]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
Merge remote branch 'refs/remotes/origin/fruitiex/racefixes'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index 15898759ede6b82578b755a365ecebcda5a1cc36..4537573c5d57b28c6ed7757a4aea131bcd78d109 100644 (file)
@@ -125,14 +125,16 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright,
 
 vector w_shotorg;
 vector w_shotdir;
+vector w_shotend;
 
 // this function calculates w_shotorg and w_shotdir based on the weapon model
 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 // make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
+.float prevstrengthsound;
+.float prevstrengthsoundattempt;
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
 {
        float nudge = 1; // added to traceline target and subtracted from result
-       local vector trueaimpoint;
        local float oldsolid;
        vector vecs, dv;
        oldsolid = ent.dphitcontentsmask;
@@ -141,17 +143,17 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        if(antilag)
-               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));
+               WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                // passing world, because we do NOT want it to touch dphitcontentsmask
        else
-               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
+               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
        ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 
        vector vf, vr, vu;
        vf = v_forward;
        vr = v_right;
        vu = v_up;
-       trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+       w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
        v_forward = vf;
        v_right = vr;
        v_up = vu;
@@ -169,17 +171,13 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
        if(ent.weaponentity.movedir_x > 0)
-       {
                vecs = ent.weaponentity.movedir;
-               vecs_y = -vecs_y;
-       }
        else
                vecs = '0 0 0';
-
        if(debug_shotorg != '0 0 0')
                vecs = debug_shotorg;
 
-       dv = v_right * vecs_y + v_up * vecs_z;
+       dv = v_right * -vecs_y + v_up * vecs_z;
        w_shotorg = ent.origin + ent.view_ofs + dv;
 
        // now move the shotorg forward as much as requested if possible
@@ -194,17 +192,17 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
        w_shotorg = trace_endpos - v_forward * nudge;
        // calculate the shotdir from the chosen shotorg
-       w_shotdir = normalize(trueaimpoint - w_shotorg);
+       w_shotdir = normalize(w_shotend - w_shotorg);
 
        if (antilag)
        if (!ent.cvar_cl_noantilag)
        {
                if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
                {
-                       traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                       traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                        if (!trace_ent.takedamage)
                        {
-                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                                if (trace_ent.takedamage && trace_ent.classname == "player")
                                {
                                        entity e;
@@ -225,7 +223,7 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                        {
                                // verify that the shot would miss without antilag
                                // (avoids an issue where guns would always shoot at their origin)
-                               traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                               traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                                if (!trace_ent.takedamage)
                                {
                                        // verify that the shot would hit if altered
@@ -249,14 +247,28 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
        }
 
-       if (ent.items & IT_STRENGTH)
-       if (!g_minstagib)
-               sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+       if(ent.items & IT_STRENGTH)
+       if(!g_minstagib)
+       if(
+               (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+               ||
+               (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+       ) // prevent insane sound spam
+       {
+               sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+               ent.prevstrengthsound = time;
+       }
+       ent.prevstrengthsoundattempt = time;
+
+       // nudge w_shotend so a trace to w_shotend hits
+       w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
 };
 
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
 #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)
 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
 
 void LaserTarget_Think()
 {
@@ -391,228 +403,258 @@ vector weapon_adjust = '10 0 -15';
  *    g_tuba.md3 - pickup model
  */
 
