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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 .float weapon_frametime;
11
12 float W_WeaponRateFactor()
13 {
14         float t;
15         t = 1.0 / g_weaponratefactor;
16
17         if(g_runematch)
18         {
19                 if(self.runes & RUNE_SPEED)
20                 {
21                         if(self.runes & CURSE_SLOW)
22                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
23                         else
24                                 t = t * cvar("g_balance_rune_speed_atkrate");
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * cvar("g_balance_curse_slow_atkrate");
29                 }
30         }
31
32         return t;
33 }
34
35 void W_SwitchWeapon_Force(entity e, float w)
36 {
37         e.cnt = e.switchweapon;
38         e.switchweapon = w;
39         e.selectweapon = w;
40 }
41
42 .float antilag_debug;
43
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
50 .float wframe;
51
52 void(float fr, float t, void() func) weapon_thinkf;
53
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
55 {
56         vector ret;
57         ret_x = screenright * v;
58         ret_y = screenup * v;
59         ret_z = screenforward * v;
60         return ret;
61 }
62
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
64 {
65         float i, j, k;
66         vector mi, ma, thisv, myv, ret;
67
68         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69
70         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71
72         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
73         {
74                 thisv = targ.origin;
75                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
79                 if(i || j || k)
80                 {
81                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
84                 }
85                 else
86                 {
87                         // first run
88                         mi = ma = thisv;
89                 }
90         }
91
92         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95         ret_z = thisv_z - myv_z;
96         return ret;
97 }
98
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
100 {
101         vector hitplot;
102         vector org;
103         float lag;
104
105         if(player.hitplotfh >= 0)
106         {
107                 lag = ANTILAG_LATENCY(player);
108                 if(lag < 0.001)
109                         lag = 0;
110                 if(clienttype(player) != CLIENTTYPE_REAL)
111                         lag = 0; // only antilag for clients
112
113                 org = player.origin + player.view_ofs;
114                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115                 if(trace_ent.flags & FL_CLIENT)
116                 {
117                         antilag_takeback(trace_ent, time - lag);
118                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119                         antilag_restore(trace_ent);
120                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
122                 }
123         }
124 }
125
126 vector w_shotorg;
127 vector w_shotdir;
128
129 // this function calculates w_shotorg and w_shotdir based on the weapon model
130 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
131 // make sure you call makevectors first (FIXME?)
132 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 {
134         float nudge = 1; // added to traceline target and subtracted from result
135         local vector trueaimpoint;
136         local float oldsolid;
137         vector vecs, dv;
138         oldsolid = ent.dphitcontentsmask;
139         if(ent.weapon == WEP_CAMPINGRIFLE)
140                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141         else
142                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143         if(antilag)
144                 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));
145                 // passing world, because we do NOT want it to touch dphitcontentsmask
146         else
147                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
148         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
149
150         vector vf, vr, vu;
151         vf = v_forward;
152         vr = v_right;
153         vu = v_up;
154         trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
155         v_forward = vf;
156         v_right = vr;
157         v_up = vu;
158
159         // track max damage
160         if not(inWarmupStage) {
161                 entity w;
162                 w = get_weaponinfo(ent.weapon);
163                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage
164                         ent.stats_fired[ent.weapon - 1] += maxdamage;
165                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
166                 }
167         }
168
169         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
170
171         if(ent.weaponentity.movedir_x > 0)
172         {
173                 vecs = ent.weaponentity.movedir;
174                 vecs_y = -vecs_y;
175         }
176         else
177                 vecs = '0 0 0';
178
179         if(debug_shotorg != '0 0 0')
180                 vecs = debug_shotorg;
181
182         dv = v_right * vecs_y + v_up * vecs_z;
183         w_shotorg = ent.origin + ent.view_ofs + dv;
184
185         // now move the shotorg forward as much as requested if possible
186         if(antilag)
187         {
188                 if(ent.antilag_debug)
189                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
190                 else
191                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
192         }
193         else
194                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
195         w_shotorg = trace_endpos - v_forward * nudge;
196         // calculate the shotdir from the chosen shotorg
197         w_shotdir = normalize(trueaimpoint - w_shotorg);
198
199         if (antilag)
200         if (!ent.cvar_cl_noantilag)
201         {
202                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
203                 {
204                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
205                         if (!trace_ent.takedamage)
206                         {
207                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
208                                 if (trace_ent.takedamage && trace_ent.classname == "player")
209                                 {
210                                         entity e;
211                                         e = trace_ent;
212                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
213                                         if(trace_ent == e)
214                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
215                                 }
216                         }
217                 }
218                 else if(cvar("g_antilag") == 3) // client side hitscan
219                 {
220                         // this part MUST use prydon cursor
221                         if (ent.cursor_trace_ent)                 // client was aiming at someone
222                         if (ent.cursor_trace_ent != ent)         // just to make sure
223                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
224                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
225                         {
226                                 // verify that the shot would miss without antilag
227                                 // (avoids an issue where guns would always shoot at their origin)
228                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
229                                 if (!trace_ent.takedamage)
230                                 {
231                                         // verify that the shot would hit if altered
232                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
233                                         if (trace_ent == ent.cursor_trace_ent)
234                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
235                                         else
236                                                 print("antilag fail\n");
237                                 }
238                         }
239                 }
240         }
241
242         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
243
244         if (!g_norecoil)
245                 ent.punchangle_x = recoil * -1;
246
247         if (snd != "")
248         {
249                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
250         }
251
252         if (ent.items & IT_STRENGTH)
253         if (!g_minstagib)
254                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
255 };
256
257 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
258 #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)
259 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
260
261 void LaserTarget_Think()
262 {
263         entity e;
264         vector offset;
265         float uselaser;
266         uselaser = 0;
267
268         // list of weapons that will use the laser, and the options that enable it
269         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
270                 uselaser = 1;
271         // example
272         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
273         //      uselaser = 1;
274
275
276
277         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
278         if(!uselaser)
279         {
280                 // rocket launcher isn't selected, so no laser target.
