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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include <client/main.qh>
7         #include <common/constants.qh>
8         #include <common/deathtypes/all.qh>
9         #include <common/physics/movetypes/movetypes.qh>
10         #include <common/stats.qh>
11         #include <common/util.qh>
12         #include <common/weapons/calculations.qc>
13         #include <common/weapons/weapon/_mod.inc>
14         #include <lib/csqcmodel/cl_model.qh>
15         #include <lib/csqcmodel/interpolate.qh>
16         #include <lib/warpzone/anglestransform.qh>
17         #include <lib/warpzone/client.qh>
18         #include <lib/warpzone/common.qh>
19 #elif defined(MENUQC)
20         #include <common/weapons/weapon/_mod.inc>
21 #elif defined(SVQC)
22         #include <common/constants.qh>
23         #include <common/deathtypes/all.qh>
24         #include <common/items/_mod.qh>
25         #include <common/mapinfo.qh>
26         #include <common/monsters/_mod.qh>
27         #include <common/notifications/all.qh>
28         #include <common/stats.qh>
29         #include <common/teams.qh>
30         #include <common/util.qh>
31         #include <common/weapons/calculations.qc>
32         #include <common/weapons/config.qc>
33         #include <common/weapons/config.qh>
34         #include <common/weapons/weapon/_mod.inc>
35         #include <lib/csqcmodel/sv_model.qh>
36         #include <lib/warpzone/anglestransform.qh>
37         #include <lib/warpzone/common.qh>
38         #include <lib/warpzone/server.qh>
39         #include <lib/warpzone/util_server.qh>
40         #include <server/command/_mod.qh>
41         #include <server/hook.qh>
42         #include <server/items/spawning.qh>
43         #include <server/mutators/_mod.qh>
44         #include <server/portals.qh>
45         #include <server/weapons/common.qh>
46         #include <server/weapons/csqcprojectile.qh>
47         #include <server/weapons/tracing.qh>
48 #endif
49
50
51 // WEAPON PLUGIN SYSTEM
52
53 WepSet _WepSet_FromWeapon(int a)
54 {
55         a -= WEP_FIRST;
56         if (REGISTRY_MAX(Weapons) > 24)
57                 if (a >= 24)
58                 {
59                         a -= 24;
60                         if (REGISTRY_MAX(Weapons) > 48)
61                                 if (a >= 24)
62                                 {
63                                         a -= 24;
64                                         return '0 0 1' * BIT(a);
65                                 }
66                         return '0 1 0' * BIT(a);
67                 }
68         return '1 0 0' * BIT(a);
69 }
70 #ifdef SVQC
71         void WriteWepSet(float dst, WepSet w)
72         {
73                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75                 else WriteInt24_t(dst, w.x);
76         }
77 #endif
78 #ifdef CSQC
79         WepSet WepSet_GetFromStat()
80         {
81                 return STAT(WEAPONS);
82         }
83         WepSet WepSet_GetFromStat_InMap()
84         {
85                 return STAT(WEAPONSINMAP);
86         }
87         WepSet ReadWepSet()
88         {
89                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91                 return ReadInt24_t() * '1 0 0';
92         }
93 #endif
94
95 string W_FixWeaponOrder(string order, float complete)
96 {
97         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
98 }
99 string W_NameWeaponOrder_MapFunc(string s)
100 {
101         int i = stof(s);
102         if (s == "0" || i)
103         {
104                 entity wi = REGISTRY_GET(Weapons, i);
105                 if (wi != WEP_Null) return wi.netname;
106         }
107         return s;
108 }
109
110 string W_UndeprecateName(string s)
111 {
112         switch (s)
113         {
114                 case "nex": return "vortex";
115                 case "rocketlauncher": return "devastator";
116                 case "laser": return "blaster";
117                 case "minstanex": return "vaporizer";
118                 case "grenadelauncher": return "mortar";
119                 case "uzi": return "machinegun";
120                 case "hmg": return "okhmg";
121                 case "rpc": return "okrpc";
122                 default: return s;
123         }
124 }
125 string W_NameWeaponOrder(string order)
126 {
127         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
128 }
129 string W_NumberWeaponOrder_MapFunc(string s)
130 {
131         if (s == "0" || stof(s)) return s;
132         s = W_UndeprecateName(s);
133         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
134         return s;
135 }
136 string W_NumberWeaponOrder(string order)
137 {
138         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
139 }
140
141 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
142 string W_FixWeaponOrder_BuildImpulseList_order;
143 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
144 {
145         float h;
146         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
147         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
148         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
149 }
150 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
151 {
152         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
153         Weapon e1 = REGISTRY_GET(Weapons, si);
154         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
155         Weapon e2 = REGISTRY_GET(Weapons, sj);
156         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
157         if (d != 0) return -d;  // high impulse first!