-void CL_Weaponentity_Think()
+// writes:
+//   self.origin, self.angles
+//   self.weaponentity
+//   self.movedir, self.view_ofs
+//   attachment stuff
+//   anim stuff
+// to free:
+//   call again with ""
+//   remove the ent
+void CL_WeaponEntity_SetModel(string name)
 {
-       float tb, v_shot_idx;
-       self.nextthink = time;
-       if (intermission_running)
-               self.frame = self.anim_idle_x;
-       if (self.owner.weaponentity != self)
-       {
-               if (self.weaponentity)
-                       remove(self.weaponentity);
-               remove(self);
-               return;
-       }
-       if (self.owner.deadflag != DEAD_NO)
+       string animfilename;
+       float animfile;
+       float v_shot_idx;
+       if (name != "")
        {
-               self.model = "";
+               // if there is a child entity, hide it until we're sure we use it
                if (self.weaponentity)
                        self.weaponentity.model = "";
-               return;
-       }
-       if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
-       {
-               self.cnt = self.owner.weapon;
-               self.dmg = self.owner.modelindex;
-               self.deadflag = self.owner.deadflag;
+               setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+               v_shot_idx = gettagindex(self, "shot"); // used later
+               if(!v_shot_idx)
+                       v_shot_idx = gettagindex(self, "tag_shot");
 
-               string animfilename;
-               float animfile;
-               if (self.owner.weaponname != "")
+               if(qcweaponanimation)
                {
-                       // if there is a child entity, hide it until we're sure we use it
-                       if (self.weaponentity)
-                               self.weaponentity.model = "";
-                       setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
-                       v_shot_idx = gettagindex(self, "shot"); // used later
-                       if(!v_shot_idx)
-                               v_shot_idx = gettagindex(self, "tag_shot");
+                       self.angles = '0 0 0';
+                       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
+                       self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
+                       self.movedir_x += 32;
+                       self.spawnorigin = self.movedir;
+                       // oldorigin - not calculated here
+               }
+               else
+               {
+                       setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+                       animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
+                       animfile = fopen(animfilename, FILE_READ);
+                       // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+                       self.anim_fire1  = '0 1 0.01';
+                       self.anim_fire2  = '1 1 0.01';
+                       self.anim_idle   = '2 1 0.01';
+                       self.anim_reload = '3 1 0.01';
+                       if (animfile >= 0)
+                       {
+                               animparseerror = FALSE;
+                               self.anim_fire1  = animparseline(animfile);
+                               self.anim_fire2  = animparseline(animfile);
+                               self.anim_idle   = animparseline(animfile);
+                               self.anim_reload = animparseline(animfile);
+                               fclose(animfile);
+                               if (animparseerror)
+                                       print("Parse error in ", animfilename, ", some player animations are broken\n");
+                       }
 
-                       if(qcweaponanimation)
+                       // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+                       // if we don't, this is a "real" animated model
+                       if(gettagindex(self, "weapon"))
+                       {
+                               if (!self.weaponentity)
+                                       self.weaponentity = spawn();
+                               setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+                               setattachment(self.weaponentity, self, "weapon");
+                       }
+                       else if(gettagindex(self, "tag_weapon"))
                        {
-                               self.angles = '0 0 0';
-                               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
-                               self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
-                               self.movedir_x += 32;
-                               self.spawnorigin = self.movedir;
-                               // oldorigin - not calculated here
+                               if (!self.weaponentity)
+                                       self.weaponentity = spawn();
+                               setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+                               setattachment(self.weaponentity, self, "tag_weapon");
                        }
                        else
                        {
-                               setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
-                               animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
-                               animfile = fopen(animfilename, FILE_READ);
-                               // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-                               self.anim_fire1  = '0 1 0.01';
-                               self.anim_fire2  = '1 1 0.01';
-                               self.anim_idle   = '2 1 0.01';
-                               self.anim_reload = '3 1 0.01';
-                               if (animfile >= 0)
-                               {
-                                       animparseerror = FALSE;
-                                       self.anim_fire1  = animparseline(animfile);
-                                       self.anim_fire2  = animparseline(animfile);
-                                       self.anim_idle   = animparseline(animfile);
-                                       self.anim_reload = animparseline(animfile);
-                                       fclose(animfile);
-                                       if (animparseerror)
-                                               print("Parse error in ", animfilename, ", some player animations are broken\n");
-                               }
-
-                               // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
-                               // if we don't, this is a "real" animated model
-                               if(gettagindex(self, "weapon"))
-                               {
-                                       if (!self.weaponentity)
-                                               self.weaponentity = spawn();
-                                       setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
-                                       setattachment(self.weaponentity, self, "weapon");
-                               }
-                               else if(gettagindex(self, "tag_weapon"))
-                               {
-                                       if (!self.weaponentity)
-                                               self.weaponentity = spawn();
-                                       setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
-                                       setattachment(self.weaponentity, self, "tag_weapon");
-                               }
-                               else
-                               {
-                                       if(self.weaponentity)
-                                               remove(self.weaponentity);
-                                       self.weaponentity = world;
-                               }
+                               if(self.weaponentity)
+                                       remove(self.weaponentity);
+                               self.weaponentity = world;
+                       }
 
