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1 /*\r
2 ===========================================================================\r
3 \r
4   CLIENT WEAPONSYSTEM CODE\r
5   Bring back W_Weaponframe\r
6 \r
7 ===========================================================================\r
8 */\r
9 \r
10 .float weapon_frametime;\r
11 \r
12 float W_WeaponRateFactor()\r
13 {\r
14         float t;\r
15         t = 1.0 / g_weaponratefactor;\r
16 \r
17         return t;\r
18 }\r
19 \r
20 void W_SwitchWeapon_Force(entity e, float w)\r
21 {\r
22         e.cnt = e.switchweapon;\r
23         e.switchweapon = w;\r
24 }\r
25 \r
26 .float antilag_debug;\r
27 \r
28 // VorteX: static frame globals\r
29 float WFRAME_DONTCHANGE = -1;\r
30 float WFRAME_FIRE1 = 0;\r
31 float WFRAME_FIRE2 = 1;\r
32 float WFRAME_IDLE = 2;\r
33 float WFRAME_RELOAD = 3;\r
34 .float wframe;\r
35 \r
36 void(float fr, float t, void() func) weapon_thinkf;\r
37 \r
38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)\r
39 {\r
40         vector ret;\r
41         ret_x = screenright * v;\r
42         ret_y = screenup * v;\r
43         ret_z = screenforward * v;\r
44         return ret;\r
45 }\r
46 \r
47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)\r
48 {\r
49         float i, j, k;\r
50         vector mi, ma, thisv, myv, ret;\r
51 \r
52         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);\r
53 \r
54         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance\r
55 \r
56         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)\r
57         {\r
58                 thisv = targ.origin;\r
59                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;\r
60                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;\r
61                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;\r
62                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);\r
63                 if(i || j || k)\r
64                 {\r
65                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;\r
66                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;\r
67                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;\r
68                 }\r
69                 else\r
70                 {\r
71                         // first run\r
72                         mi = ma = thisv;\r
73                 }\r
74         }\r
75 \r
76         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);\r
77         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);\r
78         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);\r
79         ret_z = thisv_z - myv_z;\r
80         return ret;\r
81 }\r
82 \r
83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)\r
84 {\r
85         vector hitplot;\r
86         vector org;\r
87         float lag;\r
88 \r
89         if(player.hitplotfh >= 0)\r
90         {\r
91                 lag = ANTILAG_LATENCY(player);\r
92                 if(lag < 0.001)\r
93                         lag = 0;\r
94                 if(clienttype(player) != CLIENTTYPE_REAL)\r
95                         lag = 0; // only antilag for clients\r
96 \r
97                 org = player.origin + player.view_ofs;\r
98                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);\r
99                 if(trace_ent.flags & FL_CLIENT)\r
100                 {\r
101                         antilag_takeback(trace_ent, time - lag);\r
102                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);\r
103                         antilag_restore(trace_ent);\r
104                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));\r
105                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));\r
106                 }\r
107         }\r
108 }\r
109 \r
110 vector w_shotorg;\r
111 vector w_shotdir;\r
112 \r
113 // this function calculates w_shotorg and w_shotdir based on the weapon model\r
114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.\r
115 // make sure you call makevectors first (FIXME?)\r
116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)\r
117 {\r
118         float nudge = 1; // added to traceline target and subtracted from result\r
119         local vector trueaimpoint;\r
120         local float oldsolid;\r
121         vector vecs, dv;\r
122         oldsolid = ent.dphitcontentsmask;\r
123         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
124         if(antilag)\r
125                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
126                 // passing world, because we do NOT want it to touch dphitcontentsmask\r
127         else\r
128                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);\r
129         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
130 \r
131         vector vf, vr, vu;\r
132         vf = v_forward;\r
133         vr = v_right;\r
134         vu = v_up;\r
135         trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support\r
136         v_forward = vf;\r
137         v_right = vr;\r
138         v_up = vu;\r
139 \r
140         // track max damage\r
141         if not(inWarmupStage) {\r
142                 entity w;\r
143                 w = get_weaponinfo(ent.weapon);\r
144                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage\r
145                         ent.stats_fired[ent.weapon - 1] += maxdamage;\r
146                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);\r
147                 }\r
148         }\r
149 \r
150         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);\r
151 \r
152         if(ent.weaponentity.movedir_x > 0)\r
153         {\r
154                 vecs = ent.weaponentity.movedir;\r
155                 vecs_y = -vecs_y;\r
156         }\r
157         else\r
158                 vecs = '0 0 0';\r
159 \r
160         if(debug_shotorg != '0 0 0')\r
161                 vecs = debug_shotorg;\r
162 \r
163         dv = v_right * vecs_y + v_up * vecs_z;\r
164         w_shotorg = ent.origin + ent.view_ofs + dv;\r
165 \r
166         // now move the shotorg forward as much as requested if possible\r
167         if(antilag)\r
168         {\r
169                 if(ent.antilag_debug)\r
170                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);\r
171                 else\r
172                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
173         }\r
174         else\r
175                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);\r
176         w_shotorg = trace_endpos - v_forward * nudge;\r
177         // calculate the shotdir from the chosen shotorg\r
178         w_shotdir = normalize(trueaimpoint - w_shotorg);\r
179 \r
180         if (antilag)\r
181         if (!ent.cvar_cl_noantilag)\r
182         {\r
183                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original\r
184                 {\r
185                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
186                         if (!trace_ent.takedamage)\r
187                         {\r
188                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
189                                 if (trace_ent.takedamage && trace_ent.classname == "player")\r
190                                 {\r
191                                         entity e;\r
192                                         e = trace_ent;\r
193                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);\r
194                                         if(trace_ent == e)\r
195                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);\r
196                                 }\r
197                         }\r
198                 }\r
199                 else if(cvar("g_antilag") == 3) // client side hitscan\r
200                 {\r
201                         // this part MUST use prydon cursor\r
202                         if (ent.cursor_trace_ent)                 // client was aiming at someone\r
203                         if (ent.cursor_trace_ent != ent)         // just to make sure\r
204                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable\r
205                         if (ent.cursor_trace_ent.classname == "player") // and actually a player\r
206                         {\r
207                                 // verify that the shot would miss without antilag\r
208                                 // (avoids an issue where guns would always shoot at their origin)\r
209                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
210                                 if (!trace_ent.takedamage)\r
211                                 {\r
212                                         // verify that the shot would hit if altered\r
213                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);\r
214                                         if (trace_ent == ent.cursor_trace_ent)\r
215                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);\r
216                                         else\r
217                                                 print("antilag fail\n");\r
218                                 }\r
219                         }\r
220                 }\r
221         }\r
222 \r
223         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
224 \r
225         if (!g_norecoil)\r
226                 ent.punchangle_x = recoil * -1;\r
227 \r
228         if (snd != "")\r
229         {\r
230                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