281                 if(self.lasertarget != world)
282                 {
283                         remove(self.lasertarget);
284                         self.lasertarget = world;
285                 }
286                 return;
287         }
288
289         if(!self.lasertarget)
290         {
291                 // we don't have a lasertarget entity, so spawn one
292                 //bprint("create laser target\n");
293                 e = self.lasertarget = spawn();
294                 e.owner = self.owner;                   // Its owner is my owner
295                 e.classname = "laser_target";
296                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
297                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
298                 e.scale = 1.25;                         // make it larger
299                 e.alpha = 0.25;                         // transparency
300                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
301                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
302                 // make it dynamically glow
303                 // you should avoid over-using this, as it can slow down the player's computer.
304                 e.glow_color = 251; // red color
305                 e.glow_size = 12;
306         }
307         else
308                 e = self.lasertarget;
309
310         // move the laser dot to where the player is looking
311
312         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
313         offset = '0 0 26' + v_right*3;
314         traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
315         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
316         if(trace_plane_normal != '0 0 0')
317                 e.angles = vectoangles(trace_plane_normal);
318         else
319                 e.angles = vectoangles(v_forward);
320 }
321
322 float CL_Weaponentity_CustomizeEntityForClient()
323 {
324         self.viewmodelforclient = self.owner;
325         if(other.classname == "spectator")
326                 if(other.enemy == self.owner)
327                         self.viewmodelforclient = other;
328         return TRUE;
329 }
330
331 float qcweaponanimation;
332 vector weapon_offset = '0 -10 0';
333 vector weapon_adjust = '10 0 -15';
334 .vector weapon_morph0origin;
335 .vector weapon_morph0angles;
336 .float  weapon_morph0time;
337 .vector weapon_morph1origin;
338 .vector weapon_morph1angles;
339 .float  weapon_morph1time;
340 .vector weapon_morph2origin;
341 .vector weapon_morph2angles;
342 .float  weapon_morph2time;
343 .vector weapon_morph3origin;
344 .vector weapon_morph3angles;
345 .float  weapon_morph3time;
346 .vector weapon_morph4origin;
347 .vector weapon_morph4angles;
348 .float  weapon_morph4time;
349 .string weaponname;
350 #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)
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
394 // writes:
395 //   self.origin, self.angles
396 //   self.weaponentity
397 //   self.movedir, self.view_ofs
398 //   attachment stuff
399 //   anim stuff
400 // to free:
401 //   call again with ""
402 //   remove the ent
403 void CL_WeaponEntity_SetModel(string name)
404 {
405         string animfilename;
406         float animfile;
407         float v_shot_idx;
408         if (name != "")
409         {
410                 // if there is a child entity, hide it until we're sure we use it
411                 if (self.weaponentity)
412                         self.weaponentity.model = "";
413                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
414                 v_shot_idx = gettagindex(self, "shot"); // used later
415                 if(!v_shot_idx)
416                         v_shot_idx = gettagindex(self, "tag_shot");
417
418                 if(qcweaponanimation)
419                 {
420                         self.angles = '0 0 0';
421                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
422                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
423                         self.movedir_x += 32;
424                         self.spawnorigin = self.movedir;
425                         // oldorigin - not calculated here
426                 }
427                 else
428                 {
429                         setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
430                         animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
431                         animfile = fopen(animfilename, FILE_READ);
432                         // preset some defaults that work great for renamed zym files (which don't need an animinfo)
433                         self.anim_fire1  = '0 1 0.01';
434                         self.anim_fire2  = '1 1 0.01';
435                         self.anim_idle   = '2 1 0.01';
436                         self.anim_reload = '3 1 0.01';
437                         if (animfile >= 0)
438                         {
439                                 animparseerror = FALSE;
440                                 self.anim_fire1  = animparseline(animfile);
441                                 self.anim_fire2  = animparseline(animfile);
442                                 self.anim_idle   = animparseline(animfile);
443                                 self.anim_reload = animparseline(animfile);
444                                 fclose(animfile);
445                                 if (animparseerror)
446                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
447                         }
448
449                         // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
450                         // if we don't, this is a "real" animated model
451                         if(gettagindex(self, "weapon"))
452                         {
453                                 if (!self.weaponentity)
454                                         self.weaponentity = spawn();
455                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
456                                 setattachment(self.weaponentity, self, "weapon");
457                         }
458                         else if(gettagindex(self, "tag_weapon"))
459                         {
460                                 if (!self.weaponentity)
461                                         self.weaponentity = spawn();
462                                 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
463                                 setattachment(self.weaponentity, self, "tag_weapon");
464                         }
465                         else
466                         {
467                                 if(self.weaponentity)
468                                         remove(self.weaponentity);
469                                 self.weaponentity = world;
470                         }
471
472                         setorigin(self,'0 0 0');
473                         self.angles = '0 0 0';
474                         self.frame = 0;
475                         self.viewmodelforclient = world;
476
477                         float idx;
478
479                         if(v_shot_idx) // v_ model attached to invisible h_ model
480                         {
481                                 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
482                         }
483                         else
484                         {
485                                 idx = gettagindex(self, "shot");
486                                 if(!idx)
487                                         idx = gettagindex(self, "tag_shot");
488                                 if(idx)
489                                         self.movedir = gettaginfo(self, idx);
490                                 else
491                                 {
492                                         print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
493                                         self.movedir = '0 0 0';
494                                 }
495                         }
496
497                         if(self.weaponentity) // v_ model attached to invisible h_ model
498                         {
499                                 idx = gettagindex(self.weaponentity, "shell");
500                                 if(!idx)
501                                         idx = gettagindex(self.weaponentity, "tag_shell");
502                                 if(idx)
503                                         self.spawnorigin = gettaginfo(self.weaponentity, idx);
504                         }
505                         else
506                                 idx = 0;
507                         if(!idx)
508                         {
509                                 idx = gettagindex(self, "shell");
