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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 * autocvar_g_balance_rune_speed_combo_atkrate;
23                         else
24                                 t = t * autocvar_g_balance_rune_speed_atkrate;
25                 }
26                 else if(self.runes & CURSE_SLOW)
27                 {
28                         t = t * autocvar_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         mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
73         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74         {
75                 thisv = targ.origin;
76                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
77                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
78                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
79                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80                 if(i || j || k)
81                 {
82                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
83                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
84                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
85                 }
86                 else
87                 {
88                         // first run
89                         mi = ma = thisv;
90                 }
91         }
92
93         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
94         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
95         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
96         ret_z = thisv_z - myv_z;
97         return ret;
98 }
99
100 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
101 {
102         vector hitplot;
103         vector org;
104         float lag;
105
106         if(player.hitplotfh >= 0)
107         {
108                 lag = ANTILAG_LATENCY(player);
109                 if(lag < 0.001)
110                         lag = 0;
111                 if(clienttype(player) != CLIENTTYPE_REAL)
112                         lag = 0; // only antilag for clients
113
114                 org = player.origin + player.view_ofs;
115                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
116                 if(trace_ent.flags & FL_CLIENT)
117                 {
118                         antilag_takeback(trace_ent, time - lag);
119                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
120                         antilag_restore(trace_ent);
121                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
122                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
123                 }
124         }
125 }
126
127 vector w_shotorg;
128 vector w_shotdir;
129 vector w_shotend;
130
131 .float prevstrengthsound;
132 .float prevstrengthsoundattempt;
133 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
134 {
135         if(MUTATOR_CALLHOOK(PlayStrengthSound))
136                 return;
137                 
138                 if((player.items & IT_STRENGTH)
139                         && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
140                         || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
141                 {
142                         sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
143                         player.prevstrengthsound = time;
144                 }
145                 player.prevstrengthsoundattempt = time;
146 }
147
148 // this function calculates w_shotorg and w_shotdir based on the weapon model
149 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
150 // make sure you call makevectors first (FIXME?)
151 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
152 {
153         float nudge = 1; // added to traceline target and subtracted from result
154         float oldsolid;
155         vector vecs, dv;
156         oldsolid = ent.dphitcontentsmask;
157         if(ent.weapon == WEP_RIFLE)
158                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
159         else
160                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
161         if(antilag)
162                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
163                 // passing world, because we do NOT want it to touch dphitcontentsmask
164         else
165                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
166         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
167
168         vector vf, vr, vu;
169         vf = v_forward;
170         vr = v_right;
171         vu = v_up;
172         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
173         v_forward = vf;
174         v_right = vr;
175         v_up = vu;
176
177         // un-adjust trueaim if shotend is too close
178         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
179                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
180
181         // track max damage
182         if(accuracy_canbegooddamage(ent))
183                 accuracy_add(ent, ent.weapon, maxdamage, 0);
184
185         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
186
187         if(ent.weaponentity.movedir_x > 0)
188                 vecs = ent.weaponentity.movedir;
189         else
190                 vecs = '0 0 0';
191
192         dv = v_right * -vecs_y + v_up * vecs_z;
193         w_shotorg = ent.origin + ent.view_ofs + dv;
194
195         // now move the shotorg forward as much as requested if possible
196         if(antilag)
197         {
198                 if(ent.antilag_debug)
199                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
200                 else
201                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
202         }
203         else
204                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
205         w_shotorg = trace_endpos - v_forward * nudge;
206         // calculate the shotdir from the chosen shotorg
207         w_shotdir = normalize(w_shotend - w_shotorg);
208
209         if (antilag)
210         if (!ent.cvar_cl_noantilag)