158         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
159         return strstrofs(s, sprintf(" %d ", si), 0)
160                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
161 }
162 string W_FixWeaponOrder_BuildImpulseList(string o)
163 {
164         int i;
165         W_FixWeaponOrder_BuildImpulseList_order = o;
166         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
167                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
168         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
169                 NULL);
170         o = "";
171         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
172                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
173         W_FixWeaponOrder_BuildImpulseList_order = string_null;
174         return substring(o, 1, -1);
175 }
176
177 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
178 {
179         return W_FixWeaponOrder(order, 0);
180 }
181
182 string W_FixWeaponOrder_ForceComplete(string order)
183 {
184         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
185         return W_FixWeaponOrder(order, 1);
186 }
187
188 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
189 {
190         WepSet result = '0 0 0';
191         for (int j = 0; j < n; ++j)
192         {
193                 RandomSelection_Init();
194                 FOREACH(Weapons, it != WEP_Null, {
195                         if (remaining & (it.m_wepset))
196                                 RandomSelection_AddEnt(it, 1, 1);
197                 });
198                 Weapon w = RandomSelection_chosen_ent;
199                 result |= WepSet_FromWeapon(w);
200                 remaining &= ~WepSet_FromWeapon(w);
201         }
202         return result;
203 }
204
205 // TODO: registry handles for below functions
206 string GetAmmoPicture(Resource ammotype)
207 {
208         switch (ammotype)
209         {
210                 case RES_SHELLS:  return ITEM_Shells.m_icon;
211                 case RES_BULLETS: return ITEM_Bullets.m_icon;
212                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
213                 case RES_CELLS:   return ITEM_Cells.m_icon;
214                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
215                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
216                 default: return "";  // wtf, no ammo type?
217         }
218 }
219
220 string GetAmmoName(Resource ammotype)
221 {
222         switch (ammotype)
223         {
224                 case RES_SHELLS:  return ITEM_Shells.m_name;
225                 case RES_BULLETS: return ITEM_Bullets.m_name;
226                 case RES_ROCKETS: return ITEM_Rockets.m_name;
227                 case RES_CELLS:   return ITEM_Cells.m_name;
228                 case RES_PLASMA:  return ITEM_Plasma.m_name;
229                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
230                 default:          return "batteries";
231         }
232 }
233
234 entity GetAmmoItem(Resource ammotype)
235 {
236         switch (ammotype)
237         {
238                 case RES_SHELLS:  return ITEM_Shells;
239                 case RES_BULLETS: return ITEM_Bullets;
240                 case RES_ROCKETS: return ITEM_Rockets;
241                 case RES_CELLS:   return ITEM_Cells;
242                 case RES_PLASMA:  return ITEM_Plasma;
243                 case RES_FUEL:    return ITEM_JetpackFuel;
244         }
245         LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
246         return NULL;
247         // WEAPONTODO: use this generic func to reduce duplication ?
248         // GetAmmoPicture  GetAmmoName  notif_arg_item_wepammo  ammo_pickupevalfunc ?
