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 .float prevstrengthsound;
131 .float prevstrengthsoundattempt;
132 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
135 && (player.items & IT_STRENGTH)
136 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
137 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
139 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
140 player.prevstrengthsound = time;
142 player.prevstrengthsoundattempt = time;
145 // this function calculates w_shotorg and w_shotdir based on the weapon model
146 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
147 // make sure you call makevectors first (FIXME?)
148 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
150 float nudge = 1; // added to traceline target and subtracted from result
153 oldsolid = ent.dphitcontentsmask;
154 if(ent.weapon == WEP_RIFLE)
155 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
157 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
159 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
160 // passing world, because we do NOT want it to touch dphitcontentsmask
162 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
163 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
169 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
174 // un-adjust trueaim if shotend is too close
175 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
176 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
179 if(accuracy_canbegooddamage(ent))
180 accuracy_add(ent, ent.weapon, maxdamage, 0);
182 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
184 if(ent.weaponentity.movedir_x > 0)
185 vecs = ent.weaponentity.movedir;
188 if(debug_shotorg != '0 0 0')
189 vecs = debug_shotorg;
191 dv = v_right * -vecs_y + v_up * vecs_z;
192 w_shotorg = ent.origin + ent.view_ofs + dv;
194 // now move the shotorg forward as much as requested if possible
197 if(ent.antilag_debug)
198 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
200 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
203 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
204 w_shotorg = trace_endpos - v_forward * nudge;
205 // calculate the shotdir from the chosen shotorg
206 w_shotdir = normalize(w_shotend - w_shotorg);
209 if (!ent.cvar_cl_noantilag)
211 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
213 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
214 if (!trace_ent.takedamage)
216 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
217 if (trace_ent.takedamage && trace_ent.classname == "player")
221 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
223 w_shotdir = normalize(trace_ent.origin - w_shotorg);
227 else if(autocvar_g_antilag == 3) // client side hitscan
229 // this part MUST use prydon cursor
230 if (ent.cursor_trace_ent) // client was aiming at someone
231 if (ent.cursor_trace_ent != ent) // just to make sure
232 if (ent.cursor_trace_ent.takedamage) // and that person is killable
233 if (ent.cursor_trace_ent.classname == "player") // and actually a player
235 // verify that the shot would miss without antilag
236 // (avoids an issue where guns would always shoot at their origin)
237 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
238 if (!trace_ent.takedamage)
240 // verify that the shot would hit if altered
241 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
242 if (trace_ent == ent.cursor_trace_ent)
243 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
245 print("antilag fail\n");
251 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
254 ent.punchangle_x = recoil * -1;
258 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
259 W_PlayStrengthSound(ent);
262 // nudge w_shotend so a trace to w_shotend hits
263 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
266 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
267 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
268 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
269 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
270 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
272 float CL_Weaponentity_CustomizeEntityForClient()
274 self.viewmodelforclient = self.owner;
275 if(other.classname == "spectator")
276 if(other.enemy == self.owner)
277 self.viewmodelforclient = other;
284 * 1. simple animated model, muzzle flash handling on h_ model:
285 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