231         }\r
232 \r
233         if (ent.items & IT_STRENGTH)\r
234         sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
235 };\r
236 \r
237 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
238 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
239 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
240 \r
241 .string weaponname;\r
242 \r
243 float CL_Weaponentity_CustomizeEntityForClient()\r
244 {\r
245         self.viewmodelforclient = self.owner;\r
246         if(other.classname == "spectator")\r
247                 if(other.enemy == self.owner)\r
248                         self.viewmodelforclient = other;\r
249         return TRUE;\r
250 }\r
251 \r
252 float CL_ExteriorWeaponentity_CustomizeEntityForClient()\r
253 {\r
254         // hide the exterior weapon entity of a predator from their prey\r
255         // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
256         if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
257                 return TRUE;\r
258 \r
259         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
260                 other = other.enemy; // also do this for the player we are spectating\r
261 \r
262         if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
263         if(other.predator == self.owner || other.fakepredator == self.owner)\r
264         {\r
265                 setmodel(self, "");\r
266                 return TRUE;\r
267         }\r
268 \r
269         if not(self.owner.stat_eaten)\r
270                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
271         else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(other.cvar_chase_active || other.classname == "observer"))\r
272                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
273         else\r
274                 setmodel(self, ""); // hide prey's weapon model\r
275         return TRUE;\r
276 }\r
277 \r
278 float qcweaponanimation;\r
279 vector weapon_offset = '0 -10 0';\r
280 vector weapon_adjust = '10 0 -15';\r
281 .vector weapon_morph0origin;\r
282 .vector weapon_morph0angles;\r
283 .float  weapon_morph0time;\r
284 .vector weapon_morph1origin;\r
285 .vector weapon_morph1angles;\r
286 .float  weapon_morph1time;\r
287 .vector weapon_morph2origin;\r
288 .vector weapon_morph2angles;\r
289 .float  weapon_morph2time;\r
290 .vector weapon_morph3origin;\r
291 .vector weapon_morph3angles;\r
292 .float  weapon_morph3time;\r
293 .vector weapon_morph4origin;\r
294 .vector weapon_morph4angles;\r
295 .float  weapon_morph4time;\r
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)\r
297 \r
298 /*\r
299  * supported formats:\r
300  *\r
301  * 1. simple animated model, muzzle flash handling on h_ model:\r
302  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
303  *      tags:\r
304  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
305  *        shell = casings ejection point (must be on the right hand side of the gun)\r
306  *        weapon = attachment for v_tuba.md3\r
307  *    v_tuba.md3 - first and third person model\r
308  *    g_tuba.md3 - pickup model\r
309  *\r
310  * 2. simple animated model, muzzle flash handling on v_ model:\r
311  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
312  *      tags:\r
313  *        weapon = attachment for v_tuba.md3\r
314  *    v_tuba.md3 - first and third person model\r
315  *      tags:\r
316  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
317  *        shell = casings ejection point (must be on the right hand side of the gun)\r
318  *    g_tuba.md3 - pickup model\r
319  *\r
320  * 3. fully animated model, muzzle flash handling on h_ model:\r
321  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
322  *      tags:\r
323  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
324  *        shell = casings ejection point (must be on the right hand side of the gun)\r
325  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)\r
326  *    v_tuba.md3 - third person model\r
327  *    g_tuba.md3 - pickup model\r
328  *\r
329  * 4. fully animated model, muzzle flash handling on v_ model:\r
330  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
331  *      tags:\r
332  *        shot = muzzle end (shot origin)\r
333  *        shell = casings ejection point (must be on the right hand side of the gun)\r
334  *    v_tuba.md3 - third person model\r
335  *      tags:\r
336  *        shot = muzzle end (for muzzle flashes)\r
337  *    g_tuba.md3 - pickup model\r
338  */\r
339 \r
340 void CL_Weaponentity_Think()\r
341 {\r
342         float tb, v_shot_idx;\r
343         self.nextthink = time;\r
344         if (intermission_running)\r
345                 self.frame = self.anim_idle_x;\r
346         if (self.owner.weaponentity != self)\r
347         {\r
348                 if (self.weaponentity)\r
349                         remove(self.weaponentity);\r
350                 remove(self);\r
351                 return;\r
352         }\r
353         if (self.owner.deadflag != DEAD_NO)\r
354         {\r
355                 self.model = "";\r
356                 if (self.weaponentity)\r
357                         self.weaponentity.model = "";\r
358                 return;\r
359         }\r
360         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
361         {\r
362                 self.cnt = self.owner.weapon;\r
363                 self.dmg = self.owner.modelindex;\r
364                 self.deadflag = self.owner.deadflag;\r
365 \r
366                 string animfilename;\r
367                 float animfile;\r
368                 if (self.owner.weaponname != "")\r
369                 {\r
370                         // if there is a child entity, hide it until we're sure we use it\r
371                         if (self.weaponentity)\r
372                                 self.weaponentity.model = "";\r
373                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
374                         v_shot_idx = gettagindex(self, "shot"); // used later\r
375                         if(!v_shot_idx)\r
376                                 v_shot_idx = gettagindex(self, "tag_shot");\r
377 \r
378                         if(qcweaponanimation)\r
379                         {\r
380                                 self.angles = '0 0 0';\r
381                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
382                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;\r
383                                 self.movedir_x += 32;\r
384                                 self.spawnorigin = self.movedir;\r
385                                 // oldorigin - not calculated here\r
386                         }\r
387                         else\r
388                         {\r
389                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
390                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
391                                 animfile = fopen(animfilename, FILE_READ);\r
392                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
393                                 self.anim_fire1  = '0 1 0.01';\r
394                                 self.anim_fire2  = '1 1 0.01';\r
395                                 self.anim_idle   = '2 1 0.01';\r
396                                 self.anim_reload = '3 1 0.01';\r
397                                 if (animfile >= 0)\r
398                                 {\r
399                                         animparseerror = FALSE;\r
400                                         self.anim_fire1  = animparseline(animfile);\r
401                                         self.anim_fire2  = animparseline(animfile);\r
402                                         self.anim_idle   = animparseline(animfile);\r
403                                         self.anim_reload = animparseline(animfile);\r
404                                         fclose(animfile);\r
405                                         if (animparseerror)\r
406                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");\r
407                                 }\r
408 \r
409                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
410                                 // if we don't, this is a "real" animated model\r
411                                 if(gettagindex(self, "weapon"))\r
412                                 {\r
413                                         if (!self.weaponentity)\r
414                                                 self.weaponentity = spawn();\r
415                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
416                                         setattachment(self.weaponentity, self, "weapon");\r
417                                 }\r
418                                 else if(gettagindex(self, "tag_weapon"))\r
419                                 {\r
420                                         if (!self.weaponentity)\r
421                                                 self.weaponentity = spawn();\r
422                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
423                                         setattachment(self.weaponentity, self, "tag_weapon");\r
424                                 }\r
425                                 else\r
426                                 {\r
427                                         if(self.weaponentity)\r
428                                                 remove(self.weaponentity);\r
429                                         self.weaponentity = world;\r