249 }
250
251 #ifdef CSQC
252 Resource GetAmmoTypeFromNum(int i)
253 {
254         switch (i)
255         {
256                 case 0: return RES_SHELLS;
257                 case 1: return RES_BULLETS;
258                 case 2: return RES_ROCKETS;
259                 case 3: return RES_CELLS;
260                 case 4: return RES_PLASMA;
261                 case 5: return RES_FUEL;
262                 default: return RES_NONE;
263         }
264 }
265
266 int GetAmmoStat(Resource ammotype)
267 {
268         switch (ammotype)
269         {
270                 case RES_SHELLS: return STAT_SHELLS;
271                 case RES_BULLETS: return STAT_NAILS;
272                 case RES_ROCKETS: return STAT_ROCKETS;
273                 case RES_CELLS: return STAT_CELLS;
274                 case RES_PLASMA: return STAT_PLASMA.m_id;
275                 case RES_FUEL: return STAT_FUEL.m_id;
276                 default: return -1;
277         }
278 }
279 #endif
280
281 string W_Sound(string w_snd)
282 {
283         string output = strcat("weapons/", w_snd);
284         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
285         return M_ARGV(1, string);
286 }
287
288 string W_Model(string w_mdl)
289 {
290         string output = strcat("models/weapons/", w_mdl);
291         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
292         return M_ARGV(1, string);
293 }
294
295 #ifdef GAMEQC
296 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
297 {
298         switch (algn)
299         {
300                 default:
301                 case 3:
302                         // right alignment
303                         break;
304                 case 4:
305                         // left
306                         vecs.y = -vecs.y;
307                         break;
308                 case 1:
309                 case 2:
310                         // center
311                         vecs.y = 0;
312                         vecs.z -= 2;
313                         break;
314         }
315         return vecs;
316 }
317
318 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
319 {
320         string s;
321         if (visual)
322         {
323                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
324         }
325         else if (STAT(SHOOTFROMEYE))
326         {
327                 vecs.y = vecs.z = 0;
328         }
329         else if (STAT(SHOOTFROMCENTER))
330         {
331                 vecs.y = 0;
332                 vecs.z -= 2;
333         }
334         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
335         {
336                 vector v = stov(s);
337                 if (y_is_right) v.y = -v.y;
338                 if (v.x != 0) vecs.x = v.x;
339                 vecs.y = v.y;
340                 vecs.z = v.z;
341         }
342         else  // just do the same as top
343         {
344                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
345         }
346
347         return vecs;
348 }
349
350 #define shotorg_adjust shotorg_adjust_values
351
352 /**
353  * supported formats:
354  *
355  * 1. simple animated model, muzzle flash handling on h_ model:
356  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
357  *      tags:
358  *        shot = muzzle end (shot origin, also used for muzzle flashes)
359  *        shell = casings ejection point (must be on the right hand side of the gun)
360  *        weapon = attachment for v_tuba.md3
361  *    v_tuba.md3 - first and third person model
362  *    g_tuba.md3 - pickup model
363  *
364  * 2. simple animated model, muzzle flash handling on v_ model:
365  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
366  *      tags:
367  *        weapon = attachment for v_tuba.md3
368  *    v_tuba.md3 - first and third person model
369  *      tags:
370  *        shot = muzzle end (shot origin, also used for muzzle flashes)
371  *        shell = casings ejection point (must be on the right hand side of the gun)
372  *    g_tuba.md3 - pickup model
373  *
374  * 3. fully animated model, muzzle flash handling on h_ model:
375  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
376  *      tags:
377  *        shot = muzzle end (shot origin, also used for muzzle flashes)
378  *        shell = casings ejection point (must be on the right hand side of the gun)
379  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
380  *    v_tuba.md3 - third person model
381  *    g_tuba.md3 - pickup model
382  *
383  * 4. fully animated model, muzzle flash handling on v_ model:
384  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
385  *      tags:
386  *        shot = muzzle end (shot origin)
387  *        shell = casings ejection point (must be on the right hand side of the gun)
388  *    v_tuba.md3 - third person model
389  *      tags:
390  *        shot = muzzle end (for muzzle flashes)
391  *    g_tuba.md3 - pickup model
392  *
393  * writes:
394  *   this.origin, this.angles
395  *   this.weaponchild
396  *   this.movedir, this.view_ofs, this.movedir_aligned
397  *   attachment stuff
398  *   anim stuff
399  * to free:
400  *   call again with ""
401  *   remove the ent
402  */
403 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
404 {
405         if (name == "")
406         {
407                 vector oldmin = this.mins, oldmax = this.maxs;
408                 setmodel(this, MDL_Null);
409                 setsize(this, oldmin, oldmax);
410                 if (this.weaponchild) delete(this.weaponchild);
411                 this.weaponchild = NULL;
412                 this.movedir = '0 0 0';
413                 this.spawnorigin = '0 0 0';
414                 this.oldorigin = '0 0 0';
415                 this.anim_fire1  = '0 1 0.01';