287 * shot = muzzle end (shot origin, also used for muzzle flashes)
288 * shell = casings ejection point (must be on the right hand side of the gun)
289 * weapon = attachment for v_tuba.md3
290 * v_tuba.md3 - first and third person model
291 * g_tuba.md3 - pickup model
293 * 2. simple animated model, muzzle flash handling on v_ model:
294 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
296 * weapon = attachment for v_tuba.md3
297 * v_tuba.md3 - first and third person model
299 * shot = muzzle end (shot origin, also used for muzzle flashes)
300 * shell = casings ejection point (must be on the right hand side of the gun)
301 * g_tuba.md3 - pickup model
303 * 3. fully animated model, muzzle flash handling on h_ model:
304 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
306 * shot = muzzle end (shot origin, also used for muzzle flashes)
307 * shell = casings ejection point (must be on the right hand side of the gun)
308 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
309 * v_tuba.md3 - third person model
310 * g_tuba.md3 - pickup model
312 * 4. fully animated model, muzzle flash handling on v_ model:
313 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
315 * shot = muzzle end (shot origin)
316 * shell = casings ejection point (must be on the right hand side of the gun)
317 * v_tuba.md3 - third person model
319 * shot = muzzle end (for muzzle flashes)
320 * g_tuba.md3 - pickup model
324 // self.origin, self.angles
326 // self.movedir, self.view_ofs
330 // call again with ""
332 void CL_WeaponEntity_SetModel(string name)
337 // if there is a child entity, hide it until we're sure we use it
338 if (self.weaponentity)
339 self.weaponentity.model = "";
340 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
341 v_shot_idx = gettagindex(self, "shot"); // used later
343 v_shot_idx = gettagindex(self, "tag_shot");
345 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
346 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
347 self.anim_fire1 = animfixfps(self, '0 1 0.01');
348 self.anim_fire2 = animfixfps(self, '1 1 0.01');
349 self.anim_idle = animfixfps(self, '2 1 0.01');
350 self.anim_reload = animfixfps(self, '3 1 0.01');
352 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
353 // if we don't, this is a "real" animated model
354 if(gettagindex(self, "weapon"))
356 if (!self.weaponentity)
357 self.weaponentity = spawn();
358 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
359 setattachment(self.weaponentity, self, "weapon");
361 else if(gettagindex(self, "tag_weapon"))
363 if (!self.weaponentity)
364 self.weaponentity = spawn();
365 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
366 setattachment(self.weaponentity, self, "tag_weapon");
370 if(self.weaponentity)
371 remove(self.weaponentity);
372 self.weaponentity = world;
375 setorigin(self,'0 0 0');
376 self.angles = '0 0 0';
378 self.viewmodelforclient = world;
382 if(v_shot_idx) // v_ model attached to invisible h_ model
384 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
388 idx = gettagindex(self, "shot");
390 idx = gettagindex(self, "tag_shot");
392 self.movedir = gettaginfo(self, idx);
395 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
396 self.movedir = '0 0 0';
400 if(self.weaponentity) // v_ model attached to invisible h_ model
402 idx = gettagindex(self.weaponentity, "shell");
404 idx = gettagindex(self.weaponentity, "tag_shell");
406 self.spawnorigin = gettaginfo(self.weaponentity, idx);
412 idx = gettagindex(self, "shell");
414 idx = gettagindex(self, "tag_shell");
416 self.spawnorigin = gettaginfo(self, idx);
419 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
420 self.spawnorigin = self.movedir;
426 self.oldorigin = '0 0 0'; // use regular attachment
430 if(self.weaponentity)
432 idx = gettagindex(self, "weapon");
434 idx = gettagindex(self, "tag_weapon");
438 idx = gettagindex(self, "handle");
440 idx = gettagindex(self, "tag_handle");
444 self.oldorigin = self.movedir - gettaginfo(self, idx);
448 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");
449 self.oldorigin = '0 0 0'; // there is no way to recover from this
453 self.viewmodelforclient = self.owner;
458 if(self.weaponentity)
459 remove(self.weaponentity);
460 self.weaponentity = world;
461 self.movedir = '0 0 0';
462 self.spawnorigin = '0 0 0';
463 self.oldorigin = '0 0 0';
464 self.anim_fire1 = '0 1 0.01';
465 self.anim_fire2 = '0 1 0.01';
