcounter += 1;
1143 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1146 float weapon_prepareattack(float secondary, float attacktime)
1148 if(weapon_prepareattack_check(secondary, attacktime))
1150 weapon_prepareattack_do(secondary, attacktime);
1157 void weapon_thinkf(float fr, float t, void() func)
1163 if(fr == WFRAME_DONTCHANGE)
1165 fr = self.weaponentity.wframe;
1166 restartanim = FALSE;
1168 else if (fr == WFRAME_IDLE)
1169 restartanim = FALSE;
1177 if (self.weaponentity)
1179 self.weaponentity.wframe = fr;
1180 if (qcweaponanimation)
1182 if (fr != WFRAME_IDLE)
1184 self.weapon_morph0time = time;
1185 self.weapon_morph0angles = self.weaponentity.angles;
1186 self.weapon_morph0origin = self.weaponentity.origin;
1188 self.weapon_morph1angles = '0 0 0';
1189 self.weapon_morph1time = time + t;
1190 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1191 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1193 self.weapon_morph2angles = '0 0 0';
1194 self.weapon_morph2time = time + t;
1195 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1196 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1198 self.weapon_morph3angles = '0 0 0';
1199 self.weapon_morph3time = time + t;
1200 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1201 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1203 self.weapon_morph4angles = '0 0 0';
1204 self.weapon_morph4time = time + t;
1205 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1206 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1208 if (fr == WFRAME_FIRE1)
1210 self.weapon_morph1angles = '5 0 0';
1211 self.weapon_morph1time = time + t * 0.1;
1212 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1213 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1214 self.weapon_morph4time = time + t + 1; // delay idle effect
1216 else if (fr == WFRAME_FIRE2)
1218 self.weapon_morph1angles = '10 0 0';
1219 self.weapon_morph1time = time + t * 0.1;
1220 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1221 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1222 self.weapon_morph4time = time + t + 1; // delay idle effect
1224 else if (fr == WFRAME_RELOAD)
1226 self.weapon_morph1time = time + t * 0.05;
1227 self.weapon_morph1angles = '-10 40 0';
1228 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1229 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1231 self.weapon_morph2time = time + t * 0.15;
1232 self.weapon_morph2angles = '-10 40 5';
1233 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1234 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1236 self.weapon_morph3time = time + t * 0.25;
1237 self.weapon_morph3angles = '-10 40 0';
1238 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1239 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1245 if (fr == WFRAME_IDLE)
1246 a = self.weaponentity.anim_idle;
1247 else if (fr == WFRAME_FIRE1)
1248 a = self.weaponentity.anim_fire1;
1249 else if (fr == WFRAME_FIRE2)
1250 a = self.weaponentity.anim_fire2;
1251 else if (fr == WFRAME_RELOAD)
1252 a = self.weaponentity.anim_reload;
1253 a_z *= g_weaponratefactor;
1254 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1262 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1264 backtrace("Tried to override initial weapon think function - should this really happen?");
1267 t *= W_WeaponRateFactor();
1269 // VorteX: haste can be added here
1270 if (self.weapon_think == w_ready)
1272 self.weapon_nextthink = time;
1273 //dprint("started firing at ", ftos(time), "\n");
1275 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1277 self.weapon_nextthink = time;
1278 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1280 self.weapon_nextthink = self.weapon_nextthink + t;
1281 self.weapon_think = func;
1282 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1284 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1285 //anim = self.anim_shoot;
1288 if (!self.crouch) // shoot anim stands up, this looks bad
1291 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1293 anim = self.anim_melee;
1294 anim_z = anim_y / (t + sys_frametime);
1295 setanim(self, anim, FALSE, TRUE, TRUE);
1300 void weapon_boblayer1(float spd, vector org)
1302 // VorteX: haste can be added here
1305 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1313 mvelocity = mvelocity * g_weaponspeedfactor;
1315 mdirection = normalize(mvelocity);
1316 mspeed = vlen(mvelocity);
1318 nstyle = autocvar_g_projectiles_newton_style;
1319 if(nstyle == 0 || forceAbsolute)
1321 // absolute velocity
1322 outvelocity = mvelocity;
1324 else if(nstyle == 1)
1326 // true Newtonian projectiles
1327 outvelocity = pvelocity + mvelocity;
1329 else if(nstyle == 2)
1331 // true Newtonian projectiles with automatic aim adjustment
1333 // solve: |outspeed * mdirection - pvelocity| = mspeed
1334 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1335 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1339 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1340 // velocity without mdirection component > mspeed
1341 // fire at smallest possible mspeed that works?