416                 this.anim_fire2  = '0 1 0.01';
417                 this.anim_idle   = '0 1 0.01';
418                 this.anim_reload = '0 1 0.01';
419         }
420         else
421         {
422                 // if there is a child entity, hide it until we're sure we use it
423                 if (this.weaponchild) this.weaponchild.model = "";
424                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
425                 int v_shot_idx;  // used later
426                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
427
428                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
429                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
430                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
431                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
432                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
433                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
434
435                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
436                 // if we don't, this is a "real" animated model
437                 string t;
438                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
439                 {
440                         if (!this.weaponchild)
441                         {
442                                 this.weaponchild = new(weaponchild);
443 #ifdef CSQC
444                                 this.weaponchild.drawmask = MASK_NORMAL;
445                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
446 #endif
447                         }
448                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
449                         setsize(this.weaponchild, '0 0 0', '0 0 0');
450                         setattachment(this.weaponchild, this, t);
451                 }
452                 else
453                 {
454                         if (this.weaponchild) delete(this.weaponchild);
455                         this.weaponchild = NULL;
456                 }
457
458                 setsize(this, '0 0 0', '0 0 0');
459                 setorigin(this, '0 0 0');
460                 this.angles = '0 0 0';
461                 this.frame = 0;
462 #ifdef SVQC
463                 this.viewmodelforclient = NULL;
464 #else
465                 this.renderflags &= ~RF_VIEWMODEL;
466 #endif
467                 if (v_shot_idx)  // v_ model attached to invisible h_ model
468                 {
469                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
470                 }
471                 else
472                 {
473                         int idx;
474                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
475                         {
476                                 this.movedir = gettaginfo(this, idx);
477                         }
478                         else
479                         {
480                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
481                                         this.model);
482                                 this.movedir = '0 0 0';
483                         }
484                 }
485                 {
486                         int idx = 0;
487                         // v_ model attached to invisible h_ model
488                         if (this.weaponchild
489                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
490                         {
491                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
492                         }
493                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
494                         {
495                                 this.spawnorigin = gettaginfo(this, idx);
496                         }
497                         else
498                         {
499                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
500                                         this.model);
501                                 this.spawnorigin = this.movedir;
502                         }
503                 }
504                 if (v_shot_idx)
505                 {
506                         this.oldorigin = '0 0 0';  // use regular attachment
507                 }
508                 else
509                 {
510                         int idx;
511                         if (this.weaponchild)
512                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
513                         else
514                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
515                         if (idx)
516                         {
517                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
518                         }
519                         else
520                         {
521                                 LOG_WARNF(
522                                         "weapon model %s does not support the 'handle' tag "
523                                         "and neither does the v_ model support the 'shot' tag, "
524                                         "will display muzzle flashes TOTALLY wrong\n",
525                                         this.model);
526                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
527                         }
528                 }
529
530 #ifdef SVQC
531                 this.viewmodelforclient = this.owner;
532 #else
533                 this.renderflags |= RF_VIEWMODEL;
534 #endif
535         }
536
537         this.view_ofs = '0 0 0';
538         this.movedir_aligned = this.movedir;
539
540         if (this.movedir.x >= 0)
541         {
542                 //int algn = STAT(GUNALIGN, this.owner);