466 self.anim_idle = '0 1 0.01';
467 self.anim_reload = '0 1 0.01';
470 self.view_ofs = '0 0 0';
472 if(self.movedir_x >= 0)
476 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
477 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
479 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
480 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
482 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
484 // check if an instant weapon switch occurred
485 setorigin(self, self.view_ofs);
486 // reset animstate now
487 self.wframe = WFRAME_IDLE;
488 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
491 vector CL_Weapon_GetShotOrg(float wpn)
495 wi = get_weaponinfo(wpn);
498 CL_WeaponEntity_SetModel(wi.mdl);
500 CL_WeaponEntity_SetModel("");
506 void CL_Weaponentity_Think()
509 self.nextthink = time;
510 if (intermission_running)
511 self.frame = self.anim_idle_x;
512 if (self.owner.weaponentity != self)
514 if (self.weaponentity)
515 remove(self.weaponentity);
519 if (self.owner.deadflag != DEAD_NO)
522 if (self.weaponentity)
523 self.weaponentity.model = "";
526 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
528 self.weaponname = self.owner.weaponname;
529 self.dmg = self.owner.modelindex;
530 self.deadflag = self.owner.deadflag;
532 CL_WeaponEntity_SetModel(self.owner.weaponname);
535 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
536 self.effects = self.owner.effects & EFMASK_CHEAP;
537 self.effects &~= EF_LOWPRECISION;
538 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
539 self.effects &~= EF_TELEPORT_BIT;
540 self.effects &~= EF_RESTARTANIM_BIT;
543 if(self.owner.alpha == default_player_alpha)
544 self.alpha = default_weapon_alpha;
545 else if(self.owner.alpha != 0)
546 self.alpha = self.owner.alpha;
550 self.glowmod = self.owner.weaponentity_glowmod;
551 self.colormap = self.owner.colormap;
552 if (self.weaponentity)
554 self.weaponentity.effects = self.effects;
555 self.weaponentity.alpha = self.alpha;
556 self.weaponentity.colormap = self.colormap;
557 self.weaponentity.glowmod = self.glowmod;
560 self.angles = '0 0 0';
563 if (self.state == WS_RAISE && !intermission_running)
565 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
566 self.angles_x = -90 * f * f;
568 else if (self.state == WS_DROP && !intermission_running)
570 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
571 self.angles_x = -90 * f * f;
573 else if (self.state == WS_CLEAR)
576 self.angles_x = -90 * f * f;
580 void CL_ExteriorWeaponentity_Think()
584 self.nextthink = time;
585 if (self.owner.exteriorweaponentity != self)
590 if (self.owner.deadflag != DEAD_NO)
595 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
597 self.weaponname = self.owner.weaponname;
598 self.dmg = self.owner.modelindex;
599 self.deadflag = self.owner.deadflag;
600 if (self.owner.weaponname != "")
601 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
605 if((tag_found = gettagindex(self.owner, "tag_weapon")))
607 self.tag_index = tag_found;
608 self.tag_entity = self.owner;
611 setattachment(self, self.owner, "bip01 r hand");
613 // if that didn't find a tag, hide the exterior weapon model
617 self.effects = self.owner.effects;
618 if(sv_pitch_min == sv_pitch_max)
619 self.effects |= EF_LOWPRECISION;
621 self.effects &~= EF_LOWPRECISION;
622 self.effects = self.effects & EFMASK_CHEAP; // eat performance
623 if(self.owner.alpha == default_player_alpha)
624 self.alpha = default_weapon_alpha;
625 else if(self.owner.alpha != 0)
626 self.alpha = self.owner.alpha;
630 if (!intermission_running)
632 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
636 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
638 ang_y = self.owner.v_angle_y;
640 var vector v = v_forward;
641 var float t = self.tag_entity.frame1time;
642 var float f = self.tag_entity.frame;
643 self.tag_entity.frame1time = time;
644 self.tag_entity.frame = self.tag_entity.anim_idle_x;
645 gettaginfo(self.tag_entity, self.tag_index);
646 self.tag_entity.frame1time = t;
647 self.tag_entity.frame = f;
648 // untransform v according to this coordinate space
653 self.angles = vectoangles(w);
657 ang_x = -/* don't ask */ang_x;
661 if(autocvar_g_loituma)
666 t = time * autocvar_g_loituma;
668 modangles_x = t * 360;
673 AnglesTransform_ToAngles(
674 AnglesTransform_Multiply(
675 AnglesTransform_FromAngles(self.angles),
676 AnglesTransform_FromAngles(modangles)
682 self.glowmod = self.owner.weaponentity_glowmod;
