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