6 #include <client/main.qh>
7 #include <common/constants.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/stats.qh>
11 #include <common/util.qh>
12 #include <common/weapons/calculations.qc>
13 #include <common/weapons/weapon/_mod.inc>
14 #include <lib/csqcmodel/cl_model.qh>
15 #include <lib/csqcmodel/interpolate.qh>
16 #include <lib/warpzone/anglestransform.qh>
17 #include <lib/warpzone/client.qh>
18 #include <lib/warpzone/common.qh>
20 #include <common/weapons/weapon/_mod.inc>
22 #include <common/constants.qh>
23 #include <common/deathtypes/all.qh>
24 #include <common/items/_mod.qh>
25 #include <common/mapinfo.qh>
26 #include <common/monsters/_mod.qh>
27 #include <common/notifications/all.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/util.qh>
31 #include <common/weapons/calculations.qc>
32 #include <common/weapons/config.qc>
33 #include <common/weapons/config.qh>
34 #include <common/weapons/weapon/_mod.inc>
35 #include <lib/csqcmodel/sv_model.qh>
36 #include <lib/warpzone/anglestransform.qh>
37 #include <lib/warpzone/common.qh>
38 #include <lib/warpzone/server.qh>
39 #include <lib/warpzone/util_server.qh>
40 #include <server/command/_mod.qh>
41 #include <server/hook.qh>
42 #include <server/items/spawning.qh>
43 #include <server/mutators/_mod.qh>
44 #include <server/portals.qh>
45 #include <server/weapons/common.qh>
46 #include <server/weapons/csqcprojectile.qh>
47 #include <server/weapons/tracing.qh>
51 // WEAPON PLUGIN SYSTEM
53 WepSet _WepSet_FromWeapon(int a)
56 if (REGISTRY_MAX(Weapons) > 24)
60 if (REGISTRY_MAX(Weapons) > 48)
64 return '0 0 1' * BIT(a);
66 return '0 1 0' * BIT(a);
68 return '1 0 0' * BIT(a);
71 void WriteWepSet(float dst, WepSet w)
73 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75 else WriteInt24_t(dst, w.x);
79 WepSet WepSet_GetFromStat()
83 WepSet WepSet_GetFromStat_InMap()
85 return STAT(WEAPONSINMAP);
89 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91 return ReadInt24_t() * '1 0 0';
95 string W_FixWeaponOrder(string order, float complete)
97 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
99 string W_NameWeaponOrder_MapFunc(string s)
104 entity wi = REGISTRY_GET(Weapons, i);
105 if (wi != WEP_Null) return wi.netname;
110 string W_UndeprecateName(string s)
114 case "nex": return "vortex";
115 case "rocketlauncher": return "devastator";
116 case "laser": return "blaster";
117 case "minstanex": return "vaporizer";
118 case "grenadelauncher": return "mortar";
119 case "uzi": return "machinegun";
120 case "hmg": return "okhmg";
121 case "rpc": return "okrpc";
125 string W_NameWeaponOrder(string order)
127 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
129 string W_NumberWeaponOrder_MapFunc(string s)
131 if (s == "0" || stof(s)) return s;
132 s = W_UndeprecateName(s);
133 FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
136 string W_NumberWeaponOrder(string order)
138 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
141 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
142 string W_FixWeaponOrder_BuildImpulseList_order;
143 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
146 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
147 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
148 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
150 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
152 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
153 Weapon e1 = REGISTRY_GET(Weapons, si);
154 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
155 Weapon e2 = REGISTRY_GET(Weapons, sj);
156 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
157 if (d != 0) return -d; // high impulse first!