510                                 if(!idx)
511                                         idx = gettagindex(self, "tag_shell");
512                                 if(idx)
513                                         self.spawnorigin = gettaginfo(self, idx);
514                                 else
515                                 {
516                                         print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
517                                         self.spawnorigin = self.movedir;
518                                 }
519                         }
520
521                         if(v_shot_idx)
522                         {
523                                 self.oldorigin = '0 0 0'; // use regular attachment
524                         }
525                         else
526                         {
527                                 if(self.weaponentity)
528                                 {
529                                         idx = gettagindex(self, "weapon");
530                                         if(!idx)
531                                                 idx = gettagindex(self, "tag_weapon");
532                                 }
533                                 else
534                                 {
535                                         idx = gettagindex(self, "handle");
536                                         if(!idx)
537                                                 idx = gettagindex(self, "tag_handle");
538                                 }
539                                 if(idx)
540                                 {
541                                         self.oldorigin = self.movedir - gettaginfo(self, idx);
542                                 }
543                                 else
544                                 {
545                                         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");
546                                         self.oldorigin = '0 0 0'; // there is no way to recover from this
547                                 }
548                         }
549
550                         self.viewmodelforclient = self.owner;
551                 }
552         }
553         else
554         {
555                 self.model = "";
556                 if(self.weaponentity)
557                         remove(self.weaponentity);
558                 self.weaponentity = world;
559                 self.movedir = '0 0 0';
560                 self.spawnorigin = '0 0 0';
561                 self.oldorigin = '0 0 0';
562                 self.anim_fire1  = '0 1 0.01';
563                 self.anim_fire2  = '0 1 0.01';
564                 self.anim_idle   = '0 1 0.01';
565                 self.anim_reload = '0 1 0.01';
566         }
567
568         self.view_ofs = '0 0 0';
569
570         if(self.movedir_x >= 0)
571         {
572                 vector v0;
573                 v0 = self.movedir;
574                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
575                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
576         }
577         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
578         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
579
580         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
581
582         // check if an instant weapon switch occurred
583         if (qcweaponanimation)
584         {
585                 if (self.state == WS_READY)
586                 {
587                         self.angles = '0 0 0';
588                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
589                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
590                 }
591         }
592         else
593                 setorigin(self, self.view_ofs);
594         // reset animstate now
595         self.wframe = WFRAME_IDLE;
596         self.weapon_morph0time = 0;
597         self.weapon_morph1time = 0;
598         self.weapon_morph2time = 0;
599         self.weapon_morph3time = 0;
600         self.weapon_morph4time = 0;
601         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
602 }
603
604 vector CL_Weapon_GetShotOrg(float wpn)
605 {
606         entity wi, oldself;
607         vector ret;
608         wi = get_weaponinfo(wpn);
609         oldself = self;
610         self = spawn();
611         CL_WeaponEntity_SetModel(wi.mdl);
612         ret = self.movedir;
613         CL_WeaponEntity_SetModel("");
614         remove(self);
615         self = oldself;
616         return ret;
617 }
618
619 void CL_Weaponentity_Think()
620 {
621         float tb;
622         self.nextthink = time;
623         if (intermission_running)
624                 self.frame = self.anim_idle_x;
625         if (self.owner.weaponentity != self)
626         {
627                 if (self.weaponentity)
628                         remove(self.weaponentity);
629                 remove(self);
630                 return;
631         }
632         if (self.owner.deadflag != DEAD_NO)
633         {
634                 self.model = "";
635                 if (self.weaponentity)
636                         self.weaponentity.model = "";
637                 return;
638         }
639         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
640         {
641                 self.cnt = self.owner.weapon;
642                 self.dmg = self.owner.modelindex;
643                 self.deadflag = self.owner.deadflag;
644
645                 CL_WeaponEntity_SetModel(self.owner.weaponname);
646         }
647
648         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
649         self.effects = self.owner.effects & EFMASK_CHEAP;
650         self.effects &~= EF_LOWPRECISION;
651         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
652         self.effects &~= EF_TELEPORT_BIT;
653         self.effects &~= EF_RESTARTANIM_BIT;
654         self.effects |= tb;
655
656         if(self.owner.alpha == default_player_alpha)
657                 self.alpha = default_weapon_alpha;
658         else if(self.owner.alpha != 0)
659                 self.alpha = self.owner.alpha;
660         else
661                 self.alpha = 1;
662
663         self.colormap = self.owner.colormap;
664         if (self.weaponentity)
665         {
666                 self.weaponentity.effects = self.effects;
667                 self.weaponentity.alpha = self.alpha;
668                 self.weaponentity.colormap = self.colormap;
669         }
670
671         self.angles = '0 0 0';
672         local float f;
673         f = 0;
674         if (self.state == WS_RAISE && !intermission_running)
675         {
676                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
677                 self.angles_x = -90 * f * f;
678                 if (qcweaponanimation)
679                 {
680                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
681                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
682                 }
683         }
684         else if (self.state == WS_DROP && !intermission_running)
685         {
686                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
687                 self.angles_x = -90 * f * f;
688                 if (qcweaponanimation)
689                 {
690                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
691                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
692                 }
693         }
694         else if (self.state == WS_CLEAR)
695         {
696                 f = 1;
697                 self.angles_x = -90 * f * f;
698                 if (qcweaponanimation)
699                 {
700                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
701                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
702                 }
703         }
704         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
705         {
706                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
707                 f = 1 - pow(1 - f, 3);
708                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
709                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
710         }
711         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
712         {
713                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
714                 f = 1 - pow(1 - f, 3);
715                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
716                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
717         }
718         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
719         {
720                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
721                 f = 1 - pow(1 - f, 3);
722                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
