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