158 string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
159 return strstrofs(s, sprintf(" %d ", si), 0)
160 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
162 string W_FixWeaponOrder_BuildImpulseList(string o)
165 W_FixWeaponOrder_BuildImpulseList_order = o;
166 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
167 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
168 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
171 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
172 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
173 W_FixWeaponOrder_BuildImpulseList_order = string_null;
174 return substring(o, 1, -1);
177 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
179 return W_FixWeaponOrder(order, 0);
182 string W_FixWeaponOrder_ForceComplete(string order)
184 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
185 return W_FixWeaponOrder(order, 1);
188 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
190 WepSet result = '0 0 0';
191 for (int j = 0; j < n; ++j)
193 RandomSelection_Init();
194 FOREACH(Weapons, it != WEP_Null, {
195 if (remaining & (it.m_wepset))
196 RandomSelection_AddEnt(it, 1, 1);
198 Weapon w = RandomSelection_chosen_ent;
199 result |= WepSet_FromWeapon(w);
200 remaining &= ~WepSet_FromWeapon(w);
205 // TODO: registry handles for below functions
206 string GetAmmoPicture(Resource ammotype)
210 case RES_SHELLS: return ITEM_Shells.m_icon;
211 case RES_BULLETS: return ITEM_Bullets.m_icon;
212 case RES_ROCKETS: return ITEM_Rockets.m_icon;
213 case RES_CELLS: return ITEM_Cells.m_icon;
214 case RES_PLASMA: return ITEM_Plasma.m_icon;
215 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
216 default: return ""; // wtf, no ammo type?
220 string GetAmmoName(Resource ammotype)
224 case RES_SHELLS: return ITEM_Shells.m_name;
225 case RES_BULLETS: return ITEM_Bullets.m_name;
226 case RES_ROCKETS: return ITEM_Rockets.m_name;
227 case RES_CELLS: return ITEM_Cells.m_name;
228 case RES_PLASMA: return ITEM_Plasma.m_name;
229 case RES_FUEL: return ITEM_JetpackFuel.m_name;
230 default: return "batteries";
234 entity GetAmmoItem(Resource ammotype)
238 case RES_SHELLS: return ITEM_Shells;
239 case RES_BULLETS: return ITEM_Bullets;
240 case RES_ROCKETS: return ITEM_Rockets;
241 case RES_CELLS: return ITEM_Cells;
242 case RES_PLASMA: return ITEM_Plasma;
243 case RES_FUEL: return ITEM_JetpackFuel;
245 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
247 // WEAPONTODO: use this generic func to reduce duplication ?
248 // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
252 Resource GetAmmoTypeFromNum(int i)
256 case 0: return RES_SHELLS;
257 case 1: return RES_BULLETS;
258 case 2: return RES_ROCKETS;
259 case 3: return RES_CELLS;
260 case 4: return RES_PLASMA;
261 case 5: return RES_FUEL;
262 default: return RES_NONE;
266 int GetAmmoStat(Resource ammotype)
270 case RES_SHELLS: return STAT_SHELLS;
271 case RES_BULLETS: return STAT_NAILS;
272 case RES_ROCKETS: return STAT_ROCKETS;
273 case RES_CELLS: return STAT_CELLS;
274 case RES_PLASMA: return STAT_PLASMA.m_id;
275 case RES_FUEL: return STAT_FUEL.m_id;
281 string W_Sound(string w_snd)
283 string output = strcat("weapons/", w_snd);
284 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
285 return M_ARGV(1, string);
288 string W_Model(string w_mdl)
290 string output = strcat("models/weapons/", w_mdl);
291 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
292 return M_ARGV(1, string);
296 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
318 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
323 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
325 else if (STAT(SHOOTFROMEYE))
329 else if (STAT(SHOOTFROMCENTER))
334 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
337 if (y_is_right) v.y = -v.y;
338 if (v.x != 0) vecs.x = v.x;
342 else // just do the same as top
344 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
350 #define shotorg_adjust shotorg_adjust_values
355 * 1. simple animated model, muzzle flash handling on h_ model:
356 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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
364 * 2. simple animated model, muzzle flash handling on v_ model:
365 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
367 * weapon = attachment for v_tuba.md3
368 * v_tuba.md3 - first and third person model
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
374 * 3. fully animated model, muzzle flash handling on h_ model:
375 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
383 * 4. fully animated model, muzzle flash handling on v_ model:
384 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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
390 * shot = muzzle end (for muzzle flashes)
391 * g_tuba.md3 - pickup model
394 * this.origin, this.angles
396 * this.movedir, this.view_ofs, this.movedir_aligned
397 * this.spawnorigin (SVQC only)
404 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
408 vector oldmin = this.mins, oldmax = this.maxs;
409 setmodel(this, MDL_Null);
410 setsize(this, oldmin, oldmax);
411 if (this.weaponchild) delete(this.weaponchild);
412 this.weaponchild = NULL;
