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