-                               setorigin(self,'0 0 0');
-                               self.angles = '0 0 0';
-                               self.frame = 0;
-                               self.viewmodelforclient = world;
+                       setorigin(self,'0 0 0');
+                       self.angles = '0 0 0';
+                       self.frame = 0;
+                       self.viewmodelforclient = world;
 
-                               float idx;
+                       float idx;
 
-                               if(v_shot_idx) // v_ model attached to invisible h_ model
+                       if(v_shot_idx) // v_ model attached to invisible h_ model
+                       {
+                               self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+                       }
+                       else
+                       {
+                               idx = gettagindex(self, "shot");
+                               if(!idx)
+                                       idx = gettagindex(self, "tag_shot");
+                               if(idx)
+                                       self.movedir = gettaginfo(self, idx);
+                               else
                                {
-                                       self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+                                       print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+                                       self.movedir = '0 0 0';
                                }
+                       }
+
+                       if(self.weaponentity) // v_ model attached to invisible h_ model
+                       {
+                               idx = gettagindex(self.weaponentity, "shell");
+                               if(!idx)
+                                       idx = gettagindex(self.weaponentity, "tag_shell");
+                               if(idx)
+                                       self.spawnorigin = gettaginfo(self.weaponentity, idx);
+                       }
+                       else
+                               idx = 0;
+                       if(!idx)
+                       {
+                               idx = gettagindex(self, "shell");
+                               if(!idx)
+                                       idx = gettagindex(self, "tag_shell");
+                               if(idx)
+                                       self.spawnorigin = gettaginfo(self, idx);
                                else
                                {
-                                       idx = gettagindex(self, "shot");
-                                       if(!idx)
-                                               idx = gettagindex(self, "tag_shot");
-                                       if(idx)
-                                               self.movedir = gettaginfo(self, idx);
-                                       else
-                                       {
-                                               print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
-                                               self.movedir = '0 0 0';
-                                       }
+                                       print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+                                       self.spawnorigin = self.movedir;
                                }
+                       }
 
