#include "../../common/weapons/all.qh"
#include "../../lib/csqcmodel/sv_model.qh"
-vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
-{
- switch (algn)
- {
- default: case 3: break; // right alignment
- case 4: vecs.y = -vecs.y;
- break; // left
- case 1: case 2: vecs.y = 0;
- vecs.z -= 2;
- break; // center
- }
-
- return vecs;
-}
-
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
-{
- string s;
-
- if (visual)
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
- else if (autocvar_g_shootfromeye)
- {
- vecs.y = vecs.z = 0;
- }
- else if (autocvar_g_shootfromcenter)
- {
- vecs.y = 0;
- vecs.z -= 2;
- }
- else if ((s = autocvar_g_shootfromfixedorigin) != "")
- {
- vector v = stov(s);
- if (y_is_right) v.y = -v.y;
- if (v.x != 0) vecs.x = v.x;
- vecs.y = v.y;
- vecs.z = v.z;
- }
- else // just do the same as top
- {
- vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
- }
-
- return vecs;
-}
-
-vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
-{
- return shotorg_adjust_values(vecs, y_is_right, visual, algn);
-}
-
.int state;
.float weapon_frametime;
}
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
- .entity weaponentity, int fire) func);
-
bool CL_Weaponentity_CustomizeEntityForClient()
{
SELFPARAM();
return true;
}
-/*
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- * tags:
- * weapon = attachment for v_tuba.md3
- * v_tuba.md3 - first and third person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin, also used for muzzle flashes)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- * v_tuba.md3 - third person model
- * g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- * tags:
- * shot = muzzle end (shot origin)
- * shell = casings ejection point (must be on the right hand side of the gun)
- * v_tuba.md3 - third person model
- * tags:
- * shot = muzzle end (for muzzle flashes)
- * g_tuba.md3 - pickup model
- */
-
-// writes:
-// this.origin, this.angles
-// this.weaponentity
-// this.movedir, this.view_ofs
-// attachment stuff
-// anim stuff
-// to free:
-// call again with ""
-// remove the ent
-void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name)
-{
- if (name != "")
- {
- // if there is a child entity, hide it until we're sure we use it
- if (this.(weaponentity)) this.(weaponentity).model = "";
- _setmodel(this, W_Model(strcat("v_", name, ".md3")));
- int v_shot_idx = gettagindex(this, "shot"); // used later
- if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
-
- _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
- this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
- this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
- this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
-
- // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
- // if we don't, this is a "real" animated model
- if (gettagindex(this, "weapon"))
- {
- if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
- _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
- setattachment(this.(weaponentity), this, "weapon");
- }
- else if (gettagindex(this, "tag_weapon"))
- {
- if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
- _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
- setattachment(this.(weaponentity), this, "tag_weapon");
- }
- else
- {
- if (this.(weaponentity)) remove(this.(weaponentity));
- this.(weaponentity) = NULL;
- }
-
- setorigin(this, '0 0 0');
- this.angles = '0 0 0';
- this.frame = 0;
- this.viewmodelforclient = NULL;
-
- float idx;
-
- if (v_shot_idx) // v_ model attached to invisible h_ model
- {
- this.movedir = gettaginfo(this.(weaponentity), v_shot_idx);
- }
- else
- {
- idx = gettagindex(this, "shot");
- if (!idx) idx = gettagindex(this, "tag_shot");
- if (idx)
- {
- this.movedir = gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
- this.movedir = '0 0 0';
- }
- }
-
- if (this.(weaponentity)) // v_ model attached to invisible h_ model
- {
- idx = gettagindex(this.(weaponentity), "shell");
- if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell");
- if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx);
- }
- else
- {
- idx = 0;
- }
- if (!idx)
- {
- idx = gettagindex(this, "shell");
- if (!idx) idx = gettagindex(this, "tag_shell");
- if (idx)
- {
- this.spawnorigin = gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'shell' tag, will display casings wrong\n");
- this.spawnorigin = this.movedir;
- }
- }
-
- if (v_shot_idx)
- {
- this.oldorigin = '0 0 0'; // use regular attachment
- }
- else
- {
- if (this.(weaponentity))
- {
- idx = gettagindex(this, "weapon");
- if (!idx) idx = gettagindex(this, "tag_weapon");
- }
- else
- {
- idx = gettagindex(this, "handle");
- if (!idx) idx = gettagindex(this, "tag_handle");
- }
- if (idx)
- {
- this.oldorigin = this.movedir - gettaginfo(this, idx);
- }
- else
- {
- LOG_INFO("WARNING: weapon model ", this.model,
- " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
- this.oldorigin = '0 0 0'; // there is no way to recover from this
- }
- }
-
- this.viewmodelforclient = this.owner;
- }
- else
- {
- this.model = "";
- if (this.(weaponentity)) remove(this.(weaponentity));
- this.(weaponentity) = NULL;
- this.movedir = '0 0 0';
- this.spawnorigin = '0 0 0';
- this.oldorigin = '0 0 0';
- this.anim_fire1 = '0 1 0.01';
- this.anim_fire2 = '0 1 0.01';
- this.anim_idle = '0 1 0.01';