211         {
212                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
213                 {
214                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
215                         if (!trace_ent.takedamage)
216                         {
217                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
218                                 if (trace_ent.takedamage && trace_ent.classname == "player")
219                                 {
220                                         entity e;
221                                         e = trace_ent;
222                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
223                                         if(trace_ent == e)
224                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
225                                 }
226                         }
227                 }
228                 else if(autocvar_g_antilag == 3) // client side hitscan
229                 {
230                         // this part MUST use prydon cursor
231                         if (ent.cursor_trace_ent)                 // client was aiming at someone
232                         if (ent.cursor_trace_ent != ent)         // just to make sure
233                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
234                         if (ent.cursor_trace_ent.classname == "player") // and actually a player
235                         {
236                                 // verify that the shot would miss without antilag
237                                 // (avoids an issue where guns would always shoot at their origin)
238                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
239                                 if (!trace_ent.takedamage)
240                                 {
241                                         // verify that the shot would hit if altered
242                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
243                                         if (trace_ent == ent.cursor_trace_ent)
244                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
245                                         else
246                                                 print("antilag fail\n");
247                                 }
248                         }
249                 }
250         }
251
252         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
253
254         if (!g_norecoil)
255                 ent.punchangle_x = recoil * -1;
256
257         if (snd != "")
258         {
259                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
260                 W_PlayStrengthSound(ent);
261         }
262
263         // nudge w_shotend so a trace to w_shotend hits
264         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
265 }
266
267 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
268 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
269 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
270 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
271 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
272
273 float CL_Weaponentity_CustomizeEntityForClient()
274 {
275         self.viewmodelforclient = self.owner;
276         if(other.classname == "spectator")
277                 if(other.enemy == self.owner)
278                         self.viewmodelforclient = other;
279         return TRUE;
280 }
281
282 /*
283  * supported formats:
284  *
285  * 1. simple animated model, muzzle flash handling on h_ model:
286  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
287  *      tags:
288  *        shot = muzzle end (shot origin, also used for muzzle flashes)
289  *        shell = casings ejection point (must be on the right hand side of the gun)
290  *        weapon = attachment for v_tuba.md3
291  *    v_tuba.md3 - first and third person model
292  *    g_tuba.md3 - pickup model
293  *
294  * 2. simple animated model, muzzle flash handling on v_ model:
295  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
296  *      tags:
297  *        weapon = attachment for v_tuba.md3
298  *    v_tuba.md3 - first and third person model
299  *      tags:
300  *        shot = muzzle end (shot origin, also used for muzzle flashes)
301  *        shell = casings ejection point (must be on the right hand side of the gun)
302  *    g_tuba.md3 - pickup model
303  *
304  * 3. fully animated model, muzzle flash handling on h_ model:
305  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
306  *      tags:
307  *        shot = muzzle end (shot origin, also used for muzzle flashes)
308  *        shell = casings ejection point (must be on the right hand side of the gun)
309  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
310  *    v_tuba.md3 - third person model
311  *    g_tuba.md3 - pickup model
312  *
313  * 4. fully animated model, muzzle flash handling on v_ model:
314  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
315  *      tags:
316  *        shot = muzzle end (shot origin)
317  *        shell = casings ejection point (must be on the right hand side of the gun)
318  *    v_tuba.md3 - third person model
319  *      tags:
320  *        shot = muzzle end (for muzzle flashes)
321  *    g_tuba.md3 - pickup model
322  */
323
324 // writes:
325 //   self.origin, self.angles
326 //   self.weaponentity
327 //   self.movedir, self.view_ofs
328 //   attachment stuff
329 //   anim stuff
330 // to free:
331 //   call again with ""
332 //   remove the ent
333 void CL_WeaponEntity_SetModel(string name)
334 {
335         float v_shot_idx;
336         if (name != "")
337         {
338                 // if there is a child entity, hide it until we're sure we use it
339                 if (self.weaponentity)
340                         self.weaponentity.model = "";
341                 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
342                 v_shot_idx = gettagindex(self, "shot"); // used later
343                 if(!v_shot_idx)
344                         v_shot_idx = gettagindex(self, "tag_shot");