413 this.movedir = '0 0 0';
415 this.spawnorigin = '0 0 0';
417 this.oldorigin = '0 0 0';
418 this.anim_fire1 = '0 1 0.01';
419 this.anim_fire2 = '0 1 0.01';
420 this.anim_idle = '0 1 0.01';
421 this.anim_reload = '0 1 0.01';
425 // if there is a child entity, hide it until we're sure we use it
426 if (this.weaponchild) this.weaponchild.model = "";
427 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
428 int v_shot_idx; // used later
429 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
431 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
432 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
433 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
434 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
435 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
436 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
438 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
439 // if we don't, this is a "real" animated model
441 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
443 if (!this.weaponchild)
445 this.weaponchild = new(weaponchild);
447 this.weaponchild.drawmask = MASK_NORMAL;
448 this.weaponchild.renderflags |= RF_VIEWMODEL;
451 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
452 setsize(this.weaponchild, '0 0 0', '0 0 0');
453 setattachment(this.weaponchild, this, t);
457 if (this.weaponchild) delete(this.weaponchild);
458 this.weaponchild = NULL;
461 setsize(this, '0 0 0', '0 0 0');
462 setorigin(this, '0 0 0');
463 this.angles = '0 0 0';
466 this.viewmodelforclient = NULL;
468 this.renderflags &= ~RF_VIEWMODEL;
470 if (v_shot_idx) // v_ model attached to invisible h_ model
472 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
477 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
479 this.movedir = gettaginfo(this, idx);
483 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
485 this.movedir = '0 0 0';
491 // v_ model attached to invisible h_ model
493 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
495 this.spawnorigin = gettaginfo(this.weaponchild, idx);
497 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
499 this.spawnorigin = gettaginfo(this, idx);
503 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
505 this.spawnorigin = this.movedir;
511 this.oldorigin = '0 0 0'; // use regular attachment
516 if (this.weaponchild)
517 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
519 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
522 this.oldorigin = this.movedir - gettaginfo(this, idx);
527 "weapon model %s does not support the 'handle' tag "
528 "and neither does the v_ model support the 'shot' tag, "
529 "will display muzzle flashes TOTALLY wrong\n",
531 this.oldorigin = '0 0 0'; // there is no way to recover from this
536 this.viewmodelforclient = this.owner;
538 this.renderflags |= RF_VIEWMODEL;
542 this.view_ofs = '0 0 0';
543 this.movedir_aligned = this.movedir;
545 if (this.movedir.x >= 0)
547 //int algn = STAT(GUNALIGN, this.owner);
548 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
550 this.m_gunalign = algn;
552 vector v = this.movedir;
553 this.movedir = shotorg_adjust(v, false, false, algn);
554 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
555 this.view_ofs = this.movedir_aligned - v;
557 int compressed_shotorg = compressShotOrigin(this.movedir);
558 // make them match perfectly
561 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
563 this.movedir = decompressShotOrigin(compressed_shotorg);
566 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
569 // check if an instant weapon switch occurred
570 setorigin(this, this.view_ofs);
572 // reset animstate now
573 this.wframe = WFRAME_IDLE;
574 setanim(this, this.anim_idle, true, false, true);
580 REGISTER_NET_TEMP(wframe)
582 NET_HANDLE(wframe, bool isNew)
584 WFRAME fr = ReadByte();
585 float t = ReadFloat();
586 int slot = ReadByte();
587 bool restartanim = ReadByte();
588 entity wepent = viewmodels[slot];
589 if(fr == WFRAME_IDLE)
590 wepent.animstate_looping = false; // we don't need to enforce idle animation
597 case WFRAME_IDLE: a = wepent.anim_idle; break;
598 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
599 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
600 case WFRAME_RELOAD: a = wepent.anim_reload; break;
603 anim_set(wepent, a, !restartanim, restartanim, restartanim);
605 wepent.state = ReadByte();
606 wepent.weapon_nextthink = ReadFloat();
607 switch (wepent.state)
610 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
613 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
616 wepent.weapon_switchdelay = 0;
624 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
626 if (!IS_REAL_CLIENT(actor)) return;
627 int channel = MSG_ONE;
629 WriteHeader(channel, wframe);
630 WriteByte(channel, wepframe);
631 WriteFloat(channel, attackrate);
632 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
633 WriteByte(channel, restartanim);
634 WriteByte(channel, weaponentity.state);
635 WriteFloat(channel, weaponentity.weapon_nextthink);
639 REGISTER_NET_C2S(w_whereis)
641 void Weapon_whereis(Weapon this, entity cl);
642 NET_HANDLE(w_whereis, bool)