683 self.colormap = self.owner.colormap;
685 CSQCMODEL_AUTOUPDATE();
688 // spawning weaponentity for client
689 void CL_SpawnWeaponentity()
691 self.weaponentity = spawn();
692 self.weaponentity.classname = "weaponentity";
693 self.weaponentity.solid = SOLID_NOT;
694 self.weaponentity.owner = self;
695 setmodel(self.weaponentity, ""); // precision set when changed
696 setorigin(self.weaponentity, '0 0 0');
697 self.weaponentity.angles = '0 0 0';
698 self.weaponentity.viewmodelforclient = self;
699 self.weaponentity.flags = 0;
700 self.weaponentity.think = CL_Weaponentity_Think;
701 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
702 self.weaponentity.nextthink = time;
704 self.exteriorweaponentity = spawn();
705 self.exteriorweaponentity.classname = "exteriorweaponentity";
706 self.exteriorweaponentity.solid = SOLID_NOT;
707 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
708 self.exteriorweaponentity.owner = self;
709 setorigin(self.exteriorweaponentity, '0 0 0');
710 self.exteriorweaponentity.angles = '0 0 0';
711 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
712 self.exteriorweaponentity.nextthink = time;
715 entity oldself = self;
716 self = self.exteriorweaponentity;
717 CSQCMODEL_AUTOINIT();
722 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
725 WriteByte(MSG_ONE, SVC_TEMPENTITY);
726 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
727 WriteByte(MSG_ONE, wpn);
728 WriteString(MSG_ONE, wpnname);
729 WriteByte(MSG_ONE, type);
732 .float hasweapon_complain_spam;
734 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
739 if(time < self.hasweapon_complain_spam)
742 self.hasweapon_complain_spam = time + 0.2;
744 if (wpn < WEP_FIRST || wpn > WEP_LAST)
747 sprint(self, "Invalid weapon\n");
750 weaponbit = W_WeaponBit(wpn);
751 if (cl.weapons & weaponbit)
755 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
763 f = weapon_action(wpn, WR_CHECKAMMO1);
764 f = f + weapon_action(wpn, WR_CHECKAMMO2);
766 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
768 if(wpn == WEP_MINE_LAYER)
769 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
777 if(clienttype(cl) == CLIENTTYPE_REAL)
779 play2(cl, "weapons/unavailable.wav");
780 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
781 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
791 // Report Proper Weapon Status / Modified Weapon Ownership Message
792 if(weaponsInMap & weaponbit)
794 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
795 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
797 if(autocvar_g_showweaponspawns)
802 e = get_weaponinfo(wpn);
805 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
807 if(e.classname == "droppedweapon")
809 if not(e.flags & FL_ITEM)
811 WaypointSprite_Spawn(
818 RADARICON_NONE, '0 0 0'
825 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
826 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
829 play2(cl, "weapons/unavailable.wav");
837 if (self.weapon != -1)
840 self.switchingweapon = 0;
842 if (self.weaponentity)
844 self.weaponentity.state = WS_CLEAR;
845 self.weaponentity.effects = 0;
851 if (self.weaponentity)
852 self.weaponentity.state = WS_READY;
853 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
856 // Setup weapon for client (after this raise frame will be launched)
857 void weapon_setup(float windex)
860 e = get_weaponinfo(windex);
861 self.items &~= IT_AMMO;
862 self.items = self.items | e.items;
864 // the two weapon entities will notice this has changed and update their models
865 self.weapon = windex;
866 self.switchingweapon = windex; // to make sure
867 self.weaponname = e.mdl;
868 self.bulletcounter = 0;
871 // perform weapon to attack (weaponstate and attack_finished check is here)
872 void W_SwitchToOtherWeapon(entity pl)
874 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
876 w = W_WeaponBit(pl.weapon);
878 ww = w_getbestweapon(pl);
881 W_SwitchWeapon_Force(pl, ww);
884 float weapon_prepareattack_checkammo(float secondary)
886 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
887 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
889 // always keep the Mine Layer if we placed mines, so that we can detonate them
891 if(self.weapon == WEP_MINE_LAYER)
892 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
895 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
897 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