345
346                 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
347                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
348                 self.anim_fire1  = animfixfps(self, '0 1 0.01');
349                 self.anim_fire2  = animfixfps(self, '1 1 0.01');
350                 self.anim_idle   = animfixfps(self, '2 1 0.01');
351                 self.anim_reload = animfixfps(self, '3 1 0.01');
352
353                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
354                 // if we don't, this is a "real" animated model
355                 if(gettagindex(self, "weapon"))
356                 {
357                         if (!self.weaponentity)
358                                 self.weaponentity = spawn();
359                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
360                         setattachment(self.weaponentity, self, "weapon");
361                 }
362                 else if(gettagindex(self, "tag_weapon"))
363                 {
364                         if (!self.weaponentity)
365                                 self.weaponentity = spawn();
366                         setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
367                         setattachment(self.weaponentity, self, "tag_weapon");
368                 }
369                 else
370                 {
371                         if(self.weaponentity)
372                                 remove(self.weaponentity);
373                         self.weaponentity = world;
374                 }
375
376                 setorigin(self,'0 0 0');
377                 self.angles = '0 0 0';
378                 self.frame = 0;
379                 self.viewmodelforclient = world;
380
381                 float idx;
382
383                 if(v_shot_idx) // v_ model attached to invisible h_ model
384                 {
385                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
386                 }
387                 else
388                 {
389                         idx = gettagindex(self, "shot");
390                         if(!idx)
391                                 idx = gettagindex(self, "tag_shot");
392                         if(idx)
393                                 self.movedir = gettaginfo(self, idx);
394                         else
395                         {
396                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
397                                 self.movedir = '0 0 0';
398                         }
399                 }
400
401                 if(self.weaponentity) // v_ model attached to invisible h_ model
402                 {
403                         idx = gettagindex(self.weaponentity, "shell");
404                         if(!idx)
405                                 idx = gettagindex(self.weaponentity, "tag_shell");
406                         if(idx)
407                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);
408                 }
409                 else
410                         idx = 0;
411                 if(!idx)
412                 {
413                         idx = gettagindex(self, "shell");
414                         if(!idx)
415                                 idx = gettagindex(self, "tag_shell");
416                         if(idx)
417                                 self.spawnorigin = gettaginfo(self, idx);
418                         else
419                         {
420                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
421                                 self.spawnorigin = self.movedir;
422                         }
423                 }
424
425                 if(v_shot_idx)
426                 {
427                         self.oldorigin = '0 0 0'; // use regular attachment
428                 }
429                 else
430                 {
431                         if(self.weaponentity)
432                         {
433                                 idx = gettagindex(self, "weapon");
434                                 if(!idx)
435                                         idx = gettagindex(self, "tag_weapon");
436                         }
437                         else
438                         {
439                                 idx = gettagindex(self, "handle");
440                                 if(!idx)
441                                         idx = gettagindex(self, "tag_handle");
442                         }
443                         if(idx)
444                         {
445                                 self.oldorigin = self.movedir - gettaginfo(self, idx);
446                         }
447                         else
448                         {
449                                 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");
450                                 self.oldorigin = '0 0 0'; // there is no way to recover from this
451                         }
452                 }
453
454                 self.viewmodelforclient = self.owner;
455         }
456         else
457         {
458                 self.model = "";
459                 if(self.weaponentity)
460                         remove(self.weaponentity);
461                 self.weaponentity = world;
462                 self.movedir = '0 0 0';
463                 self.spawnorigin = '0 0 0';
464                 self.oldorigin = '0 0 0';
465                 self.anim_fire1  = '0 1 0.01';
466                 self.anim_fire2  = '0 1 0.01';
467                 self.anim_idle   = '0 1 0.01';
468                 self.anim_reload = '0 1 0.01';
469         }
470
471         self.view_ofs = '0 0 0';
472
473         if(self.movedir_x >= 0)
474         {
475                 vector v0;
476                 v0 = self.movedir;
477                 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
478                 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
479         }
480         self.owner.stat_shotorg = compressShotOrigin(self.movedir);
481         self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