430                                 }\r
431 \r
432                                 setorigin(self,'0 0 0');\r
433                                 self.angles = '0 0 0';\r
434                                 self.frame = 0;\r
435                                 self.viewmodelforclient = world;\r
436 \r
437                                 float idx;\r
438 \r
439                                 if(v_shot_idx) // v_ model attached to invisible h_ model\r
440                                 {\r
441                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);\r
442                                 }\r
443                                 else\r
444                                 {\r
445                                         idx = gettagindex(self, "shot");\r
446                                         if(!idx)\r
447                                                 idx = gettagindex(self, "tag_shot");\r
448                                         if(idx)\r
449                                                 self.movedir = gettaginfo(self, idx);\r
450                                         else\r
451                                         {\r
452                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");\r
453                                                 self.movedir = '0 0 0';\r
454                                         }\r
455                                 }\r
456 \r
457                                 if(self.weaponentity) // v_ model attached to invisible h_ model\r
458                                 {\r
459                                         idx = gettagindex(self.weaponentity, "shell");\r
460                                         if(!idx)\r
461                                                 idx = gettagindex(self.weaponentity, "tag_shell");\r
462                                         if(idx)\r
463                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);\r
464                                 }\r
465                                 else\r
466                                         idx = 0;\r
467                                 if(!idx)\r
468                                 {\r
469                                         idx = gettagindex(self, "shell");\r
470                                         if(!idx)\r
471                                                 idx = gettagindex(self, "tag_shell");\r
472                                         if(idx)\r
473                                                 self.spawnorigin = gettaginfo(self, idx);\r
474                                         else\r
475                                         {\r
476                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");\r
477                                                 self.spawnorigin = self.movedir;\r
478                                         }\r
479                                 }\r
480 \r
481                                 if(v_shot_idx)\r
482                                 {\r
483                                         self.oldorigin = '0 0 0'; // use regular attachment\r
484                                 }\r
485                                 else\r
486                                 {\r
487                                         if(self.weaponentity)\r
488                                         {\r
489                                                 idx = gettagindex(self, "weapon");\r
490                                                 if(!idx)\r
491                                                         idx = gettagindex(self, "tag_weapon");\r
492                                         }\r
493                                         else\r
494                                         {\r
495                                                 idx = gettagindex(self, "handle");\r
496                                                 if(!idx)\r
497                                                         idx = gettagindex(self, "tag_handle");\r
498                                         }\r
499                                         if(idx)\r
500                                         {\r
501                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);\r
502                                         }\r
503                                         else\r
504                                         {\r
505                                                 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");\r
506                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this\r
507                                         }\r
508                                 }\r
509 \r
510                                 self.viewmodelforclient = self.owner;\r
511                         }\r
512                 }\r
513                 else\r
514                 {\r
515                         self.model = "";\r
516                         if(self.weaponentity)\r
517                                 remove(self.weaponentity);\r
518                         self.weaponentity = world;\r
519                         self.movedir = '0 0 0';\r
520                         self.spawnorigin = '0 0 0';\r
521                         self.oldorigin = '0 0 0';\r
522                         self.anim_fire1  = '0 1 0.01';\r
523                         self.anim_fire2  = '0 1 0.01';\r
524                         self.anim_idle   = '0 1 0.01';\r
525                         self.anim_reload = '0 1 0.01';\r
526                 }\r
527 \r
528                 self.view_ofs = '0 0 0';\r
529 \r
530                 if(self.movedir_x >= 0)\r
531                 {\r
532                         vector v0;\r
533                         v0 = self.movedir;\r
534                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);\r
535                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;\r
536                 }\r
537                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);\r
538                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly\r
539 \r
540                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount\r
541 \r
542                 // check if an instant weapon switch occurred\r
543                 if (qcweaponanimation)\r
544                 {\r
545                         if (self.state == WS_READY)\r
546                         {\r
547                                 self.angles = '0 0 0';\r
548                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
549                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
550                         }\r
551                 }\r
552                 else\r
553                         setorigin(self, self.view_ofs);\r
554                 // reset animstate now\r
555                 self.wframe = WFRAME_IDLE;\r
556                 self.weapon_morph0time = 0;\r
557                 self.weapon_morph1time = 0;\r
558                 self.weapon_morph2time = 0;\r
559                 self.weapon_morph3time = 0;\r
560                 self.weapon_morph4time = 0;\r
561                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
562         }\r
563 \r
564         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));\r
565         self.effects = self.owner.effects & EFMASK_CHEAP;\r
566         self.effects &~= EF_LOWPRECISION;\r
567         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it\r
568         self.effects &~= EF_TELEPORT_BIT;\r
569         self.effects &~= EF_RESTARTANIM_BIT;\r
570         self.effects |= tb;\r
571 \r
572         if(self.owner.alpha == default_player_alpha)\r
573                 self.alpha = default_weapon_alpha;\r
574         else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
575                 self.alpha = self.owner.alpha;\r
576         else\r
577                 self.alpha = 1;\r
578 \r
579         self.colormap = self.owner.colormap;\r
580         self.colormod = self.owner.colormod;\r
581         self.glowmod = self.owner.weaponentity_glowmod;\r
582         if (self.weaponentity)\r
583         {\r
584                 self.weaponentity.effects = self.effects;\r
585                 self.weaponentity.alpha = self.alpha;\r
586                 self.weaponentity.colormap = self.colormap;\r
587                 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
588                 self.weaponentity.glowmod = self.glowmod;\r
589         }\r
590 \r
591         self.angles = '0 0 0';\r
592         local float f;\r
593         f = 0;\r
594         if (self.state == WS_RAISE && !intermission_running)\r
595         {\r
596                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
597                 self.angles_x = -90 * f * f;\r
598                 if (qcweaponanimation)\r
599                 {\r
600                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
601                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
602                 }\r
603         }\r
604         else if (self.state == WS_DROP && !intermission_running)\r
605         {\r
606                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
607                 self.angles_x = -90 * f * f;\r
608                 if (qcweaponanimation)\r
609                 {\r
610                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
611                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
612                 }\r
613         }\r
614         else if (self.state == WS_CLEAR)\r