723                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
724         }
725         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
726         {
727                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
728                 f = 1 - pow(1 - f, 3);
729                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
730                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
731         }
732         else if (qcweaponanimation)
733         {
734                 // begin a new idle morph
735                 self.owner.weapon_morph0time   = time;
736                 self.owner.weapon_morph0angles = self.angles;
737                 self.owner.weapon_morph0origin = self.origin;
738
739                 float r;
740                 float t;
741
742                 r = random();
743                 if (r < 0.1)
744                 {
745                         // turn gun to the left to look at it
746                         t = 2;
747                         self.owner.weapon_morph1time   = time + t * 0.2;
748                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
749                         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');
750                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
751
752                         self.owner.weapon_morph2time   = time + t * 0.6;
753                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
754                         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');
755                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
756
757                         self.owner.weapon_morph3time   = time + t;
758                         self.owner.weapon_morph3angles = '0 0 0';
759                         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');
760                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
761                 }
762                 else if (r < 0.2)
763                 {
764                         // raise the gun a bit
765                         t = 2;
766                         self.owner.weapon_morph1time   = time + t * 0.2;
767                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
768                         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');
769                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
770
771                         self.owner.weapon_morph2time   = time + t * 0.5;
772                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
773                         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');
774                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
775
776                         self.owner.weapon_morph3time   = time + t;
777                         self.owner.weapon_morph3angles = '0 0 0';
778                         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');
779                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
780                 }
781                 else if (r < 0.3)
782                 {
783                         // tweak it a bit
784                         t = 5;
785                         self.owner.weapon_morph1time   = time + t * 0.3;
786                         self.owner.weapon_morph1angles = randomvec() * 6;
787                         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');
788                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
789
790                         self.owner.weapon_morph2time   = time + t * 0.7;
791                         self.owner.weapon_morph2angles = randomvec() * 6;
792                         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');
793                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
794
795                         self.owner.weapon_morph3time   = time + t;
796                         self.owner.weapon_morph3angles = '0 0 0';
797                         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');
798                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
799                 }
800                 else
801                 {
802                         // hold it mostly steady
803                         t = random() * 6 + 4;
804                         self.owner.weapon_morph1time   = time + t * 0.2;
805                         self.owner.weapon_morph1angles = randomvec() * 1;
806                         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');
807                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
808
809                         self.owner.weapon_morph2time   = time + t * 0.5;
810                         self.owner.weapon_morph2angles = randomvec() * 1;
811                         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');
812                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
813
814                         self.owner.weapon_morph3time   = time + t * 0.7;
815                         self.owner.weapon_morph3angles = randomvec() * 1;
816                         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');
817                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
818                 }
819
820                 self.owner.weapon_morph4time   = time + t;
821                 self.owner.weapon_morph4angles = '0 0 0';
822                 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');
823                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
824
825         }
826
827         // create or update the lasertarget entity
828         LaserTarget_Think();
829 };
830
831 void CL_ExteriorWeaponentity_Think()
832 {
833         float tag_found;
834         vector ang;
835         self.nextthink = time;
836         if (self.owner.exteriorweaponentity != self)
837         {
838                 remove(self);
839                 return;
840         }
841         if (self.owner.deadflag != DEAD_NO)
842         {
843                 self.model = "";
844                 return;
845         }
846         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
847         {
848                 self.cnt = self.owner.weapon;
849                 self.dmg = self.owner.modelindex;
850                 self.deadflag = self.owner.deadflag;
851                 if (self.owner.weaponname != "")
852                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
853                 else
854                         self.model = "";
855
856                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
857                 {
858                         self.tag_index = tag_found;
859                         self.tag_entity = self.owner;
860                 }
861                 else
862                         setattachment(self, self.owner, "bip01 r hand");
863
864                 // if that didn't find a tag, hide the exterior weapon model
865                 if (!self.tag_index)
866                         self.model = "";
867         }
868         self.effects = self.owner.effects;
869         if(sv_pitch_min == sv_pitch_max)
870                 self.effects |= EF_LOWPRECISION;
871         else
872                 self.effects &~= EF_LOWPRECISION;
873         self.effects = self.effects & EFMASK_CHEAP; // eat performance
874         if(self.owner.alpha == default_player_alpha)
875                 self.alpha = default_weapon_alpha;
876         else if(self.owner.alpha != 0)
877                 self.alpha = self.owner.alpha;
878         else
879                 self.alpha = 1;
880
881         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
882         ang_y = 0;
883         ang_z = 0;
884
885         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
886         {
887                 ang_y = self.owner.v_angle_y;
888                 makevectors(ang);
889                 var vector v = v_forward;
890                 var float t = self.tag_entity.frame1time;
891                 var float f = self.tag_entity.frame;
892                 self.tag_entity.frame1time = time;
893                 self.tag_entity.frame = self.tag_entity.anim_idle_x;
894                 gettaginfo(self.tag_entity, self.tag_index);
895                 self.tag_entity.frame1time = t;
896                 self.tag_entity.frame = f;
897                 // untransform v according to this coordinate space
898                 vector w;
899                 w_x = v_forward * v;
900                 w_y = -v_right * v;
901                 w_z = v_up * v;
902                 self.angles = vectoangles(w);
903         }
904         else
905         {
906                 ang_x = -/* don't ask */ang_x;
907                 self.angles = ang;
908         }
909
910         self.colormap = self.owner.colormap;