543                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
544         #ifdef SVQC
545                 this.m_gunalign = algn;
546         #endif
547                 vector v = this.movedir;
548                 this.movedir = shotorg_adjust(v, false, false, algn);
549                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
550                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
551         }
552         int compressed_shotorg = compressShotOrigin(this.movedir);
553         // make them match perfectly
554 #ifdef SVQC
555         // null during init
556         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
557 #endif
558         this.movedir = decompressShotOrigin(compressed_shotorg);
559
560         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
561
562         // check if an instant weapon switch occurred
563         setorigin(this, this.view_ofs);
564         if (!_anim) return;
565         // reset animstate now
566         this.wframe = WFRAME_IDLE;
567         setanim(this, this.anim_idle, true, false, true);
568 }
569 #endif
570
571 #ifdef GAMEQC
572
573 REGISTER_NET_TEMP(wframe)
574 #ifdef CSQC
575 NET_HANDLE(wframe, bool isNew)
576 {
577         WFRAME fr = ReadByte();
578         float t = ReadFloat();
579         int slot = ReadByte();
580         bool restartanim = ReadByte();
581         entity wepent = viewmodels[slot];
582         if(fr == WFRAME_IDLE)
583                 wepent.animstate_looping = false; // we don't need to enforce idle animation
584         else
585         {
586                 vector a = '0 0 0';
587                 switch(fr)
588                 {
589                         default:
590                         case WFRAME_IDLE: a = wepent.anim_idle; break;
591                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
592                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
593                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
594                 }
595                 a.z *= t;
596                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
597         }
598         wepent.state = ReadByte();
599         wepent.weapon_nextthink = ReadFloat();
600         switch (wepent.state)
601         {
602                 case WS_RAISE:
603                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
604                         break;
605                 case WS_DROP:
606                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
607                         break;
608                 default:
609                         wepent.weapon_switchdelay = 0;
610                         break;
611         }
612         return true;
613 }
614 #endif
615
616 #ifdef SVQC
617 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
618 {
619         if (!IS_REAL_CLIENT(actor)) return;
620         int channel = MSG_ONE;
621         msg_entity = actor;
622         WriteHeader(channel, wframe);
623         WriteByte(channel, wepframe);
624         WriteFloat(channel, attackrate);
625         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
626         WriteByte(channel, restartanim);
627         WriteByte(channel, weaponentity.state);
628         WriteFloat(channel, weaponentity.weapon_nextthink);
629 }
630 #endif
631
632 REGISTER_NET_C2S(w_whereis)
633 #ifdef SVQC
634 void Weapon_whereis(Weapon this, entity cl);
635 NET_HANDLE(w_whereis, bool)
636 {
637         Weapon wpn = ReadRegistered(Weapons);
638         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
639         return true;
640 }
641 #else
642 void w_whereis(Weapon this)
643 {
644         int channel = MSG_C2S;
645         WriteHeader(channel, w_whereis);
646         WriteRegistered(Weapons, channel, this);
647 }
648 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
649 {
650         switch (request)
651         {
652                 case CMD_REQUEST_COMMAND:
653                 {
654                         string s = argv(1);
655                         if (s == "all")
656                         {
657                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
658                                 return;
659                         }
660                         if (s == "unowned")
661                         {
662                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
663                                 return;
664                         }
665                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
666                         {
667                                 w_whereis(it);
668                                 return;
669                         });
670                 }
671                 default:
672                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
673                 case CMD_REQUEST_USAGE:
674                 {
675                         LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
676                         LOG_HELP("  Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
677                         return;
678                 }
679         }
680 }
681 #endif
682
683 #ifdef SVQC
684 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
685 {
686         flash.owner = actor;
687         flash.angles_z = random() * 360;
688
689         entity view = actor.(weaponentity);
690         entity exterior = actor.exteriorweaponentity;
691
692         if (view.oldorigin.x > 0)
693         {
694                 setattachment(flash, exterior, "");
695                 setorigin(flash, view.oldorigin + offset);
696         }
697         else
698         {
699                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