615         {\r
616                 f = 1;\r
617                 self.angles_x = -90 * f * f;\r
618                 if (qcweaponanimation)\r
619                 {\r
620                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
621                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
622                 }\r
623         }\r
624         else if (qcweaponanimation && time < self.owner.weapon_morph1time)\r
625         {\r
626                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);\r
627                 f = 1 - pow(1 - f, 3);\r
628                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;\r
629                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);\r
630         }\r
631         else if (qcweaponanimation && time < self.owner.weapon_morph2time)\r
632         {\r
633                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);\r
634                 f = 1 - pow(1 - f, 3);\r
635                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;\r
636                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);\r
637         }\r
638         else if (qcweaponanimation && time < self.owner.weapon_morph3time)\r
639         {\r
640                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);\r
641                 f = 1 - pow(1 - f, 3);\r
642                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;\r
643                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);\r
644         }\r
645         else if (qcweaponanimation && time < self.owner.weapon_morph4time)\r
646         {\r
647                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);\r
648                 f = 1 - pow(1 - f, 3);\r
649                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;\r
650                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);\r
651         }\r
652         else if (qcweaponanimation)\r
653         {\r
654                 // begin a new idle morph\r
655                 self.owner.weapon_morph0time   = time;\r
656                 self.owner.weapon_morph0angles = self.angles;\r
657                 self.owner.weapon_morph0origin = self.origin;\r
658 \r
659                 float r;\r
660                 float t;\r
661 \r
662                 r = random();\r
663                 if (r < 0.1)\r
664                 {\r
665                         // turn gun to the left to look at it\r
666                         t = 2;\r
667                         self.owner.weapon_morph1time   = time + t * 0.2;\r
668                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';\r
669                         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');\r
670                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
671 \r
672                         self.owner.weapon_morph2time   = time + t * 0.6;\r
673                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';\r
674                         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');\r
675                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
676 \r
677                         self.owner.weapon_morph3time   = time + t;\r
678                         self.owner.weapon_morph3angles = '0 0 0';\r
679                         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');\r
680                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
681                 }\r
682                 else if (r < 0.2)\r
683                 {\r
684                         // raise the gun a bit\r
685                         t = 2;\r
686                         self.owner.weapon_morph1time   = time + t * 0.2;\r
687                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';\r
688                         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');\r
689                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
690 \r
691                         self.owner.weapon_morph2time   = time + t * 0.5;\r
692                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';\r
693                         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');\r
694                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
695 \r
696                         self.owner.weapon_morph3time   = time + t;\r
697                         self.owner.weapon_morph3angles = '0 0 0';\r
698                         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');\r
699                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
700                 }\r
701                 else if (r < 0.3)\r
702                 {\r
703                         // tweak it a bit\r
704                         t = 5;\r
705                         self.owner.weapon_morph1time   = time + t * 0.3;\r
706                         self.owner.weapon_morph1angles = randomvec() * 6;\r
707                         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');\r
708                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
709 \r
710                         self.owner.weapon_morph2time   = time + t * 0.7;\r
711                         self.owner.weapon_morph2angles = randomvec() * 6;\r
712                         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');\r
713                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
714 \r
715                         self.owner.weapon_morph3time   = time + t;\r
716                         self.owner.weapon_morph3angles = '0 0 0';\r
717                         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');\r
718                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
719                 }\r
720                 else\r
721                 {\r
722                         // hold it mostly steady\r
723                         t = random() * 6 + 4;\r
724                         self.owner.weapon_morph1time   = time + t * 0.2;\r
725                         self.owner.weapon_morph1angles = randomvec() * 1;\r
726                         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');\r
727                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
728 \r
729                         self.owner.weapon_morph2time   = time + t * 0.5;\r
730                         self.owner.weapon_morph2angles = randomvec() * 1;\r
731                         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');\r
732                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
733 \r
734                         self.owner.weapon_morph3time   = time + t * 0.7;\r
735                         self.owner.weapon_morph3angles = randomvec() * 1;\r
736                         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');\r
737                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
738                 }\r
739 \r
740                 self.owner.weapon_morph4time   = time + t;\r
741                 self.owner.weapon_morph4angles = '0 0 0';\r
742                 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');\r
743                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);\r
744 \r
745         }\r
746 \r
747         // create or update the lasertarget entity\r
748 \r
749         // if we are a micro or macro, size the weapon model accordingly\r
750         if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
751         if(self.model != "")\r
752         {\r
753                 self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
754                 self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
755         }\r
756 };\r
757 \r
758 void CL_ExteriorWeaponentity_Think()\r
759 {\r
760         float tag_found;\r
761         vector ang;\r
762         self.nextthink = time;\r
763         if (self.owner.exteriorweaponentity != self)\r
764         {\r
765                 remove(self);\r
766                 return;\r
767         }\r
768         if (self.owner.deadflag != DEAD_NO)\r
769         {\r
770                 self.model = "";\r
771                 return;\r
772         }\r
773         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
774         {\r
775                 self.cnt = self.owner.weapon;\r
776                 self.dmg = self.owner.modelindex;\r
777                 self.deadflag = self.owner.deadflag;\r
778                 if (self.owner.weaponname != "")\r
779                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
780                 else\r
781                         self.model = "";\r
782 \r
783                 if((tag_found = gettagindex(self.owner, "tag_weapon")))\r
784                 {\r
785                         self.tag_index = tag_found;\r
786                         self.tag_entity = self.owner;\r
787                 }\r
788                 else\r
789                         setattachment(self, self.owner, "bip01 r hand");\r
790 \r
791                 // if that didn't find a tag, hide the exterior weapon model\r
792                 if (!self.tag_index)\r
793                         self.model = "";\r
794         }\r
795         self.effects = self.owner.effects;\r
796         if(sv_pitch_min == sv_pitch_max)\r
797                 self.effects |= EF_LOWPRECISION;\r
798         else\r
799                 self.effects &~= EF_LOWPRECISION;\r
800         self.effects = self.effects & EFMASK_CHEAP; // eat performance\r
801         if(self.owner.alpha == default_player_alpha)\r