911 };
912
913 // spawning weaponentity for client
914 void CL_SpawnWeaponentity()
915 {
916         self.weaponentity = spawn();
917         self.weaponentity.classname = "weaponentity";
918         self.weaponentity.solid = SOLID_NOT;
919         self.weaponentity.owner = self;
920         setmodel(self.weaponentity, ""); // precision set when changed
921         setorigin(self.weaponentity, '0 0 0');
922         self.weaponentity.angles = '0 0 0';
923         self.weaponentity.viewmodelforclient = self;
924         self.weaponentity.flags = 0;
925         self.weaponentity.think = CL_Weaponentity_Think;
926         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
927         self.weaponentity.nextthink = time;
928
929         self.exteriorweaponentity = spawn();
930         self.exteriorweaponentity.classname = "exteriorweaponentity";
931         self.exteriorweaponentity.solid = SOLID_NOT;
932         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
933         self.exteriorweaponentity.owner = self;
934         setorigin(self.exteriorweaponentity, '0 0 0');
935         self.exteriorweaponentity.angles = '0 0 0';
936         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
937         self.exteriorweaponentity.nextthink = time;
938 };
939
940 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
941 {
942         msg_entity = e;
943         WriteByte(MSG_ONE, SVC_TEMPENTITY);
944         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
945         WriteByte(MSG_ONE, wpn);
946         WriteString(MSG_ONE, wpnname);
947         WriteByte(MSG_ONE, type);
948 }
949
950 .float hasweapon_complain_spam;
951
952 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
953 {
954         local float weaponbit, f;
955         local entity oldself;
956
957         if(time < self.hasweapon_complain_spam)
958                 complain = 0;
959         if(complain)
960                 self.hasweapon_complain_spam = time + 0.2;
961
962         if (wpn < WEP_FIRST || wpn > WEP_LAST)
963         {
964                 if (complain)
965                         sprint(self, "Invalid weapon\n");
966                 return FALSE;
967         }
968         weaponbit = W_WeaponBit(wpn);
969         if (cl.weapons & weaponbit)
970         {
971                 if (andammo)
972                 {
973                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
974                         {
975                                 f = 1;
976                         }
977                         else
978                         {
979                                 oldself = self;
980                                 self = cl;
981                                 f = weapon_action(wpn, WR_CHECKAMMO1);
982                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
983                                 self = oldself;
984                         }
985                         if (!f)
986                         {
987                                 if (complain)
988                                 if(clienttype(cl) == CLIENTTYPE_REAL)
989                                 {
990                                         play2(cl, "weapons/unavailable.wav");
991                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
992                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
993                                 }
994                                 return FALSE;
995                         }
996                 }
997                 return TRUE;
998         }
999         if (complain)
1000         {
1001                 // DRESK - 3/16/07
1002                 // Report Proper Weapon Status / Modified Weapon Ownership Message
1003                 if(weaponsInMap & weaponbit)
1004                 {
1005                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1006                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1007
1008                         if(cvar("g_showweaponspawns"))
1009                         {
1010                                 entity e;
1011                                 string s;
1012
1013                                 e = get_weaponinfo(wpn);
1014                                 s = e.model2;
1015
1016                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1017                                 {
1018                                         if(e.classname == "droppedweapon")
1019                                                 continue;
1020                                         if not(e.flags & FL_ITEM)
1021                                                 continue;
1022                                         WaypointSprite_Spawn(
1023                                                 s,
1024                                                 1, 0,
1025                                                 world, e.origin,
1026                                                 self, 0,
1027                                                 world, enemy,
1028                                                 0
1029                                         );
1030                                 }
1031                         }
1032                 }
1033                 else
1034                 {
1035                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1036                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1037                 }
1038
1039                 play2(cl, "weapons/unavailable.wav");
1040         }
1041         return FALSE;
1042 };
1043
1044 // Weapon subs
1045 void w_clear()
1046 {
1047         if (self.weapon != -1)
1048                 self.weapon = 0;
1049         if (self.weaponentity)
1050         {
1051                 self.weaponentity.state = WS_CLEAR;
1052                 self.weaponentity.effects = 0;
1053         }
1054 };
1055
1056 void w_ready()
1057 {
1058         if (self.weaponentity)
1059                 self.weaponentity.state = WS_READY;
1060         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1061 };
1062
1063 // Setup weapon for client (after this raise frame will be launched)
1064 void weapon_setup(float windex)
1065 {
1066         entity e;
1067         qcweaponanimation = cvar("sv_qcweaponanimation");
1068         e = get_weaponinfo(windex);
1069         self.items &~= IT_AMMO;
1070         self.items = self.items | e.items;
1071
1072         // the two weapon entities will notice this has changed and update their models
1073         self.weapon = windex;
1074         self.weaponname = e.mdl;
1075         self.bulletcounter = 0;
1076 };
1077
1078 // perform weapon to attack (weaponstate and attack_finished check is here)
1079 void W_SwitchToOtherWeapon(entity pl)
1080 {
1081         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1082         float w, ww;
1083         w = W_WeaponBit(pl.weapon);
1084         pl.weapons &~= w;
1085         ww = w_getbestweapon(pl);
1086         pl.weapons |= w;
1087         if(ww)
1088                 W_SwitchWeapon_Force(pl, ww);
1089 }
1090 float weapon_prepareattack_checkammo(float secondary)
1091 {
1092         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1093         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1094         {
1095                 W_SwitchToOtherWeapon(self);
1096                 return FALSE;
1097         }
1098         return TRUE;
1099 }
1100 .float race_penalty;
1101 float weapon_prepareattack_check(float secondary, float attacktime)
1102 {
1103         if(!weapon_prepareattack_checkammo(secondary))
1104                 return FALSE;
1105
1106         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1107         //if all players readied up and the countdown is running
1108         if(time < game_starttime || time < self.race_penalty) {
1109                 return FALSE;
1110         }
1111
1112         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1113                 return FALSE;
1114
1115         // do not even think about shooting if switching
1116         if(self.switchweapon != self.weapon)
1117                 return FALSE;
1118
1119         if(attacktime >= 0)
1120         {
1121                 // don't fire if previous attack is not finished
1122                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1123                         return FALSE;
1124                 // don't fire while changing weapon
1125                 if (self.weaponentity.state != WS_READY)
1126                         return FALSE;
1127         }
1128
1129         return TRUE;
1130 }
1131 float weapon_prepareattack_do(float secondary, float attacktime)
1132 {
1133         self.weaponentity.state = WS_INUSE;
1134
1135         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1136