898 self.prevdryfire = time;
901 W_SwitchToOtherWeapon(self);
907 float weapon_prepareattack_check(float secondary, float attacktime)
909 if(!weapon_prepareattack_checkammo(secondary))
912 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
913 //if all players readied up and the countdown is running
914 if(time < game_starttime || time < self.race_penalty) {
918 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
921 // do not even think about shooting if switching
922 if(self.switchweapon != self.weapon)
927 // don't fire if previous attack is not finished
928 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
930 // don't fire while changing weapon
931 if (self.weaponentity.state != WS_READY)
937 float weapon_prepareattack_do(float secondary, float attacktime)
939 self.weaponentity.state = WS_INUSE;
941 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
943 // if the weapon hasn't been firing continuously, reset the timer
946 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
948 ATTACK_FINISHED(self) = time;
949 //dprint("resetting attack finished to ", ftos(time), "\n");
951 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
953 self.bulletcounter += 1;
954 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
957 float weapon_prepareattack(float secondary, float attacktime)
959 if(weapon_prepareattack_check(secondary, attacktime))
961 weapon_prepareattack_do(secondary, attacktime);
968 void weapon_thinkf(float fr, float t, void() func)
974 if(fr == WFRAME_DONTCHANGE)
976 fr = self.weaponentity.wframe;
979 else if (fr == WFRAME_IDLE)
988 if (self.weaponentity)
990 self.weaponentity.wframe = fr;
991 if (fr == WFRAME_IDLE)
992 a = self.weaponentity.anim_idle;
993 else if (fr == WFRAME_FIRE1)
994 a = self.weaponentity.anim_fire1;
995 else if (fr == WFRAME_FIRE2)
996 a = self.weaponentity.anim_fire2;
997 else if (fr == WFRAME_RELOAD)
998 a = self.weaponentity.anim_reload;
999 a_z *= g_weaponratefactor;
1000 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1007 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1009 backtrace("Tried to override initial weapon think function - should this really happen?");
1012 t *= W_WeaponRateFactor();
1014 // VorteX: haste can be added here
1015 if (self.weapon_think == w_ready)
1017 self.weapon_nextthink = time;
1018 //dprint("started firing at ", ftos(time), "\n");
1020 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1022 self.weapon_nextthink = time;
1023 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1025 self.weapon_nextthink = self.weapon_nextthink + t;
1026 self.weapon_think = func;
1027 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1029 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1030 //anim = self.anim_shoot;
1033 if (!self.crouch) // shoot anim stands up, this looks bad
1036 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1038 anim = self.anim_melee;
1039 anim_z = anim_y / (t + sys_frametime);
1040 setanim(self, anim, FALSE, TRUE, TRUE);
1042 else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
1044 anim = self.anim_shoot;
1045 anim_z = anim_y / (t + sys_frametime);
1046 setanim(self, anim, FALSE, TRUE, TRUE);
1051 void weapon_boblayer1(float spd, vector org)
1053 // VorteX: haste can be added here
1056 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1064 mvelocity = mvelocity * g_weaponspeedfactor;
1066 mdirection = normalize(mvelocity);
1067 mspeed = vlen(mvelocity);
1069 nstyle = autocvar_g_projectiles_newton_style;
1070 if(nstyle == 0 || forceAbsolute)
1072 // absolute velocity
1073 outvelocity = mvelocity;
1075 else if(nstyle == 1)
1077 // true Newtonian projectiles
1078 outvelocity = pvelocity + mvelocity;
1080 else if(nstyle == 2)
1082 // true Newtonian projectiles with automatic aim adjustment
1084 // solve: |outspeed * mdirection - pvelocity| = mspeed
1085 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1086 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1090 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1091 // velocity without mdirection component > mspeed
1092 // fire at smallest possible mspeed that works?
1093 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1096 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1098 outspeed = solution_y; // the larger one
1101 //outspeed = 0; // slowest possible shot
1102 outspeed = solution_x; // the real part (that is, the average!)