- this.anim_reload = '0 1 0.01';
- }
-
- this.view_ofs = '0 0 0';
-
- if (this.movedir.x >= 0)
- {
- vector v0 = this.movedir;
- this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
- this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
- }
- this.owner.stat_shotorg = compressShotOrigin(this.movedir);
- this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
-
- this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
-
- // check if an instant weapon switch occurred
- setorigin(this, this.view_ofs);
- // reset animstate now
- this.wframe = WFRAME_IDLE;
- setanim(this, this.anim_idle, true, false, true);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
+vector CL_Weapon_GetShotOrg(int wpn)
{
entity wi = Weapons_from(wpn);
entity e = spawn();
- .entity weaponentity = weaponentities[0];
- CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl);
+ CL_WeaponEntity_SetModel(e, wi.mdl);
vector ret = e.movedir;
- CL_WeaponEntity_SetModel(e, weaponentity, "");
+ CL_WeaponEntity_SetModel(e, "");
remove(e);
return ret;
}
..entity weaponentity_fld;
+.float m_alpha;
void CL_Weaponentity_Think()
{
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{
- if (this.(weaponentity)) remove(this.(weaponentity));
+ // owner has new gun; remove self
+ if (this.weaponchild) remove(this.weaponchild);
remove(this);
return;
}
if (this.owner.deadflag != DEAD_NO)
{
+ // owner died; disappear
this.model = "";
- if (this.(weaponentity)) this.(weaponentity).model = "";
+ if (this.weaponchild) this.weaponchild.model = "";
return;
}
- if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
+ if (this.weaponname != this.owner.weaponname
+ || this.dmg != this.owner.modelindex
|| this.deadflag != this.owner.deadflag)
{
+ // owner changed weapons; update appearance
this.weaponname = this.owner.weaponname;
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname);
+ CL_WeaponEntity_SetModel(this, this.owner.weaponname);
}
- int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
- this.effects = this.owner.effects & EFMASK_CHEAP;
- this.effects &= ~EF_LOWPRECISION;
- this.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
- this.effects &= ~EF_TELEPORT_BIT;
- this.effects &= ~EF_RESTARTANIM_BIT;
- this.effects |= tb;
- if (weaponentity != weaponentities[0]) this.effects |= EF_NODRAW;
+ this.alpha = -1; // TODO: don't render this entity at all
- if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
- else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
- else this.alpha = 1;
+ if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
+ else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
+ else this.m_alpha = 1;
- this.glowmod = this.owner.weaponentity_glowmod;
- this.colormap = this.owner.colormap;
- if (this.(weaponentity))
- {
- this.(weaponentity).effects = this.effects;
- this.(weaponentity).alpha = this.alpha;
- this.(weaponentity).colormap = this.colormap;
- this.(weaponentity).glowmod = this.glowmod;
- }
-
- this.angles = '0 0 0';
-
- float f = this.weapon_nextthink - time;
- if (this.state == WS_RAISE && !intermission_running)
- {
- entity newwep = Weapons_from(this.owner.switchweapon);
- f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_DROP && !intermission_running)
- {
- entity oldwep = Weapons_from(this.owner.weapon);
- f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
- this.angles_x = -90 * f * f;
- }
- else if (this.state == WS_CLEAR)
+ if (this.weaponchild)
{
- f = 1;
- this.angles_x = -90 * f * f;
+ this.weaponchild.alpha = this.alpha;
+ this.weaponchild.effects = this.effects;
}
}
}
// spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e, .entity weaponentity)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
{
- entity view = e.(weaponentity) = new(weaponentity);
+ entity view = actor.(weaponentity) = new(weaponentity);
make_pure(view);
view.solid = SOLID_NOT;
- view.owner = e;
+ view.owner = actor;
setmodel(view, MDL_Null); // precision set when changed
setorigin(view, '0 0 0');
- view.angles = '0 0 0';
- view.viewmodelforclient = e;
- view.flags = 0;
view.weaponentity_fld = weaponentity;
view.think = CL_Weaponentity_Think;
- view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
view.nextthink = time;
+ view.viewmodelforclient = actor;
+ view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
if (weaponentity == weaponentities[0])
{
- entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
+ entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
make_pure(exterior);
exterior.solid = SOLID_NOT;
- exterior.exteriorweaponentity = exterior;
- exterior.owner = e;
+ exterior.owner = actor;
setorigin(exterior, '0 0 0');
- exterior.angles = '0 0 0';
exterior.think = CL_ExteriorWeaponentity_Think;
exterior.nextthink = time;
if (mine.owner == actor) return false;
if (thiswep == WEP_SHOTGUN)
- if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
+ if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
- if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
actor.prevdryfire = time;
return false;
// do not even think about shooting if switching
- if (actor.switchweapon != actor.weapon) return false;
+ if (PS(actor).m_switchweapon.m_id != actor.weapon) return false;
if (attacktime >= 0)
{
return false;
}
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+/**