1137         // if the weapon hasn't been firing continuously, reset the timer
1138         if(attacktime >= 0)
1139         {
1140                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1141                 {
1142                         ATTACK_FINISHED(self) = time;
1143                         //dprint("resetting attack finished to ", ftos(time), "\n");
1144                 }
1145                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1146         }
1147         self.bulletcounter += 1;
1148         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1149         return TRUE;
1150 }
1151 float weapon_prepareattack(float secondary, float attacktime)
1152 {
1153         if(weapon_prepareattack_check(secondary, attacktime))
1154         {
1155                 weapon_prepareattack_do(secondary, attacktime);
1156                 return TRUE;
1157         }
1158         else
1159                 return FALSE;
1160 }
1161
1162 void weapon_thinkf(float fr, float t, void() func)
1163 {
1164         vector a;
1165         vector of, or, ou;
1166         float restartanim;
1167
1168         if(fr == WFRAME_DONTCHANGE)
1169         {
1170                 fr = self.weaponentity.wframe;
1171                 restartanim = FALSE;
1172         }
1173         else if (fr == WFRAME_IDLE)
1174                 restartanim = FALSE;
1175         else
1176                 restartanim = TRUE;
1177
1178         of = v_forward;
1179         or = v_right;
1180         ou = v_up;
1181
1182         if (self.weaponentity)
1183         {
1184                 self.weaponentity.wframe = fr;
1185                 if (qcweaponanimation)
1186                 {
1187                         if (fr != WFRAME_IDLE)
1188                         {
1189                                 self.weapon_morph0time = time;
1190                                 self.weapon_morph0angles = self.weaponentity.angles;
1191                                 self.weapon_morph0origin = self.weaponentity.origin;
1192
1193                                 self.weapon_morph1angles = '0 0 0';
1194                                 self.weapon_morph1time = time + t;
1195                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1196                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1197
1198                                 self.weapon_morph2angles = '0 0 0';
1199                                 self.weapon_morph2time = time + t;
1200                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1201                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1202
1203                                 self.weapon_morph3angles = '0 0 0';
1204                                 self.weapon_morph3time = time + t;
1205                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1206                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1207
1208                                 self.weapon_morph4angles = '0 0 0';
1209                                 self.weapon_morph4time = time + t;
1210                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1211                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1212
1213                                 if (fr == WFRAME_FIRE1)
1214                                 {
1215                                         self.weapon_morph1angles = '5 0 0';
1216                                         self.weapon_morph1time = time + t * 0.1;
1217                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1218                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1219                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1220                                 }
1221                                 else if (fr == WFRAME_FIRE2)
1222                                 {
1223                                         self.weapon_morph1angles = '10 0 0';
1224                                         self.weapon_morph1time = time + t * 0.1;
1225                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1226                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1227                                         self.weapon_morph4time = time + t + 1; // delay idle effect
1228                                 }
1229                                 else if (fr == WFRAME_RELOAD)
1230                                 {
1231                                         self.weapon_morph1time = time + t * 0.05;
1232                                         self.weapon_morph1angles = '-10 40 0';
1233                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1234                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1235
1236                                         self.weapon_morph2time = time + t * 0.15;
1237                                         self.weapon_morph2angles = '-10 40 5';
1238                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1239                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1240
1241                                         self.weapon_morph3time = time + t * 0.25;
1242                                         self.weapon_morph3angles = '-10 40 0';
1243                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1244                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1245                                 }
1246                         }
1247                 }
1248                 else
1249                 {
1250                         if (fr == WFRAME_IDLE)
1251                                 a = self.weaponentity.anim_idle;
1252                         else if (fr == WFRAME_FIRE1)
1253                                 a = self.weaponentity.anim_fire1;
1254                         else if (fr == WFRAME_FIRE2)
1255                                 a = self.weaponentity.anim_fire2;
1256                         else if (fr == WFRAME_RELOAD)
1257                                 a = self.weaponentity.anim_reload;
1258                         a_z *= g_weaponratefactor;
1259                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1260                 }
1261         }
1262
1263         v_forward = of;
1264         v_right = or;
1265         v_up = ou;
1266
1267         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1268         {
1269                 backtrace("Tried to override initial weapon think function - should this really happen?");
1270         }
1271
1272         t *= W_WeaponRateFactor();
1273
1274         // VorteX: haste can be added here
1275         if (self.weapon_think == w_ready)
1276         {
1277                 self.weapon_nextthink = time;
1278                 //dprint("started firing at ", ftos(time), "\n");
1279         }
1280         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1281         {
1282                 self.weapon_nextthink = time;
1283                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1284         }
1285         self.weapon_nextthink = self.weapon_nextthink + t;
1286         self.weapon_think = func;
1287         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1288
1289         if (restartanim)
1290         if (t)
1291         if (!self.crouch) // shoot anim stands up, this looks bad
1292         {
1293                 local vector anim;
1294                 anim = self.anim_shoot;
1295                 anim_z = anim_y / (t + sys_frametime);
1296                 setanim(self, anim, FALSE, TRUE, TRUE);
1297         }
1298 };
1299
1300 void weapon_boblayer1(float spd, vector org)
1301 {
1302         // VorteX: haste can be added here
1303 };
1304
1305 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1306 {
1307         vector mdirection;
1308         float mspeed;
1309         float outspeed;
1310         float nstyle;
1311         vector outvelocity;
1312
1313         mvelocity = mvelocity * g_weaponspeedfactor;
1314
1315         mdirection = normalize(mvelocity);
1316         mspeed = vlen(mvelocity);
1317
1318         nstyle = cvar("g_projectiles_newton_style");
1319         if(nstyle == 0)
1320         {
1321                 // absolute velocity
1322                 outvelocity = mvelocity;
1323         }
1324         else if(nstyle == 1)
1325         {
1326                 // true Newtonian projectiles
1327                 outvelocity = pvelocity + mvelocity;
1328         }
1329         else if(nstyle == 2)
1330         {
1331                 // true Newtonian projectiles with automatic aim adjustment
1332                 //
1333                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1334                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1335                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1336                 // PLUS SIGN!