644 Weapon wpn = ReadRegistered(Weapons);
645 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
649 void w_whereis(Weapon this)
651 int channel = MSG_C2S;
652 WriteHeader(channel, w_whereis);
653 WriteRegistered(Weapons, channel, this);
655 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
659 case CMD_REQUEST_COMMAND:
664 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
669 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
672 FOREACH(Weapons, it != WEP_Null && it.netname == s,
679 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
680 case CMD_REQUEST_USAGE:
682 LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
683 LOG_HELP(" Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
691 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
694 flash.angles_z = random() * 360;
696 entity view = actor.(weaponentity);
697 entity exterior = actor.exteriorweaponentity;
699 if (view.oldorigin.x > 0)
701 setattachment(flash, exterior, "");
702 setorigin(flash, view.oldorigin + offset);
706 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
707 else setattachment(flash, exterior, "tag_shot");
708 setorigin(flash, offset);
712 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
714 flash.owner = wepent;
715 flash.angles_z = random() * 360;
717 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
718 else setattachment(flash, wepent, "tag_shot");
719 setorigin(flash, offset);
723 void W_MuzzleFlash_Model_Think(entity this)
728 this.nextthink = time + 0.05;
732 setthink(this, SUB_Remove);
733 this.nextthink = time;
734 this.realowner.muzzle_flash = NULL;
739 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
741 if(wepent.muzzle_flash == NULL)
742 wepent.muzzle_flash = spawn();
744 entity flash = wepent.muzzle_flash;
745 setmodel(flash, muzzlemodel); // precision set below
748 setthink(flash, W_MuzzleFlash_Model_Think);
749 flash.nextthink = time + 0.02;
752 flash.angles_z = random() * 180;
753 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
754 flash.owner = flash.realowner = wepent;
757 flash.drawmask = MASK_NORMAL;
761 REGISTER_NET_TEMP(w_muzzleflash)
764 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
766 // don't show an exterior muzzle effect for the off-hand
767 if(weaponslot(weaponentity) == 0)
769 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
771 if(thiswep.m_muzzlemodel != MDL_Null)
773 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
774 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
778 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
780 if(!IS_REAL_CLIENT(it))
782 int channel = MSG_ONE;
784 WriteHeader(channel, w_muzzleflash);
785 WriteByte(channel, thiswep.m_id);
786 WriteByte(channel, weaponslot(weaponentity));
787 WriteVector(channel, shotorg);
791 NET_HANDLE(w_muzzleflash, bool isNew)
794 int weapon_id = ReadByte();
795 int slot = ReadByte();
796 vector sv_shotorg = ReadVector();
798 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
799 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
800 vector forward, right, up;
801 MAKE_VECTORS(viewangles, forward, right, up);
803 if(autocvar_chase_active)
805 // in third person mode, show the muzzle flash from the server side weapon position
806 // we don't have a view model to reference in this case
807 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
810 if(!autocvar_r_drawviewmodel) return;
812 entity wepent = viewmodels[slot];
813 // get the local player entity to calculate shot origin
814 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
816 rlplayer = csqcplayer; // fall back to the global
818 vector md = wepent.movedir_aligned;
819 vector vecs = ((md.x > 0) ? md : '0 0 0');
820 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
821 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
823 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
825 if(thiswep.m_muzzlemodel != MDL_Null)
827 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
828 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
839 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
841 string o = W_FixWeaponOrder_ForceComplete(wo);
842 strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
848 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
849 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
853 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
854 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
855 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
856 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
857 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
858 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
859 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
860 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
861 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
862 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
863 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
864 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
865 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
866 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
867 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);