1342 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1345 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1347 outspeed = solution_y; // the larger one
1350 //outspeed = 0; // slowest possible shot
1351 outspeed = solution_x; // the real part (that is, the average!)
1352 //dprint("impossible shot, adjusting\n");
1355 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1356 outvelocity = mdirection * outspeed;
1358 else if(nstyle == 3)
1360 // pseudo-Newtonian:
1361 outspeed = mspeed + mdirection * pvelocity;
1362 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1363 outvelocity = mdirection * outspeed;
1365 else if(nstyle == 4)
1368 outspeed = mspeed + vlen(pvelocity);
1369 outvelocity = mdirection * outspeed;
1372 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1377 void W_AttachToShotorg(entity flash, vector offset)
1381 flash.angles_z = random() * 360;
1382 if(qcweaponanimation)
1384 setorigin(flash, w_shotorg + w_shotdir * 50);
1385 flash.angles = vectoangles(w_shotdir);
1386 flash.angles_z = random() * 360;
1390 if(gettagindex(self.weaponentity, "shot"))
1391 setattachment(flash, self.weaponentity, "shot");
1393 setattachment(flash, self.weaponentity, "tag_shot");
1394 setorigin(flash, offset);
1397 copyentity(flash, xflash);
1399 flash.viewmodelforclient = self;
1401 if(self.weaponentity.oldorigin_x > 0)
1403 setattachment(xflash, self.exteriorweaponentity, "");
1404 setorigin(xflash, self.weaponentity.oldorigin + offset);
1408 if(gettagindex(self.exteriorweaponentity, "shot"))
1409 setattachment(xflash, self.exteriorweaponentity, "shot");
1411 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1412 setorigin(xflash, offset);
1417 vector cliptoplane(vector v, vector p)
1419 return v - (v * p) * p;
1422 vector solve_cubic_pq(float p, float q)
1425 D = q*q/4.0 + p*p*p/27.0;
1429 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1430 u = sqrt(-4.0/3.0 * p);
1431 // a in range 0..pi/3
1438 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1440 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1453 return '1 1 0' * v + '0 0 1' * u;
1455 return '0 1 1' * v + '1 0 0' * u;
1460 u = cbrt(-q/2.0 + sqrt(D));
1461 v = cbrt(-q/2.0 - sqrt(D));
1462 return '1 1 1' * (u + v);
1465 vector solve_cubic_abcd(float a, float b, float c, float d)
1471 p = (9*a*c - 3*b*b);
1472 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1473 v = solve_cubic_pq(p, q);
1474 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1476 v += '1 0 -1' * (v_z - v_x); // swap x, z
1480 vector findperpendicular(vector v)
1486 return normalize(cliptoplane(p, v));
1489 vector W_CalculateProjectileSpread(vector forward, float spread)
1495 spread *= g_weaponspreadfactor;
1498 sstyle = autocvar_g_projectiles_spread_style;
1502 // this is the baseline for the spread value!
1503 // standard deviation: sqrt(2/5)
1504 // density function: sqrt(1-r^2)
1505 return forward + randomvec() * spread;
1507 else if(sstyle == 1)
1509 // same thing, basically
1510 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1512 else if(sstyle == 2)
1514 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1515 sigma = spread * 0.89442719099991587855; // match baseline stddev
1516 v1 = findperpendicular(forward);
1517 v2 = cross(forward, v1);
1518 // random point on unit circle
1519 dx = random() * 2 * M_PI;
1522 // radius in our dist function
1525 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1527 else if(sstyle == 3) // gauss 3d
1529 sigma = spread * 0.44721359549996; // match baseline stddev
1530 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1532 v1_x += gsl_ran_gaussian(sigma);
1533 v1_y += gsl_ran_gaussian(sigma);
1534 v1_z += gsl_ran_gaussian(sigma);
1537 else if(sstyle == 4) // gauss 2d
1539 sigma = spread * 0.44721359549996; // match baseline stddev
1540 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1541 v1_x = gsl_ran_gaussian(sigma);
1542 v1_y = gsl_ran_gaussian(sigma);
1543 v1_z = gsl_ran_gaussian(sigma);
1544 return normalize(forward + cliptoplane(v1, forward));
1546 else if(sstyle == 5) // 1-r
1548 sigma = spread * 1.154700538379252; // match baseline stddev
1549 v1 = findperpendicular(forward);
1550 v2 = cross(forward, v1);
1551 // random point on unit circle
1552 dx = random() * 2 * M_PI;
1555 // radius in our dist function
1557 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1558 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1560 else if(sstyle == 6) // 1-r^2
1562 sigma = spread * 1.095445115010332; // match baseline stddev
1563 v1 = findperpendicular(forward);
1564 v2 = cross(forward, v1);
1565 // random point on unit circle
1566 dx = random() * 2 * M_PI;
1569 // radius in our dist function
1573 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1575 else if(sstyle == 7) // (1-r) (2-r)
1577 sigma = spread * 1.224744871391589; // match baseline stddev