1103 //dprint("impossible shot, adjusting\n");
1106 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1107 outvelocity = mdirection * outspeed;
1109 else if(nstyle == 3)
1111 // pseudo-Newtonian:
1112 outspeed = mspeed + mdirection * pvelocity;
1113 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1114 outvelocity = mdirection * outspeed;
1116 else if(nstyle == 4)
1119 outspeed = mspeed + vlen(pvelocity);
1120 outvelocity = mdirection * outspeed;
1123 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1128 void W_AttachToShotorg(entity flash, vector offset)
1132 flash.angles_z = random() * 360;
1134 if(gettagindex(self.weaponentity, "shot"))
1135 setattachment(flash, self.weaponentity, "shot");
1137 setattachment(flash, self.weaponentity, "tag_shot");
1138 setorigin(flash, offset);
1141 copyentity(flash, xflash);
1143 flash.viewmodelforclient = self;
1145 if(self.weaponentity.oldorigin_x > 0)
1147 setattachment(xflash, self.exteriorweaponentity, "");
1148 setorigin(xflash, self.weaponentity.oldorigin + offset);
1152 if(gettagindex(self.exteriorweaponentity, "shot"))
1153 setattachment(xflash, self.exteriorweaponentity, "shot");
1155 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1156 setorigin(xflash, offset);
1160 vector cliptoplane(vector v, vector p)
1162 return v - (v * p) * p;
1165 vector solve_cubic_pq(float p, float q)
1168 D = q*q/4.0 + p*p*p/27.0;
1172 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1173 u = sqrt(-4.0/3.0 * p);
1174 // a in range 0..pi/3
1181 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1183 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1196 return '1 1 0' * v + '0 0 1' * u;
1198 return '0 1 1' * v + '1 0 0' * u;
1203 u = cbrt(-q/2.0 + sqrt(D));
1204 v = cbrt(-q/2.0 - sqrt(D));
1205 return '1 1 1' * (u + v);
1208 vector solve_cubic_abcd(float a, float b, float c, float d)
1214 p = (9*a*c - 3*b*b);
1215 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1216 v = solve_cubic_pq(p, q);
1217 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1219 v += '1 0 -1' * (v_z - v_x); // swap x, z
1223 vector findperpendicular(vector v)
1229 return normalize(cliptoplane(p, v));
1232 vector W_CalculateProjectileSpread(vector forward, float spread)
1238 spread *= g_weaponspreadfactor;
1241 sstyle = autocvar_g_projectiles_spread_style;
1245 // this is the baseline for the spread value!
1246 // standard deviation: sqrt(2/5)
1247 // density function: sqrt(1-r^2)
1248 return forward + randomvec() * spread;
1250 else if(sstyle == 1)
1252 // same thing, basically
1253 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1255 else if(sstyle == 2)
1257 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1258 sigma = spread * 0.89442719099991587855; // match baseline stddev
1259 v1 = findperpendicular(forward);
1260 v2 = cross(forward, v1);
1261 // random point on unit circle
1262 dx = random() * 2 * M_PI;
1265 // radius in our dist function
1268 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1270 else if(sstyle == 3) // gauss 3d
1272 sigma = spread * 0.44721359549996; // match baseline stddev
1273 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1275 v1_x += gsl_ran_gaussian(sigma);
1276 v1_y += gsl_ran_gaussian(sigma);
1277 v1_z += gsl_ran_gaussian(sigma);
1280 else if(sstyle == 4) // gauss 2d
1282 sigma = spread * 0.44721359549996; // match baseline stddev
1283 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1284 v1_x = gsl_ran_gaussian(sigma);
1285 v1_y = gsl_ran_gaussian(sigma);
1286 v1_z = gsl_ran_gaussian(sigma);
1287 return normalize(forward + cliptoplane(v1, forward));
1289 else if(sstyle == 5) // 1-r
1291 sigma = spread * 1.154700538379252; // match baseline stddev
1292 v1 = findperpendicular(forward);
1293 v2 = cross(forward, v1);
1294 // random point on unit circle
1295 dx = random() * 2 * M_PI;
1298 // radius in our dist function
1300 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1301 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1303 else if(sstyle == 6) // 1-r^2
1305 sigma = spread * 1.095445115010332; // match baseline stddev
1306 v1 = findperpendicular(forward);
1307 v2 = cross(forward, v1);
1308 // random point on unit circle
1309 dx = random() * 2 * M_PI;
1312 // radius in our dist function
1316 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1318 else if(sstyle == 7) // (1-r) (2-r)
1320 sigma = spread * 1.224744871391589; // match baseline stddev
1321 v1 = findperpendicular(forward);
1322 v2 = cross(forward, v1);
1323 // random point on unit circle
1324 dx = random() * 2 * M_PI;
1327 // radius in our dist function