482
483         self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
484
485         // check if an instant weapon switch occurred
486         setorigin(self, self.view_ofs);
487         // reset animstate now
488         self.wframe = WFRAME_IDLE;
489         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
490 }
491
492 vector CL_Weapon_GetShotOrg(float wpn)
493 {
494         entity wi, oldself;
495         vector ret;
496         wi = get_weaponinfo(wpn);
497         oldself = self;
498         self = spawn();
499         CL_WeaponEntity_SetModel(wi.mdl);
500         ret = self.movedir;
501         CL_WeaponEntity_SetModel("");
502         remove(self);
503         self = oldself;
504         return ret;
505 }
506
507 void CL_Weaponentity_Think()
508 {
509         float tb;
510         self.nextthink = time;
511         if (intermission_running)
512                 self.frame = self.anim_idle_x;
513         if (self.owner.weaponentity != self)
514         {
515                 if (self.weaponentity)
516                         remove(self.weaponentity);
517                 remove(self);
518                 return;
519         }
520         if (self.owner.deadflag != DEAD_NO)
521         {
522                 self.model = "";
523                 if (self.weaponentity)
524                         self.weaponentity.model = "";
525                 return;
526         }
527         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
528         {
529                 self.weaponname = self.owner.weaponname;
530                 self.dmg = self.owner.modelindex;
531                 self.deadflag = self.owner.deadflag;
532
533                 CL_WeaponEntity_SetModel(self.owner.weaponname);
534         }
535
536         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
537         self.effects = self.owner.effects & EFMASK_CHEAP;
538         self.effects &~= EF_LOWPRECISION;
539         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
540         self.effects &~= EF_TELEPORT_BIT;
541         self.effects &~= EF_RESTARTANIM_BIT;
542         self.effects |= tb;
543
544         if(self.owner.alpha == default_player_alpha)
545                 self.alpha = default_weapon_alpha;
546         else if(self.owner.alpha != 0)
547                 self.alpha = self.owner.alpha;
548         else
549                 self.alpha = 1;
550
551         self.glowmod = self.owner.weaponentity_glowmod;
552         self.colormap = self.owner.colormap;
553         if (self.weaponentity)
554         {
555                 self.weaponentity.effects = self.effects;
556                 self.weaponentity.alpha = self.alpha;
557                 self.weaponentity.colormap = self.colormap;
558                 self.weaponentity.glowmod = self.glowmod;
559         }
560
561         self.angles = '0 0 0';
562         float f;
563         if (self.state == WS_RAISE && !intermission_running)
564         {
565                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
566                 self.angles_x = -90 * f * f;
567         }
568         else if (self.state == WS_DROP && !intermission_running)
569         {
570                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
571                 self.angles_x = -90 * f * f;
572         }
573         else if (self.state == WS_CLEAR)
574         {
575                 f = 1;
576                 self.angles_x = -90 * f * f;
577         }
578 }
579
580 void CL_ExteriorWeaponentity_Think()
581 {
582         float tag_found;
583         vector ang;
584         self.nextthink = time;
585         if (self.owner.exteriorweaponentity != self)
586         {
587                 remove(self);
588                 return;
589         }
590         if (self.owner.deadflag != DEAD_NO)
591         {
592                 self.model = "";
593                 return;
594         }
595         if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
596         {
597                 self.weaponname = self.owner.weaponname;
598                 self.dmg = self.owner.modelindex;
599                 self.deadflag = self.owner.deadflag;
600                 if (self.owner.weaponname != "")
601                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
602                 else
603                         self.model = "";
604
605                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
606                 {
607                         self.tag_index = tag_found;
608                         self.tag_entity = self.owner;
609                 }
610                 else
611                         setattachment(self, self.owner, "bip01 r hand");
612         }
613         self.effects = self.owner.effects;
614         if(sv_pitch_min == sv_pitch_max)
615                 self.effects |= EF_LOWPRECISION;
616         else
617                 self.effects &~= EF_LOWPRECISION;
618         self.effects = self.effects & EFMASK_CHEAP; // eat performance
619         if(self.owner.alpha == default_player_alpha)
620                 self.alpha = default_weapon_alpha;
621         else if(self.owner.alpha != 0)
622                 self.alpha = self.owner.alpha;
623         else
624                 self.alpha = 1;
625
626         if (!intermission_running)
627         {
628                 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
629                 ang_y = 0;
630                 ang_z = 0;
631
632                 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
633                 {
634                         ang_y = self.owner.v_angle_y;
635                         makevectors(ang);
636                         var vector v = v_forward;
637                         var float t = self.tag_entity.frame1time;
638                         var float f = self.tag_entity.frame;
639                         self.tag_entity.frame1time = time;
640                         self.tag_entity.frame = self.tag_entity.anim_idle_x;
641                         gettaginfo(self.tag_entity, self.tag_index);