1578 v1 = findperpendicular(forward);
1579 v2 = cross(forward, v1);
1580 // random point on unit circle
1581 dx = random() * 2 * M_PI;
1584 // radius in our dist function
1588 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1591 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1594 * how to derive falloff functions:
1595 * rho(r) := (2-r) * (1-r);
1598 * rhor(r) := r * rho(r);
1599 * cr(t) := integrate(rhor(r), r, a, t);
1600 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1601 * variance : scr(b) / cr(b);
1602 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1603 * sqrt(0.4 / variance), numer;
1609 float mspercallsstyle;
1610 float mspercallcount;
1612 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1614 if(missile.owner == world)
1615 error("Unowned missile");
1617 dir = dir + upDir * (pUpSpeed / pSpeed);
1618 dir_z += pZSpeed / pSpeed;
1619 pSpeed *= vlen(dir);
1620 dir = normalize(dir);
1623 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1625 mspercallsum = mspercallcount = 0;
1626 mspercallsstyle = autocvar_g_projectiles_spread_style;
1628 mspercallsum -= gettime(GETTIME_HIRES);
1630 dir = W_CalculateProjectileSpread(dir, spread);
1632 mspercallsum += gettime(GETTIME_HIRES);
1633 mspercallcount += 1;
1634 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1637 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1640 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1642 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1645 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1646 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1648 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1650 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1653 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1656 self.clip_load -= ammo_use;
1657 self.(weapon_load[self.weapon]) = self.clip_load;
1660 self.(self.current_ammo) -= ammo_use;
1663 // weapon reloading code
1665 .float reload_ammo_amount, reload_ammo_min, reload_time;
1666 .float reload_complain;
1667 .string reload_sound;
1669 void W_ReloadedAndReady()
1671 // finish the reloading process, and do the ammo transfer
1673 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1675 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1676 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1677 self.clip_load = self.reload_ammo_amount;
1680 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1682 self.clip_load += 1;
1683 self.(self.current_ammo) -= 1;
1686 self.(weapon_load[self.weapon]) = self.clip_load;
1688 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1689 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1690 // so your weapon is disabled for a few seconds without reason
1692 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1697 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1699 // set global values to work with
1701 self.reload_ammo_min = sent_ammo_min;
1702 self.reload_ammo_amount = sent_ammo_amount;
1703 self.reload_time = sent_time;
1704 self.reload_sound = sent_sound;
1706 // check if we meet the necessary conditions to reload
1709 e = get_weaponinfo(self.weapon);
1711 // don't reload weapons that don't have the RELOADABLE flag
1712 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1714 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1718 // return if reloading is disabled for this weapon
1719 if(!self.reload_ammo_amount)
1722 // our weapon is fully loaded, no need to reload
1723 if (self.clip_load >= self.reload_ammo_amount)
1726 // no ammo, so nothing to load
1727 if(!self.(self.current_ammo) && self.reload_ammo_min)
1728 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1730 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1732 play2(self, "weapons/unavailable.wav");
1733 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1734 self.reload_complain = time + 1;
1736 // switch away if the amount of ammo is not enough to keep using this weapon
1737 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1739 self.clip_load = -1; // reload later
1740 W_SwitchToOtherWeapon(self);
1745 if (self.weaponentity)
1747 if (self.weaponentity.wframe == WFRAME_RELOAD)
1750 // allow switching away while reloading, but this will cause a new reload!
1751 self.weaponentity.state = WS_READY;
1754 // now begin the reloading process
1756 sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1758 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1759 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1760 // so your weapon is disabled for a few seconds without reason
1762 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1764 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1766 if(self.clip_load < 0)
1768 self.old_clip_load = self.clip_load;
1769 self.clip_load = self.(weapon_load[self.weapon]) = -1;