802                 self.alpha = default_weapon_alpha;\r
803         else if(self.owner.alpha != 0)\r
804                 self.alpha = self.owner.alpha;\r
805         else\r
806                 self.alpha = 1;\r
807         self.colormod = self.owner.colormod; // used by the regurgitating colors\r
808 \r
809         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
810         ang_y = 0;\r
811         ang_z = 0;\r
812 \r
813         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward\r
814         {\r
815                 ang_y = self.owner.v_angle_y;\r
816                 makevectors(ang);\r
817                 var vector v = v_forward;\r
818                 var float t = self.tag_entity.frame1time;\r
819                 var float f = self.tag_entity.frame;\r
820                 self.tag_entity.frame1time = time;\r
821                 self.tag_entity.frame = self.tag_entity.anim_idle_x;\r
822                 gettaginfo(self.tag_entity, self.tag_index);\r
823                 self.tag_entity.frame1time = t;\r
824                 self.tag_entity.frame = f;\r
825                 // untransform v according to this coordinate space\r
826                 vector w;\r
827                 w_x = v_forward * v;\r
828                 w_y = -v_right * v;\r
829                 w_z = v_up * v;\r
830                 self.angles = vectoangles(w);\r
831         }\r
832         else\r
833         {\r
834                 ang_x = -/* don't ask */ang_x;\r
835                 self.angles = ang;\r
836         }\r
837 \r
838         // if we are a micro or macro, size the weapon model accordingly\r
839         if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
840         if(self.model != "")\r
841         {\r
842                 self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
843                 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
844         }\r
845 \r
846         self.colormap = self.owner.colormap;\r
847         self.glowmod = self.owner.weaponentity_glowmod;\r
848         self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
849 };\r
850 \r
851 // spawning weaponentity for client\r
852 void CL_SpawnWeaponentity()\r
853 {\r
854         self.weaponentity = spawn();\r
855         self.weaponentity.classname = "weaponentity";\r
856         self.weaponentity.solid = SOLID_NOT;\r
857         self.weaponentity.owner = self;\r
858         setmodel(self.weaponentity, ""); // precision set when changed\r
859         setorigin(self.weaponentity, '0 0 0');\r
860         self.weaponentity.angles = '0 0 0';\r
861         self.weaponentity.viewmodelforclient = self;\r
862         self.weaponentity.flags = 0;\r
863         self.weaponentity.think = CL_Weaponentity_Think;\r
864         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;\r
865         self.weaponentity.nextthink = time;\r
866 \r
867         self.exteriorweaponentity = spawn();\r
868         self.exteriorweaponentity.classname = "exteriorweaponentity";\r
869         self.exteriorweaponentity.solid = SOLID_NOT;\r
870         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;\r
871         self.exteriorweaponentity.owner = self;\r
872         setorigin(self.exteriorweaponentity, '0 0 0');\r
873         self.exteriorweaponentity.angles = '0 0 0';\r
874         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;\r
875         self.exteriorweaponentity.nextthink = time;\r
876 };\r
877 \r
878 .float hasweapon_complain_spam;\r
879 \r
880 float client_hasweapon(entity cl, float wpn, float andammo, float complain)\r
881 {\r
882         local float weaponbit;\r
883         //local float weaponbit, f;\r
884         //local entity oldself;\r
885 \r
886         if(time < self.hasweapon_complain_spam)\r
887                 complain = 0;\r
888         if(complain)\r
889                 self.hasweapon_complain_spam = time + 0.2;\r
890 \r
891         if (wpn < WEP_FIRST || wpn > WEP_LAST)\r
892         {\r
893                 if (complain)\r
894                         sprint(self, "Invalid weapon\n");\r
895                 return FALSE;\r
896         }\r
897         weaponbit = W_WeaponBit(wpn);\r
898         if (cl.weapons & weaponbit)\r
899         {\r
900                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
901                 /*if (andammo)\r
902                 {\r
903                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)\r
904                         {\r
905                                 f = 1;\r
906                         }\r
907                         else\r
908                         {\r
909                                 oldself = self;\r
910                                 self = cl;\r
911                                 f = weapon_action(wpn, WR_CHECKAMMO1);\r
912                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);\r
913                                 self = oldself;\r
914                         }\r
915                         if (!f)\r
916                         {\r
917                                 if (complain)\r
918                                 if(clienttype(cl) == CLIENTTYPE_REAL)\r
919                                 {\r
920                                         play2(cl, "misc/unavailable.wav");\r
921                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));\r
922                                 }\r
923                                 return FALSE;\r
924                         }\r
925                 }*/\r
926                 return TRUE;\r
927         }\r
928         if (complain)\r
929         {\r
930                 // DRESK - 3/16/07\r
931                 // Report Proper Weapon Status / Modified Weapon Ownership Message\r
932                 if(weaponsInMap & weaponbit)\r
933                 {\r
934                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );\r
935 \r
936                         if(cvar("g_showweaponspawns"))\r
937                         {\r
938                                 entity e;\r
939                                 string s;\r
940 \r
941                                 e = get_weaponinfo(wpn);\r
942                                 s = e.model2;\r
943 \r
944                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )\r
945                                 {\r
946                                         if(e.classname == "droppedweapon")\r
947                                                 continue;\r
948                                         if not(e.flags & FL_ITEM)\r
949                                                 continue;\r
950                                         WaypointSprite_Spawn(\r
951                                                 s,\r
952                                                 1, 0,\r
953                                                 world, e.origin,\r
954                                                 self, 0,\r
955                                                 world, enemy,\r
956                                                 0\r
957                                         );\r
958                                 }\r
959                         }\r
960                 }\r
961                 else\r
962                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );\r
963 \r
964                 play2(cl, "misc/unavailable.wav");\r
965         }\r
966         return FALSE;\r
967 };\r
968 \r
969 // Weapon subs\r
970 void w_clear()\r
971 {\r
972         if (self.weapon != -1)\r
973                 self.weapon = 0;\r
974         if (self.weaponentity)\r
975         {\r
976                 self.weaponentity.state = WS_CLEAR;\r
977                 self.weaponentity.effects = 0;\r
978         }\r
979 };\r
980 \r
981 void w_ready()\r
982 {\r
983         if (self.weaponentity)\r
984                 self.weaponentity.state = WS_READY;\r
985         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);\r
986 };\r
987 \r
988 // Setup weapon for client (after this raise frame will be launched)\r
989 void weapon_setup(float windex)\r
990 {\r
991         entity e;\r
992         qcweaponanimation = cvar("sv_qcweaponanimation");\r
993         e = get_weaponinfo(windex);\r
994         self.items &~= IT_AMMO;\r
995         self.items = self.items | e.items;\r
996 \r
997         // the two weapon entities will notice this has changed and update their models\r
998         self.weapon = windex;\r
999         self.weaponname = e.mdl;\r
1000 };\r
1001 \r
1002 // perform weapon to attack (weaponstate and attack_finished check is here)\r
1003 void W_SwitchToOtherWeapon(entity pl)\r
1004 {\r
1005         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
1006         float w, ww;\r
1007         w = W_WeaponBit(pl.weapon);\r
1008         pl.weapons &~= w;\r
1009         ww = w_getbestweapon(pl);\r
1010         pl.weapons |= w;\r
1011         if(ww)\r
1012                 W_SwitchWeapon_Force(pl, ww);\r
1013 }\r
1014 \r
1015 .float prevdryfire;\r
1016 float weapon_prepareattack_checkammo(float secondary)\r
1017 {\r
1018         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1019         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
1020         {\r
1021                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
1022                 {\r
1023                         sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);\r
1024                         self.prevdryfire = time;\r
1025                 }\r
1026 \r