+ * @param t defer thinking until time + t
+ * @param func next think function
+ */
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
.entity weaponentity, int fire) func)
{
entity this = actor.(weaponentity);
fr = this.wframe;
restartanim = false;
}
- else if (fr == WFRAME_IDLE)
- {
- restartanim = false;
- }
else
{
- restartanim = true;
+ restartanim = fr != WFRAME_IDLE;
}
vector of = v_forward;
vector or = v_right;
vector ou = v_up;
+ vector a = '0 0 0';
if (this)
{
this.wframe = fr;
- vector a = '0 0 0';
if (fr == WFRAME_IDLE) a = this.anim_idle;
else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
else // if (fr == WFRAME_RELOAD)
a = this.anim_reload;
a.z *= g_weaponratefactor;
- setanim(this, a, restartanim == false, restartanim, restartanim);
}
v_forward = of;
this.weapon_nextthink = time;
// dprint("reset weapon animation timer at ", ftos(time), "\n");
}
- this.weapon_nextthink = this.weapon_nextthink + t;
+ this.weapon_nextthink += t;
+ if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
this.weapon_think = func;
// dprint("next ", ftos(this.weapon_nextthink), "\n");
+ if (this)
+ {
+ entity e;
+ FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+ }
+
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
- && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
- else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+ int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+ ? ANIMACTION_MELEE
+ : ANIMACTION_SHOOT
+ ;
+ animdecide_setaction(actor, act, restartanim);
}
- else
+ else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
{
- if (actor.anim_upper_action == ANIMACTION_SHOOT
- || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
+ actor.anim_upper_action = 0;
}
}
void W_WeaponFrame(entity actor)
{
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
entity this = actor.(weaponentity);
if (frametime) actor.weapon_frametime = frametime;
- if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
if (forbidWeaponUse(actor))
}
}
- if (actor.switchweapon == 0)
+ if (PS(actor).m_switchweapon.m_id == 0)
{
actor.weapon = 0;
actor.switchingweapon = 0;
vector up = v_up;
// Change weapon
- if (actor.weapon != actor.switchweapon)
+ if (actor.weapon != PS(actor).m_switchweapon.m_id)
{
switch (this.state)
{
case WS_CLEAR:
{
// end switching!
- actor.switchingweapon = actor.switchweapon;
- entity newwep = Weapons_from(actor.switchweapon);
+ Weapon newwep = PS(actor).m_switchweapon;
+ actor.switchingweapon = newwep.m_id;
// the two weapon entities will notice this has changed and update their models
- actor.weapon = actor.switchweapon;
+ actor.weapon = newwep.m_id;
actor.weaponname = newwep.mdl;
actor.bulletcounter = 0;
actor.ammo_field = newwep.ammo_field;
// set our clip load to the load of the weapon we switched to, if it's reloadable
if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
{
- actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+ actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
actor.clip_size = newwep.reloading_ammo;
}
else
case WS_DROP:
{
// in dropping phase we can switch at any time
- actor.switchingweapon = actor.switchweapon;
+ actor.switchingweapon = PS(actor).m_switchweapon.m_id;
break;
}
case WS_READY:
{
// start switching!
- actor.switchingweapon = actor.switchweapon;
+ actor.switchingweapon = PS(actor).m_switchweapon.m_id;
entity oldwep = Weapons_from(actor.weapon);
// set up weapon switch think in the future, and start drop anim
- if (
-#if INDEPENDENT_ATTACK_FINISHED
- true
-#else
- ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
-#endif
- )
+ if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
{
sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
this.state = WS_DROP;
// server framerate is very low and the weapon fire rate very high
for (int c = 0; c < W_TICSPERFRAME; ++c)
{
- if (w && !(actor.weapons & WepSet_FromWeapon(w)))
+ if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
{
- if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ if (actor.weapon == PS(actor).m_switchweapon.m_id) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w = 0;
}
}
else
{
- if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
- WEP_HOOK.m_id);
+ if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+ W_SwitchWeapon(WEP_HOOK);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
flash.owner = actor;
flash.angles_z = random() * 360;
- entity this = actor.(weaponentity);
- if (gettagindex(this, "shot")) setattachment(flash, this, "shot");
- else setattachment(flash, this, "tag_shot");
+ entity view = actor.(weaponentity);
+ entity exterior = actor.exteriorweaponentity;
+
+ if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
+ else setattachment(flash, view, "tag_shot");
setorigin(flash, offset);
entity xflash = spawn();
flash.viewmodelforclient = actor;
- if (this.oldorigin.x > 0)
+ if (view.oldorigin.x > 0)
{
- setattachment(xflash, actor.exteriorweaponentity, "");
- setorigin(xflash, this.oldorigin + offset);
+ setattachment(xflash, exterior, "");
+ setorigin(xflash, view.oldorigin + offset);
}
else
{
- if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
- else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
+ if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
+ else setattachment(xflash, exterior, "tag_shot");
setorigin(xflash, offset);
}
}