1337                 // not defined?
1338                 // then...
1339                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1340                 // velocity without mdirection component > mspeed
1341                 // fire at smallest possible mspeed that works?
1342                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1343
1344                 vector solution;
1345                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1346                 if(solution_z)
1347                         outspeed = solution_y; // the larger one
1348                 else
1349                 {
1350                         //outspeed = 0; // slowest possible shot
1351                         outspeed = solution_x; // the real part (that is, the average!)
1352                         //dprint("impossible shot, adjusting\n");
1353                 }
1354
1355                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1356                 outvelocity = mdirection * outspeed;
1357         }
1358         else if(nstyle == 3)
1359         {
1360                 // pseudo-Newtonian:
1361                 outspeed = mspeed + mdirection * pvelocity;
1362                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1363                 outvelocity = mdirection * outspeed;
1364         }
1365         else if(nstyle == 4)
1366         {
1367                 // tZorkian:
1368                 outspeed = mspeed + vlen(pvelocity);
1369                 outvelocity = mdirection * outspeed;
1370         }
1371         else
1372                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1373
1374         return outvelocity;
1375 }
1376
1377 void W_AttachToShotorg(entity flash, vector offset)
1378 {
1379         entity xflash;
1380         flash.owner = self;
1381         flash.angles_z = random() * 360;
1382         if(qcweaponanimation)
1383         {
1384                 setorigin(flash, w_shotorg + w_shotdir * 50);
1385                 flash.angles = vectoangles(w_shotdir);
1386                 flash.angles_z = random() * 360;
1387         }
1388         else
1389         {
1390                 if(gettagindex(self.weaponentity, "shot"))
1391                         setattachment(flash, self.weaponentity, "shot");
1392                 else
1393                         setattachment(flash, self.weaponentity, "tag_shot");
1394                 setorigin(flash, offset);
1395
1396                 xflash = spawn();
1397                 copyentity(flash, xflash);
1398
1399                 flash.viewmodelforclient = self;
1400
1401                 if(self.weaponentity.oldorigin_x > 0)
1402                 {
1403                         setattachment(xflash, self.exteriorweaponentity, "");
1404                         setorigin(xflash, self.weaponentity.oldorigin + offset);
1405                 }
1406                 else
1407                 {
1408                         if(gettagindex(self.exteriorweaponentity, "shot"))
1409                                 setattachment(xflash, self.exteriorweaponentity, "shot");
1410                         else
1411                                 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1412                         setorigin(xflash, offset);
1413                 }
1414         }
1415 }
1416
1417 vector cliptoplane(vector v, vector p)
1418 {
1419         return v - (v * p) * p;
1420 }
1421
1422 vector solve_cubic_pq(float p, float q)
1423 {
1424         float D, u, v, a;
1425         D = q*q/4.0 + p*p*p/27.0;
1426         if(D < 0)
1427         {
1428                 // irreducibilis
1429                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1430                 u = sqrt(-4.0/3.0 * p);
1431                 // a in range 0..pi/3
1432                 // cos(a)
1433                 // cos(a + 2pi/3)
1434                 // cos(a + 4pi/3)
1435                 return
1436                         u *
1437                         (
1438                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1439                                 +
1440                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1441                                 +
1442                                 '0 0 1' * cos(a)
1443                         );
1444         }
1445         else if(D == 0)
1446         {
1447                 // simple
1448                 if(p == 0)
1449                         return '0 0 0';
1450                 u = 3*q/p;
1451                 v = -u/2;
1452                 if(u >= v)
1453                         return '1 1 0' * v + '0 0 1' * u;
1454                 else
1455                         return '0 1 1' * v + '1 0 0' * u;
1456         }
1457         else
1458         {
1459                 // cardano
1460                 u = cbrt(-q/2.0 + sqrt(D));
1461                 v = cbrt(-q/2.0 - sqrt(D));
1462                 return '1 1 1' * (u + v);
1463         }
1464 }
1465 vector solve_cubic_abcd(float a, float b, float c, float d)
1466 {
1467         // y = 3*a*x + b
1468         // x = (y - b) / 3a
1469         float p, q;
1470         vector v;
1471         p = (9*a*c - 3*b*b);
1472         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1473         v = solve_cubic_pq(p, q);
1474         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1475         if(a < 0)
1476                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1477         return v;
1478 }
1479
1480 vector findperpendicular(vector v)
1481 {
1482         vector p;
1483         p_x = v_z;
1484         p_y = -v_x;
1485         p_z = v_y;
1486         return normalize(cliptoplane(p, v));
1487 }
1488
1489 vector W_CalculateProjectileSpread(vector forward, float spread)
1490 {
1491         float sigma;
1492         vector v1, v2;
1493         float dx, dy, r;
1494         float sstyle;
1495         spread *= g_weaponspreadfactor;
1496         if(spread <= 0)
1497                 return forward;
1498         sstyle = cvar("g_projectiles_spread_style");
1499         
1500         if(sstyle == 0)
1501         {
1502                 // this is the baseline for the spread value!