-                               if(self.weaponentity) // v_ model attached to invisible h_ model
+                       if(v_shot_idx)
+                       {
+                               self.oldorigin = '0 0 0'; // use regular attachment
+                       }
+                       else
+                       {
+                               if(self.weaponentity)
                                {
-                                       idx = gettagindex(self.weaponentity, "shell");
+                                       idx = gettagindex(self, "weapon");
                                        if(!idx)
-                                               idx = gettagindex(self.weaponentity, "tag_shell");
-                                       if(idx)
-                                               self.spawnorigin = gettaginfo(self.weaponentity, idx);
+                                               idx = gettagindex(self, "tag_weapon");
                                }
                                else
-                                       idx = 0;
-                               if(!idx)
                                {
-                                       idx = gettagindex(self, "shell");
+                                       idx = gettagindex(self, "handle");
                                        if(!idx)
-                                               idx = gettagindex(self, "tag_shell");
-                                       if(idx)
-                                               self.spawnorigin = gettaginfo(self, idx);
-                                       else
-                                       {
-                                               print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
-                                               self.spawnorigin = self.movedir;
-                                       }
+                                               idx = gettagindex(self, "tag_handle");
                                }
-
-                               if(v_shot_idx)
+                               if(idx)
                                {
-                                       self.oldorigin = '0 0 0'; // use regular attachment
+                                       self.oldorigin = self.movedir - gettaginfo(self, idx);
                                }
                                else
                                {
-                                       if(self.weaponentity)
-                                       {
-                                               idx = gettagindex(self, "weapon");
-                                               if(!idx)
-                                                       idx = gettagindex(self, "tag_weapon");
-                                       }
-                                       else
-                                       {
-                                               idx = gettagindex(self, "handle");
-                                               if(!idx)
-                                                       idx = gettagindex(self, "tag_handle");
-                                       }
-                                       if(idx)
-                                       {
-                                               self.oldorigin = self.movedir - gettaginfo(self, idx);
-                                       }
-                                       else
-                                       {
-                                               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");
-                                               self.oldorigin = '0 0 0'; // there is no way to recover from this
-                                       }
+                                       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");
+                                       self.oldorigin = '0 0 0'; // there is no way to recover from this
                                }
-
-                               self.viewmodelforclient = self.owner;
                        }
+
+                       self.viewmodelforclient = self.owner;
                }
-               else
-               {
-                       self.model = "";
-                       if(self.weaponentity)
-                               remove(self.weaponentity);
-                       self.weaponentity = world;
-                       self.movedir = '0 0 0';
-                       self.spawnorigin = '0 0 0';
-                       self.oldorigin = '0 0 0';
-                       self.anim_fire1  = '0 1 0.01';
-                       self.anim_fire2  = '0 1 0.01';
-                       self.anim_idle   = '0 1 0.01';
-                       self.anim_reload = '0 1 0.01';
-               }
+       }
+       else
+       {
+               self.model = "";
+               if(self.weaponentity)
+                       remove(self.weaponentity);
+               self.weaponentity = world;
+               self.movedir = '0 0 0';
+               self.spawnorigin = '0 0 0';
+               self.oldorigin = '0 0 0';
+               self.anim_fire1  = '0 1 0.01';
+               self.anim_fire2  = '0 1 0.01';
+               self.anim_idle   = '0 1 0.01';
+               self.anim_reload = '0 1 0.01';
+       }
 
-               self.view_ofs = '0 0 0';
+       self.view_ofs = '0 0 0';
 
-               if(self.movedir_x >= 0)
-               {
-                       vector v0;
-                       v0 = self.movedir;
-                       self.movedir = shotorg_adjust(v0, FALSE, FALSE);
-                       self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
-               }
-               self.owner.stat_shotorg = compressShotOrigin(self.movedir);
-               self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+       if(self.movedir_x >= 0)
+       {
+               vector v0;
+               v0 = self.movedir;
+               self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+               self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+       }
+       self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+       self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
 
-               self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+       self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
 
-               // check if an instant weapon switch occurred
-               if (qcweaponanimation)
+       // check if an instant weapon switch occurred
+       if (qcweaponanimation)
+       {
+               if (self.state == WS_READY)
                {
-                       if (self.state == WS_READY)
-                       {
-                               self.angles = '0 0 0';
-                               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
-                               setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
-                       }
+                       self.angles = '0 0 0';
+                       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
+                       setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
                }
-               else
-                       setorigin(self, self.view_ofs);
-               // reset animstate now
-               self.wframe = WFRAME_IDLE;
-               self.weapon_morph0time = 0;
-               self.weapon_morph1time = 0;
-               self.weapon_morph2time = 0;
-               self.weapon_morph3time = 0;
-               self.weapon_morph4time = 0;
-               setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+       }
+       else
+               setorigin(self, self.view_ofs);
+       // reset animstate now
+       self.wframe = WFRAME_IDLE;
+       self.weapon_morph0time = 0;
+       self.weapon_morph1time = 0;
+       self.weapon_morph2time = 0;
+       self.weapon_morph3time = 0;
+       self.weapon_morph4time = 0;
+       setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+       entity wi, oldself;
+       vector ret;
+       wi = get_weaponinfo(wpn);
+       oldself = self;
+       self = spawn();
+       CL_WeaponEntity_SetModel(wi.mdl);
+       ret = self.movedir;
+       CL_WeaponEntity_SetModel("");
+       remove(self);
+       self = oldself;
+       return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+       float tb;
+       self.nextthink = time;
+       if (intermission_running)
+               self.frame = self.anim_idle_x;
+       if (self.owner.weaponentity != self)
+       {
+               if (self.weaponentity)
+                       remove(self.weaponentity);
+               remove(self);
+               return;
+       }
+       if (self.owner.deadflag != DEAD_NO)
+       {
+               self.model = "";
+               if (self.weaponentity)
+                       self.weaponentity.model = "";
+               return;
+       }
+       if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       {
+               self.cnt = self.owner.weapon;
+               self.dmg = self.owner.modelindex;
+               self.deadflag = self.owner.deadflag;
+
+               CL_WeaponEntity_SetModel(self.owner.weaponname);
        }
 
        tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
@@ -907,6 +949,16 @@ void CL_SpawnWeaponentity()
        self.exteriorweaponentity.nextthink = time;
 };
 
+void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
+{
+       msg_entity = e;
+       WriteByte(MSG_ONE, SVC_TEMPENTITY);
+       WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
+       WriteByte(MSG_ONE, wpn);
+       WriteString(MSG_ONE, wpnname);
+       WriteByte(MSG_ONE, type);
+}
+
 .float hasweapon_complain_spam;
 
 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
@@ -940,6 +992,13 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                                self = cl;
                                f = weapon_action(wpn, WR_CHECKAMMO1);
                                f = f + weapon_action(wpn, WR_CHECKAMMO2);
+
+                               // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
+                               local entity mine;
+                               if(wpn == WEP_MINE_LAYER)
+                               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+                                       f = 1;
+
                                self = oldself;
                        }
                        if (!f)
@@ -949,6 +1008,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                                {
                                        play2(cl, "weapons/unavailable.wav");
                                        sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
+                                       Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
                                }
                                return FALSE;
                        }
@@ -962,6 +1022,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                if(weaponsInMap & weaponbit)
                {
                        sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
+                       Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
 
                        if(cvar("g_showweaponspawns"))
                        {
@@ -989,7 +1050,10 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                        }
                }
                else
+               {
+                       Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
                        sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
+               }
 
                play2(cl, "weapons/unavailable.wav");
        }
@@ -1047,6 +1111,15 @@ float weapon_prepareattack_checkammo(float secondary)
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
        {
+               // always keep the Mine Layer if we placed mines, so that we can detonate them
+               local entity mine;
+               if(self.weapon == WEP_MINE_LAYER)
+               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+                       return FALSE;
+
+               if(self.weapon == self.switchweapon) // only play once BEFORE starting to switch weapons
+                       sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+
                W_SwitchToOtherWeapon(self);
                return FALSE;
        }
@@ -1342,7 +1415,10 @@ void W_AttachToShotorg(entity flash, vector offset)
        }
        else
        {
-               setattachment(flash, self.weaponentity, "shot");
+               if(gettagindex(self.weaponentity, "shot"))
+                       setattachment(flash, self.weaponentity, "shot");
+               else
+                       setattachment(flash, self.weaponentity, "tag_shot");
                setorigin(flash, offset);
 
                xflash = spawn();
@@ -1357,7 +1433,11 @@ void W_AttachToShotorg(entity flash, vector offset)
                }
                else
                {
-                       setattachment(xflash, self.exteriorweaponentity, "shot");
+                       if(gettagindex(self.exteriorweaponentity, "shot"))
+                               setattachment(xflash, self.exteriorweaponentity, "shot");
+                       else
+                               setattachment(xflash, self.exteriorweaponentity, "tag_shot");
+                       setorigin(xflash, offset);
                }
        }
 }