642                         self.tag_entity.frame1time = t;
643                         self.tag_entity.frame = f;
644                         // untransform v according to this coordinate space
645                         vector w;
646                         w_x = v_forward * v;
647                         w_y = -v_right * v;
648                         w_z = v_up * v;
649                         self.angles = vectoangles(w);
650                 }
651                 else
652                 {
653                         ang_x = -/* don't ask */ang_x;
654                         self.angles = ang;
655                 }
656
657                 if(autocvar_g_loituma)
658                 {
659                         vector modangles;
660                         float t;
661
662                         t = time * autocvar_g_loituma;
663
664                         modangles_x = t * 360;
665                         modangles_y = 90;
666                         modangles_z = 0;
667
668                         self.angles =
669                                 AnglesTransform_ToAngles(
670                                         AnglesTransform_Multiply(
671                                                 AnglesTransform_FromAngles(self.angles),
672                                                 AnglesTransform_FromAngles(modangles)
673                                         )
674                                 );
675                 }
676         }
677
678         self.glowmod = self.owner.weaponentity_glowmod;
679         self.colormap = self.owner.colormap;
680
681         CSQCMODEL_AUTOUPDATE();
682 }
683
684 // spawning weaponentity for client
685 void CL_SpawnWeaponentity()
686 {
687         self.weaponentity = spawn();
688         self.weaponentity.classname = "weaponentity";
689         self.weaponentity.solid = SOLID_NOT;
690         self.weaponentity.owner = self;
691         setmodel(self.weaponentity, ""); // precision set when changed
692         setorigin(self.weaponentity, '0 0 0');
693         self.weaponentity.angles = '0 0 0';
694         self.weaponentity.viewmodelforclient = self;
695         self.weaponentity.flags = 0;
696         self.weaponentity.think = CL_Weaponentity_Think;
697         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
698         self.weaponentity.nextthink = time;
699
700         self.exteriorweaponentity = spawn();
701         self.exteriorweaponentity.classname = "exteriorweaponentity";
702         self.exteriorweaponentity.solid = SOLID_NOT;
703         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
704         self.exteriorweaponentity.owner = self;
705         setorigin(self.exteriorweaponentity, '0 0 0');
706         self.exteriorweaponentity.angles = '0 0 0';
707         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
708         self.exteriorweaponentity.nextthink = time;
709
710         {
711                 entity oldself = self;
712                 self = self.exteriorweaponentity;
713                 CSQCMODEL_AUTOINIT();
714                 self = oldself;
715         }
716 }
717
718 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
719 {
720         msg_entity = e;
721         WriteByte(MSG_ONE, SVC_TEMPENTITY);
722         WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
723         WriteByte(MSG_ONE, wpn);
724         WriteString(MSG_ONE, wpnname);
725         WriteByte(MSG_ONE, type);
726 }
727
728 .float hasweapon_complain_spam;
729
730 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
731 {
732         float f;
733         entity oldself;
734
735         if(time < self.hasweapon_complain_spam)
736                 complain = 0;
737         if(complain)
738                 self.hasweapon_complain_spam = time + 0.2;
739
740         if (wpn < WEP_FIRST || wpn > WEP_LAST)
741         {
742                 if (complain)
743                         sprint(self, "Invalid weapon\n");
744                 return FALSE;
745         }
746         if (WEPSET_CONTAINS_EW(cl, wpn))
747         {
748                 if (andammo)
749                 {
750                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
751                         {
752                                 f = 1;
753                         }
754                         else
755                         {
756                                 oldself = self;
757                                 self = cl;
758                                 f = weapon_action(wpn, WR_CHECKAMMO1);
759                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
760
761                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
762                                 entity mine;
763                                 if(wpn == WEP_MINE_LAYER)
764                                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
765                                         f = 1;
766
767                                 self = oldself;
768                         }
769                         if (!f)
770                         {
771                                 if (complain)
772                                 if(clienttype(cl) == CLIENTTYPE_REAL)
773                                 {
774                                         play2(cl, "weapons/unavailable.wav");
775                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
776                                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
777                                 }
778                                 return FALSE;
779                         }
780                 }
781                 return TRUE;
782         }
783         if (complain)
784         {
785                 // DRESK - 3/16/07
786                 // Report Proper Weapon Status / Modified Weapon Ownership Message
787                 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
788                 {
789                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
790                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
791