1503                 // standard deviation: sqrt(2/5)
1504                 // density function: sqrt(1-r^2)
1505                 return forward + randomvec() * spread;
1506         }
1507         else if(sstyle == 1)
1508         {
1509                 // same thing, basically
1510                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1511         }
1512         else if(sstyle == 2)
1513         {
1514                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1515                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1516                 v1 = findperpendicular(forward);
1517                 v2 = cross(forward, v1);
1518                 // random point on unit circle
1519                 dx = random() * 2 * M_PI;
1520                 dy = sin(dx);
1521                 dx = cos(dx);
1522                 // radius in our dist function
1523                 r = random();
1524                 r = sqrt(r);
1525                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1526         }
1527         else if(sstyle == 3) // gauss 3d
1528         {
1529                 sigma = spread * 0.44721359549996; // match baseline stddev
1530                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1531                 v1 = forward;
1532                 v1_x += gsl_ran_gaussian(sigma);
1533                 v1_y += gsl_ran_gaussian(sigma);
1534                 v1_z += gsl_ran_gaussian(sigma);
1535                 return v1;
1536         }
1537         else if(sstyle == 4) // gauss 2d
1538         {
1539                 sigma = spread * 0.44721359549996; // match baseline stddev
1540                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1541                 v1_x = gsl_ran_gaussian(sigma);
1542                 v1_y = gsl_ran_gaussian(sigma);
1543                 v1_z = gsl_ran_gaussian(sigma);
1544                 return normalize(forward + cliptoplane(v1, forward));
1545         }
1546         else if(sstyle == 5) // 1-r
1547         {
1548                 sigma = spread * 1.154700538379252; // match baseline stddev
1549                 v1 = findperpendicular(forward);
1550                 v2 = cross(forward, v1);
1551                 // random point on unit circle
1552                 dx = random() * 2 * M_PI;
1553                 dy = sin(dx);
1554                 dx = cos(dx);
1555                 // radius in our dist function
1556                 r = random();
1557                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1558                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1559         }
1560         else if(sstyle == 6) // 1-r^2
1561         {
1562                 sigma = spread * 1.095445115010332; // match baseline stddev
1563                 v1 = findperpendicular(forward);
1564                 v2 = cross(forward, v1);
1565                 // random point on unit circle
1566                 dx = random() * 2 * M_PI;
1567                 dy = sin(dx);
1568                 dx = cos(dx);
1569                 // radius in our dist function
1570                 r = random();
1571                 r = sqrt(1 - r);
1572                 r = sqrt(1 - r);
1573                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1574         }
1575         else if(sstyle == 7) // (1-r) (2-r)
1576         {
1577                 sigma = spread * 1.224744871391589; // match baseline stddev
1578                 v1 = findperpendicular(forward);
1579                 v2 = cross(forward, v1);
1580                 // random point on unit circle
1581                 dx = random() * 2 * M_PI;
1582                 dy = sin(dx);
1583                 dx = cos(dx);
1584                 // radius in our dist function
1585                 r = random();
1586                 r = 1 - sqrt(r);
1587                 r = 1 - sqrt(r);
1588                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1589         }
1590         else
1591                 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)!");
1592         return '0 0 0';
1593         /*
1594          * how to derive falloff functions:
1595          * rho(r) := (2-r) * (1-r);
1596          * a : 0;
1597          * b : 1;
1598          * rhor(r) := r * rho(r);
1599          * cr(t) := integrate(rhor(r), r, a, t);
1600          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1601          * variance : scr(b) / cr(b);
1602          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1603          * sqrt(0.4 / variance), numer;
1604          */
1605 }
1606
1607 #if 0
1608 float mspercallsum;
1609 float mspercallsstyle;
1610 float mspercallcount;
1611 #endif
1612 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1613 {
1614         if(missile.owner == world)
1615                 error("Unowned missile");
1616
1617         dir = dir + upDir * (pUpSpeed / pSpeed);
1618         dir_z += pZSpeed / pSpeed;
1619         pSpeed *= vlen(dir);
1620         dir = normalize(dir);
1621
1622 #if 0
1623         if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1624         {
1625                 mspercallsum = mspercallcount = 0;
1626                 mspercallsstyle = cvar("g_projectiles_spread_style");
1627         }
1628         mspercallsum -= gettime(GETTIME_HIRES);
1629 #endif
1630         dir = W_CalculateProjectileSpread(dir, spread);
1631 #if 0
1632         mspercallsum += gettime(GETTIME_HIRES);
1633         mspercallcount += 1;
1634         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1635 #endif
1636
1637         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1638 }
1639
1640 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1641 {
1642         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1643 }
1644
1645 #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"))
1646 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))