1027                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
1028                 //W_SwitchToOtherWeapon(self);\r
1029                 return FALSE;\r
1030         }\r
1031         return TRUE;\r
1032 }\r
1033 .float race_penalty;\r
1034 float weapon_prepareattack_check(float secondary, float attacktime)\r
1035 {\r
1036         if(!weapon_prepareattack_checkammo(secondary))\r
1037                 return FALSE;\r
1038 \r
1039         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
1040         //if all players readied up and the countdown is running\r
1041         if(time < game_starttime || time < self.race_penalty) {\r
1042                 return FALSE;\r
1043         }\r
1044 \r
1045         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused\r
1046                 return FALSE;\r
1047 \r
1048         // do not even think about shooting if switching\r
1049         if(self.switchweapon != self.weapon)\r
1050                 return FALSE;\r
1051 \r
1052         if(attacktime >= 0)\r
1053         {\r
1054                 // don't fire if previous attack is not finished\r
1055                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)\r
1056                         return FALSE;\r
1057                 // don't fire while changing weapon\r
1058                 if (self.weaponentity.state != WS_READY)\r
1059                         return FALSE;\r
1060         }\r
1061 \r
1062         return TRUE;\r
1063 }\r
1064 float weapon_prepareattack_do(float secondary, float attacktime)\r
1065 {\r
1066         self.weaponentity.state = WS_INUSE;\r
1067 \r
1068         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
1069 \r
1070         // if the weapon hasn't been firing continuously, reset the timer\r
1071         if(attacktime >= 0)\r
1072         {\r
1073                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)\r
1074                 {\r
1075                         ATTACK_FINISHED(self) = time;\r
1076                         //dprint("resetting attack finished to ", ftos(time), "\n");\r
1077                 }\r
1078                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
1079         }\r
1080         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
1081         return TRUE;\r
1082 }\r
1083 float weapon_prepareattack(float secondary, float attacktime)\r
1084 {\r
1085         if(weapon_prepareattack_check(secondary, attacktime))\r
1086         {\r
1087                 weapon_prepareattack_do(secondary, attacktime);\r
1088                 return TRUE;\r
1089         }\r
1090         else\r
1091                 return FALSE;\r
1092 }\r
1093 \r
1094 void weapon_thinkf(float fr, float t, void() func)\r
1095 {\r
1096         vector a;\r
1097         vector of, or, ou;\r
1098         float restartanim;\r
1099 \r
1100         if(fr == WFRAME_DONTCHANGE)\r
1101         {\r
1102                 fr = self.weaponentity.wframe;\r
1103                 restartanim = FALSE;\r
1104         }\r
1105         else if (fr == WFRAME_IDLE)\r
1106                 restartanim = FALSE;\r
1107         else\r
1108                 restartanim = TRUE;\r
1109 \r
1110         of = v_forward;\r
1111         or = v_right;\r
1112         ou = v_up;\r
1113 \r
1114         if (self.weaponentity)\r
1115         {\r
1116                 self.weaponentity.wframe = fr;\r
1117                 if (qcweaponanimation)\r
1118                 {\r
1119                         if (fr != WFRAME_IDLE)\r
1120                         {\r
1121                                 self.weapon_morph0time = time;\r
1122                                 self.weapon_morph0angles = self.weaponentity.angles;\r
1123                                 self.weapon_morph0origin = self.weaponentity.origin;\r
1124 \r
1125                                 self.weapon_morph1angles = '0 0 0';\r
1126                                 self.weapon_morph1time = time + t;\r
1127                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1128                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1129 \r
1130                                 self.weapon_morph2angles = '0 0 0';\r
1131                                 self.weapon_morph2time = time + t;\r
1132                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1133                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1134 \r
1135                                 self.weapon_morph3angles = '0 0 0';\r
1136                                 self.weapon_morph3time = time + t;\r
1137                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1138                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1139 \r
1140                                 self.weapon_morph4angles = '0 0 0';\r
1141                                 self.weapon_morph4time = time + t;\r
1142                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');\r
1143                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1144 \r
1145                                 if (fr == WFRAME_FIRE1)\r
1146                                 {\r
1147                                         self.weapon_morph1angles = '5 0 0';\r
1148                                         self.weapon_morph1time = time + t * 0.1;\r
1149                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1150                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1151                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1152                                 }\r
1153                                 else if (fr == WFRAME_FIRE2)\r
1154                                 {\r
1155                                         self.weapon_morph1angles = '10 0 0';\r
1156                                         self.weapon_morph1time = time + t * 0.1;\r
1157                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1158                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1159                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1160                                 }\r
1161                                 else if (fr == WFRAME_RELOAD)\r
1162                                 {\r
1163                                         self.weapon_morph1time = time + t * 0.05;\r
1164                                         self.weapon_morph1angles = '-10 40 0';\r
1165                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1166                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1167 \r
1168                                         self.weapon_morph2time = time + t * 0.15;\r
1169                                         self.weapon_morph2angles = '-10 40 5';\r
1170                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1171                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1172 \r
1173                                         self.weapon_morph3time = time + t * 0.25;\r
1174                                         self.weapon_morph3angles = '-10 40 0';\r
1175                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1176                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1177                                 }\r
1178                         }\r
1179                 }\r
1180                 else\r
1181                 {\r
1182                         if (fr == WFRAME_IDLE)\r
1183                                 a = self.weaponentity.anim_idle;\r
1184                         else if (fr == WFRAME_FIRE1)\r
1185                                 a = self.weaponentity.anim_fire1;\r
1186                         else if (fr == WFRAME_FIRE2)\r
1187                                 a = self.weaponentity.anim_fire2;\r
1188                         else if (fr == WFRAME_RELOAD)\r
1189                                 a = self.weaponentity.anim_reload;\r
1190                         a_z *= g_weaponratefactor;\r
1191                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);\r
1192                 }\r
1193         }\r
1194 \r
1195         v_forward = of;\r
1196         v_right = or;\r
1197         v_up = ou;\r
1198 \r
1199         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)\r
1200         {\r
1201                 backtrace("Tried to override initial weapon think function - should this really happen?");\r
1202         }\r
1203 \r
1204         t *= W_WeaponRateFactor();\r
1205 \r
1206         // VorteX: haste can be added here\r
1207         if (self.weapon_think == w_ready)\r
1208         {\r
1209                 self.weapon_nextthink = time;\r
1210                 //dprint("started firing at ", ftos(time), "\n");\r
1211         }\r
1212         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)\r
1213         {\r
1214                 self.weapon_nextthink = time;\r
1215                 //dprint("reset weapon animation timer at ", ftos(time), "\n");\r
1216         }\r
1217         self.weapon_nextthink = self.weapon_nextthink + t;\r
1218         self.weapon_think = func;\r
1219         //dprint("next ", ftos(self.weapon_nextthink), "\n");\r
1220 \r
1221         if (restartanim)\r
1222         if (t)\r
1223         if (!self.crouch) // shoot anim stands up, this looks bad\r
1224         {\r
1225                 local vector anim;\r
1226                 anim = self.anim_shoot;\r
1227                 anim_z = anim_y / (t + sys_frametime);\r
1228                 setanim(self, anim, FALSE, TRUE, TRUE);\r
1229         }\r
1230 };\r
1231 \r