700                 else setattachment(flash, exterior, "tag_shot");
701                 setorigin(flash, offset);
702         }
703 }
704 #elif defined(CSQC)
705 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
706 {
707         flash.owner = wepent;
708         flash.angles_z = random() * 360;
709
710         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
711         else setattachment(flash, wepent, "tag_shot");
712         setorigin(flash, offset);
713 }
714 #endif
715
716 void W_MuzzleFlash_Model_Think(entity this)
717 {
718         this.frame += 2;
719         this.scale *= 0.5;
720         this.alpha -= 0.25;
721         this.nextthink = time + 0.05;
722
723         if(this.alpha <= 0)
724         {
725                 setthink(this, SUB_Remove);
726                 this.nextthink = time;
727                 this.realowner.muzzle_flash = NULL;
728                 return;
729         }
730 }
731
732 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
733 {
734         if(wepent.muzzle_flash == NULL)
735                 wepent.muzzle_flash = spawn();
736
737         entity flash = wepent.muzzle_flash;
738         setmodel(flash, muzzlemodel); // precision set below
739
740         flash.scale = 0.75;
741         setthink(flash, W_MuzzleFlash_Model_Think);
742         flash.nextthink = time + 0.02;
743         flash.frame = 2;
744         flash.alpha = 0.75;
745         flash.angles_z = random() * 180;
746         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
747         flash.owner = flash.realowner = wepent;
748
749 #ifdef CSQC
750         flash.drawmask = MASK_NORMAL;
751 #endif
752 }
753
754 REGISTER_NET_TEMP(w_muzzleflash)
755
756 #ifdef SVQC
757 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
758 {
759         // don't show an exterior muzzle effect for the off-hand
760         if(weaponslot(weaponentity) == 0)
761         {
762                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
763
764                 if(thiswep.m_muzzlemodel != MDL_Null)
765                 {
766                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
767                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
768                 }
769         }
770
771         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
772         {
773                 if(!IS_REAL_CLIENT(it))
774                         continue;
775                 int channel = MSG_ONE;
776                 msg_entity = it;
777                 WriteHeader(channel, w_muzzleflash);
778                 WriteByte(channel, thiswep.m_id);
779                 WriteByte(channel, weaponslot(weaponentity));
780                 WriteVector(channel, shotorg);
781         });
782 }
783 #elif defined(CSQC)
784 NET_HANDLE(w_muzzleflash, bool isNew)
785 {
786         return = true;
787         int weapon_id = ReadByte();
788         int slot = ReadByte();
789         vector sv_shotorg = ReadVector();
790
791         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
792         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
793         vector forward, right, up;
794         MAKE_VECTORS(viewangles, forward, right, up);
795
796         if(autocvar_chase_active)
797         {
798                 // in third person mode, show the muzzle flash from the server side weapon position
799                 // we don't have a view model to reference in this case
800                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
801                 return;
802         }
803         if(!autocvar_r_drawviewmodel) return;
804
805         entity wepent = viewmodels[slot];
806         // get the local player entity to calculate shot origin
807         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
808         if(!rlplayer)
809                 rlplayer = csqcplayer; // fall back to the global
810
811         vector md = wepent.movedir_aligned;
812         vector vecs = ((md.x > 0) ? md : '0 0 0');
813         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
814         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
815
816         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
817
818         if(thiswep.m_muzzlemodel != MDL_Null)
819         {
820                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
821                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
822         }
823 }
824 #endif
825
826
827 #endif
828
829 #endif
830
831 #ifdef SVQC
832 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
833 {
834         string o = W_FixWeaponOrder_ForceComplete(wo);
835         strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
836         return o;
837 }
838 #endif
839
840 #ifdef CSQC
841 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
842 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
843 #endif
844
845 #ifdef GAMEQC
846 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
847 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
848 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
849 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
850 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
851 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
852 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
853 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
854 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
855 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
856 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
857 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
858 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
859 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
860 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
861 #endif