1331 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1334 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)!");
1337 * how to derive falloff functions:
1338 * rho(r) := (2-r) * (1-r);
1341 * rhor(r) := r * rho(r);
1342 * cr(t) := integrate(rhor(r), r, a, t);
1343 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1344 * variance : scr(b) / cr(b);
1345 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1346 * sqrt(0.4 / variance), numer;
1352 float mspercallsstyle;
1353 float mspercallcount;
1355 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1357 if(missile.owner == world)
1358 error("Unowned missile");
1360 dir = dir + upDir * (pUpSpeed / pSpeed);
1361 dir_z += pZSpeed / pSpeed;
1362 pSpeed *= vlen(dir);
1363 dir = normalize(dir);
1366 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1368 mspercallsum = mspercallcount = 0;
1369 mspercallsstyle = autocvar_g_projectiles_spread_style;
1371 mspercallsum -= gettime(GETTIME_HIRES);
1373 dir = W_CalculateProjectileSpread(dir, spread);
1375 mspercallsum += gettime(GETTIME_HIRES);
1376 mspercallcount += 1;
1377 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1380 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1383 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1385 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1388 #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)
1389 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1391 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1393 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1396 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1399 self.clip_load -= ammo_use;
1400 self.(weapon_load[self.weapon]) = self.clip_load;
1403 self.(self.current_ammo) -= ammo_use;
1406 // weapon reloading code
1408 .float reload_ammo_amount, reload_ammo_min, reload_time;
1409 .float reload_complain;
1410 .string reload_sound;
1412 void W_ReloadedAndReady()
1414 // finish the reloading process, and do the ammo transfer
1416 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1418 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1419 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1420 self.clip_load = self.reload_ammo_amount;
1423 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1425 self.clip_load += 1;
1426 self.(self.current_ammo) -= 1;
1429 self.(weapon_load[self.weapon]) = self.clip_load;
1431 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1432 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1433 // so your weapon is disabled for a few seconds without reason
1435 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1440 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1442 // set global values to work with
1444 self.reload_ammo_min = sent_ammo_min;
1445 self.reload_ammo_amount = sent_ammo_amount;
1446 self.reload_time = sent_time;
1447 self.reload_sound = sent_sound;
1449 // check if we meet the necessary conditions to reload
1452 e = get_weaponinfo(self.weapon);
1454 // don't reload weapons that don't have the RELOADABLE flag
1455 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1457 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1461 // return if reloading is disabled for this weapon
1462 if(!self.reload_ammo_amount)
1465 // our weapon is fully loaded, no need to reload
1466 if (self.clip_load >= self.reload_ammo_amount)
1469 // no ammo, so nothing to load
1470 if(!self.(self.current_ammo) && self.reload_ammo_min)
1471 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1473 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1475 play2(self, "weapons/unavailable.wav");
1476 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1477 self.reload_complain = time + 1;
1479 // switch away if the amount of ammo is not enough to keep using this weapon
1480 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1482 self.clip_load = -1; // reload later
1483 W_SwitchToOtherWeapon(self);
1488 if (self.weaponentity)
1490 if (self.weaponentity.wframe == WFRAME_RELOAD)
1493 // allow switching away while reloading, but this will cause a new reload!
1494 self.weaponentity.state = WS_READY;
1497 // now begin the reloading process
1499 sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1501 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1502 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1503 // so your weapon is disabled for a few seconds without reason
1505 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1507 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1509 if(self.clip_load < 0)
1511 self.old_clip_load = self.clip_load;
1512 self.clip_load = self.(weapon_load[self.weapon]) = -1;