1232 void weapon_boblayer1(float spd, vector org)\r
1233 {\r
1234         // VorteX: haste can be added here\r
1235 };\r
1236 \r
1237 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)\r
1238 {\r
1239         vector mdirection;\r
1240         float mspeed;\r
1241         float outspeed;\r
1242         float nstyle;\r
1243         vector outvelocity;\r
1244 \r
1245         mvelocity = mvelocity * g_weaponspeedfactor;\r
1246 \r
1247         mdirection = normalize(mvelocity);\r
1248         mspeed = vlen(mvelocity);\r
1249 \r
1250         nstyle = cvar("g_projectiles_newton_style");\r
1251         if(nstyle == 0)\r
1252         {\r
1253                 // absolute velocity\r
1254                 outvelocity = mvelocity;\r
1255         }\r
1256         else if(nstyle == 1)\r
1257         {\r
1258                 // true Newtonian projectiles\r
1259                 outvelocity = pvelocity + mvelocity;\r
1260         }\r
1261         else if(nstyle == 2)\r
1262         {\r
1263                 // true Newtonian projectiles with automatic aim adjustment\r
1264                 //\r
1265                 // solve: |outspeed * mdirection - pvelocity| = mspeed\r
1266                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0\r
1267                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)\r
1268                 // PLUS SIGN!\r
1269                 // not defined?\r
1270                 // then...\r
1271                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2\r
1272                 // velocity without mdirection component > mspeed\r
1273                 // fire at smallest possible mspeed that works?\r
1274                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed\r
1275 \r
1276                 vector solution;\r
1277                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);\r
1278                 if(solution_z)\r
1279                         outspeed = solution_y; // the larger one\r
1280                 else\r
1281                 {\r
1282                         //outspeed = 0; // slowest possible shot\r
1283                         outspeed = solution_x; // the real part (that is, the average!)\r
1284                         //dprint("impossible shot, adjusting\n");\r
1285                 }\r
1286 \r
1287                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));\r
1288                 outvelocity = mdirection * outspeed;\r
1289         }\r
1290         else if(nstyle == 3)\r
1291         {\r
1292                 // pseudo-Newtonian:\r
1293                 outspeed = mspeed + mdirection * pvelocity;\r
1294                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);\r
1295                 outvelocity = mdirection * outspeed;\r
1296         }\r
1297         else if(nstyle == 4)\r
1298         {\r
1299                 // tZorkian:\r
1300                 outspeed = mspeed + vlen(pvelocity);\r
1301                 outvelocity = mdirection * outspeed;\r
1302         }\r
1303         else\r
1304                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");\r
1305 \r
1306         return outvelocity;\r
1307 }\r
1308 \r
1309 void W_AttachToShotorg(entity flash, vector offset)\r
1310 {\r
1311         entity xflash;\r
1312         flash.owner = self;\r
1313         flash.angles_z = random() * 360;\r
1314         if(qcweaponanimation)\r
1315         {\r
1316                 setorigin(flash, w_shotorg + w_shotdir * 50);\r
1317                 flash.angles = vectoangles(w_shotdir);\r
1318                 flash.angles_z = random() * 360;\r
1319         }\r
1320         else\r
1321         {\r
1322                 setattachment(flash, self.weaponentity, "shot");\r
1323                 setorigin(flash, offset);\r
1324 \r
1325                 xflash = spawn();\r
1326                 copyentity(flash, xflash);\r
1327 \r
1328                 flash.viewmodelforclient = self;\r
1329 \r
1330                 if(self.weaponentity.oldorigin_x > 0)\r
1331                 {\r
1332                         setattachment(xflash, self.exteriorweaponentity, "");\r
1333                         setorigin(xflash, self.weaponentity.oldorigin + offset);\r
1334                 }\r
1335                 else\r
1336                 {\r
1337                         setattachment(xflash, self.exteriorweaponentity, "shot");\r
1338                 }\r
1339         }\r
1340 }\r
1341 \r
1342 vector cliptoplane(vector v, vector p)\r
1343 {\r
1344         return v - (v * p) * p;\r
1345 }\r
1346 \r
1347 vector solve_cubic_pq(float p, float q)\r
1348 {\r
1349         float D, u, v, a;\r
1350         D = q*q/4.0 + p*p*p/27.0;\r
1351         if(D < 0)\r
1352         {\r
1353                 // irreducibilis\r
1354                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));\r
1355                 u = sqrt(-4.0/3.0 * p);\r
1356                 // a in range 0..pi/3\r
1357                 // cos(a)\r
1358                 // cos(a + 2pi/3)\r
1359                 // cos(a + 4pi/3)\r
1360                 return\r
1361                         u *\r
1362                         (\r
1363                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)\r
1364                                 +\r
1365                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)\r
1366                                 +\r
1367                                 '0 0 1' * cos(a)\r
1368                         );\r
1369         }\r
1370         else if(D == 0)\r
1371         {\r
1372                 // simple\r
1373                 if(p == 0)\r
1374                         return '0 0 0';\r
1375                 u = 3*q/p;\r
1376                 v = -u/2;\r
1377                 if(u >= v)\r
1378                         return '1 1 0' * v + '0 0 1' * u;\r
1379                 else\r
1380                         return '0 1 1' * v + '1 0 0' * u;\r
1381         }\r
1382         else\r
1383         {\r
1384                 // cardano\r
1385                 u = cbrt(-q/2.0 + sqrt(D));\r
1386                 v = cbrt(-q/2.0 - sqrt(D));\r
1387                 return '1 1 1' * (u + v);\r
1388         }\r
1389 }\r
1390 vector solve_cubic_abcd(float a, float b, float c, float d)\r
1391 {\r
1392         // y = 3*a*x + b\r
1393         // x = (y - b) / 3a\r
1394         float p, q;\r
1395         vector v;\r
1396         p = (9*a*c - 3*b*b);\r
1397         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);\r
1398         v = solve_cubic_pq(p, q);\r
1399         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));\r
1400         if(a < 0)\r
1401                 v += '1 0 -1' * (v_z - v_x); // swap x, z\r
1402         return v;\r
1403 }\r
1404 \r
1405 vector findperpendicular(vector v)\r
1406 {\r
1407         vector p;\r
1408         p_x = v_z;\r
1409         p_y = -v_x;\r
1410         p_z = v_y;\r
1411         return normalize(cliptoplane(p, v));\r
1412 }\r
1413 \r
1414 vector W_CalculateProjectileSpread(vector forward, float spread)\r
1415 {\r
1416         float sigma;\r
1417         vector v1, v2;\r
1418         float dx, dy, r;\r
1419         float sstyle;\r
1420         spread *= g_weaponspreadfactor;\r
1421         if(spread <= 0)\r
1422                 return forward;\r
1423         sstyle = cvar("g_projectiles_spread_style");\r
1424         \r
1425         if(sstyle == 0)\r
1426         {\r
1427                 // this is the baseline for the spread value!\r
1428                 // standard deviation: sqrt(2/5)\r
1429                 // density function: sqrt(1-r^2)\r
1430                 return forward + randomvec() * spread;\r
1431         }\r
1432         else if(sstyle == 1)\r
1433         {\r
1434                 // same thing, basically\r
1435                 return normalize(forward + cliptoplane(randomvec() * spread, forward));\r
1436         }\r
1437         else if(sstyle == 2)\r
1438         {\r
1439                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)\r
1440                 sigma = spread * 0.89442719099991587855; // match baseline stddev\r
1441                 v1 = findperpendicular(forward);\r
1442                 v2 = cross(forward, v1);\r
1443                 // random point on unit circle\r
1444                 dx = random() * 2 * M_PI;\r
1445                 dy = sin(dx);\r
1446                 dx = cos(dx);\r
1447                 // radius in our dist function\r
1448                 r = random();\r
1449                 r = sqrt(r);\r
1450                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1451         }\r
1452         else if(sstyle == 3) // gauss 3d\r
1453         {\r
1454                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1455                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1456                 v1 = forward;\r
1457                 v1_x += gsl_ran_gaussian(sigma);\r
1458                 v1_y += gsl_ran_gaussian(sigma);\r
1459                 v1_z += gsl_ran_gaussian(sigma);\r
1460                 return v1;\r
1461         }\r
1462         else if(sstyle == 4) // gauss 2d\r
1463         {\r
1464                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1465                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1466                 v1_x = gsl_ran_gaussian(sigma);\r
1467                 v1_y = gsl_ran_gaussian(sigma);\r
1468                 v1_z = gsl_ran_gaussian(sigma);\r
1469                 return normalize(forward + cliptoplane(v1, forward));\r
1470         }\r
1471         else if(sstyle == 5) // 1-r\r
1472         {\r
1473                 sigma = spread * 1.154700538379252; // match baseline stddev\r
1474                 v1 = findperpendicular(forward);\r
1475                 v2 = cross(forward, v1);\r
1476                 // random point on unit circle\r
1477                 dx = random() * 2 * M_PI;\r
1478                 dy = sin(dx);\r
1479                 dx = cos(dx);\r
1480                 // radius in our dist function\r
1481                 r = random();\r
1482                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';\r
1483                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1484         }\r
1485         else if(sstyle == 6) // 1-r^2\r
1486         {\r
1487                 sigma = spread * 1.095445115010332; // match baseline stddev\r
1488                 v1 = findperpendicular(forward);\r
1489                 v2 = cross(forward, v1);\r
1490                 // random point on unit circle\r
1491                 dx = random() * 2 * M_PI;\r
1492                 dy = sin(dx);\r
1493                 dx = cos(dx);\r
1494                 // radius in our dist function\r
1495                 r = random();\r
1496                 r = sqrt(1 - r);\r
1497                 r = sqrt(1 - r);\r
1498                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1499         }\r
1500         else if(sstyle == 7) // (1-r) (2-r)\r
1501         {\r
1502                 sigma = spread * 1.224744871391589; // match baseline stddev\r
1503                 v1 = findperpendicular(forward);\r
1504                 v2 = cross(forward, v1);\r
1505                 // random point on unit circle\r
1506                 dx = random() * 2 * M_PI;\r
1507                 dy = sin(dx);\r
1508                 dx = cos(dx);\r
1509                 // radius in our dist function\r
1510                 r = random();\r
1511                 r = 1 - sqrt(r);\r
1512                 r = 1 - sqrt(r);\r
1513                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1514         }\r
1515         else\r
1516                 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)!");\r
1517         return '0 0 0';\r
1518         /*\r
1519          * how to derive falloff functions:\r
1520          * rho(r) := (2-r) * (1-r);\r
1521          * a : 0;\r
1522          * b : 1;\r
1523          * rhor(r) := r * rho(r);\r
1524          * cr(t) := integrate(rhor(r), r, a, t);\r
1525          * scr(t) := integrate(rhor(r) * r^2, r, a, t);\r
1526          * variance : scr(b) / cr(b);\r
1527          * solve(cr(r) = rand * cr(b), r), programmmode:false;\r
1528          * sqrt(0.4 / variance), numer;\r
1529          */\r
1530 }\r
1531 \r
1532 #if 0\r
1533 float mspercallsum;\r
1534 float mspercallsstyle;\r
1535 float mspercallcount;\r
1536 #endif\r
1537 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)\r
1538 {\r
1539         if(missile.owner == world)\r
1540                 error("Unowned missile");\r
1541 \r
1542         dir = dir + upDir * (pUpSpeed / pSpeed);\r
1543         dir_z += pZSpeed / pSpeed;\r
1544         pSpeed *= vlen(dir);\r
1545         dir = normalize(dir);\r
1546 \r
1547 #if 0\r
1548         if(cvar("g_projectiles_spread_style") != mspercallsstyle)\r
1549         {\r
1550                 mspercallsum = mspercallcount = 0;\r
1551                 mspercallsstyle = cvar("g_projectiles_spread_style");\r
1552         }\r
1553         mspercallsum -= gettime(GETTIME_HIRES);\r
1554 #endif\r
1555         dir = W_CalculateProjectileSpread(dir, spread);\r
1556 #if 0\r
1557         mspercallsum += gettime(GETTIME_HIRES);\r
1558         mspercallcount += 1;\r
1559         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");\r
1560 #endif\r
1561 \r
1562         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);\r
1563 }\r
1564 \r
1565 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)\r
1566 {\r
1567         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);\r
1568 }\r
1569 \r
1570 #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"))\r
1571 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
1572 \r
1573 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
1574 {\r
1575         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
1576                 return;\r
1577 \r
1578         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
1579         if(ammo_reload)\r
1580         {\r
1581                 self.clip_load -= ammo_use;\r
1582                 self.weapon_load[self.weapon] = self.clip_load;\r
1583         }\r
1584         else\r
1585                 self.(self.current_ammo) -= ammo_use;\r
1586 }\r
1587 \r
1588 // weapon reloading code\r
1589 \r
1590 .float reload_ammo_amount, reload_ammo_min, reload_time;\r
1591 .float reload_complain;\r
1592 .string reload_sound;\r
1593 \r
1594 void W_ReloadedAndReady()\r
1595 {\r
1596         // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
1597         if(self.stat_eaten)\r
1598         {\r
1599                 self.clip_load = self.weapon_load[self.weapon] = -1;\r
1600                 w_ready(); // don't keep executing each frame\r
1601                 return;\r
1602         }\r
1603 \r
1604         // finish the reloading process, and do the ammo transfer\r
1605 \r
1606         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
1607 \r
1608         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
1609         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1610                 self.clip_load = self.reload_ammo_amount;\r
1611         else\r
1612         {\r
1613                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
1614                 {\r
1615                         self.clip_load += 1;\r
1616                         self.(self.current_ammo) -= 1;\r
1617                 }\r
1618         }\r
1619         self.weapon_load[self.weapon] = self.clip_load;\r
1620 \r
1621         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1622         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1623         // so your weapon is disabled for a few seconds without reason\r
1624 \r
1625         //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
1626 \r
1627         w_ready();\r
1628 }\r
1629 \r
1630 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
1631 {\r
1632         // if we are inside the stomach, don't allow reloading\r
1633         if(self.stat_eaten)\r
1634                 return;\r
1635 \r
1636         // set global values to work with\r
1637         self.reload_ammo_min = sent_ammo_min;\r
1638         self.reload_ammo_amount = sent_ammo_amount;\r
1639         self.reload_time = sent_time;\r
1640         self.reload_sound = sent_sound;\r
1641 \r
1642         // check if we meet the necessary conditions to reload\r
1643 \r
1644         entity e;\r
1645         e = get_weaponinfo(self.weapon);\r
1646 \r
1647         // don't reload weapons that don't have the RELOADABLE flag\r
1648         if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
1649         {\r
1650                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
1651                 return;\r
1652         }\r
1653         // return if reloading is disabled for this weapon\r
1654         if(!self.reload_ammo_amount)\r
1655                 return;\r
1656         // our weapon is fully loaded, no need to reload\r
1657         if (self.clip_load >= self.reload_ammo_amount)\r
1658                 return;\r
1659         // no ammo, so nothing to load\r
1660         if(!self.(self.current_ammo) && self.reload_ammo_min)\r
1661         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1662         {\r
1663                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
1664                 {\r
1665                         play2(self, "misc/unavailable.wav");\r
1666                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
1667                         self.reload_complain = time + 1;\r
1668                 }\r
1669                 // switch away if the amount of ammo is not enough to keep using this weapon\r
1670                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
1671                 {\r
1672                         self.clip_load = -1; // reload later\r
1673                         W_SwitchToOtherWeapon(self);\r
1674                 }\r
1675                 return;\r
1676         }\r
1677 \r
1678         if (self.weaponentity)\r
1679         {\r
1680                 if (self.weaponentity.wframe == WFRAME_RELOAD)\r
1681                         return;\r
1682 \r
1683                 // allow switching away while reloading, but this will cause a new reload!\r
1684                 self.weaponentity.state = WS_READY;\r
1685         }\r
1686 \r
1687         // now begin the reloading process\r
1688 \r
1689         sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
1690 \r
1691         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1692         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1693         // so your weapon is disabled for a few seconds without reason\r
1694 \r
1695         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
1696 \r
1697         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
1698 \r
1699         if(self.clip_load < 0)\r
1700                 self.clip_load = 0;\r
1701         self.old_clip_load = self.clip_load;\r
1702         self.clip_load = self.weapon_load[self.weapon] = -1;\r
1703 }