792                         if(autocvar_g_showweaponspawns)
793                         {
794                                 entity e;
795                                 string s;
796
797                                 e = get_weaponinfo(wpn);
798                                 s = e.model2;
799
800                                 for(e = world; (e = findfloat(e, weapon, wpn)); )
801                                 {
802                                         if(e.classname == "droppedweapon")
803                                                 continue;
804                                         if not(e.flags & FL_ITEM)
805                                                 continue;
806                                         WaypointSprite_Spawn(
807                                                 s,
808                                                 1, 0,
809                                                 world, e.origin,
810                                                 self, 0,
811                                                 world, enemy,
812                                                 0,
813                                                 RADARICON_NONE, '0 0 0'
814                                         );
815                                 }
816                         }
817                 }
818                 else
819                 {
820                         Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
821                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
822                 }
823
824                 play2(cl, "weapons/unavailable.wav");
825         }
826         return FALSE;
827 }
828
829 // Weapon subs
830 void w_clear()
831 {
832         if (self.weapon != -1)
833         {
834                 self.weapon = 0;
835                 self.switchingweapon = 0;
836         }
837         if (self.weaponentity)
838         {
839                 self.weaponentity.state = WS_CLEAR;
840                 self.weaponentity.effects = 0;
841         }
842 }
843
844 void w_ready()
845 {
846         if (self.weaponentity)
847                 self.weaponentity.state = WS_READY;
848         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
849 }
850
851 // Setup weapon for client (after this raise frame will be launched)
852 void weapon_setup(float windex)
853 {
854         entity e;
855         e = get_weaponinfo(windex);
856         self.items &~= IT_AMMO;
857         self.items = self.items | (e.items & IT_AMMO);
858
859         // the two weapon entities will notice this has changed and update their models
860         self.weapon = windex;
861         self.switchingweapon = windex; // to make sure
862         self.weaponname = e.mdl;
863         self.bulletcounter = 0;
864 }
865
866 // perform weapon to attack (weaponstate and attack_finished check is here)
867 void W_SwitchToOtherWeapon(entity pl)
868 {
869         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
870         float w, ww;
871         w = pl.weapon;
872         if(WEPSET_CONTAINS_EW(pl, w))
873         {
874                 WEPSET_ANDNOT_EW(pl, w);
875                 ww = w_getbestweapon(pl);
876                 WEPSET_OR_EW(pl, w);
877         }
878         else
879                 ww = w_getbestweapon(pl);
880         if(ww)
881                 W_SwitchWeapon_Force(pl, ww);
882 }
883
884 string PrimaryOrSecondary(float secondary)
885 {
886         if(secondary)
887                 return "secondary";
888         else
889                 return "primary";
890 }
891
892 .float prevdryfire;
893 .float prevwarntime;
894 float weapon_prepareattack_checkammo(float secondary)
895 {
896         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
897         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
898         {
899                 // always keep the Mine Layer if we placed mines, so that we can detonate them
900                 entity mine;
901                 if(self.weapon == WEP_MINE_LAYER)
902                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
903                         return FALSE;
904
905                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
906                 {
907                         sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
908                         self.prevdryfire = time;
909                 }
910
911                 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
912                 {
913                         if(time - self.prevwarntime > 1)
914                         {
915                                 sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n"));
916                         }
917                         self.prevwarntime = time;
918                 }
919                 else // this weapon is totally unable to fire, switch to another one
920                 {
921                         W_SwitchToOtherWeapon(self);
922                 }
923                 
924                 return FALSE;
925         }
926         return TRUE;
927 }
928 .float race_penalty;
929 float weapon_prepareattack_check(float secondary, float attacktime)
930 {
931         if(!weapon_prepareattack_checkammo(secondary))
932                 return FALSE;
933
934         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
935         //if all players readied up and the countdown is running
936         if(time < game_starttime || time < self.race_penalty) {
937                 return FALSE;
938         }
939
940         if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
941                 return FALSE;
942
943         // do not even think about shooting if switching
944         if(self.switchweapon != self.weapon)
945                 return FALSE;
946
947         if(attacktime >= 0)
948         {
949                 // don't fire if previous attack is not finished
950                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
951                         return FALSE;
952                 // don't fire while changing weapon
953                 if (self.weaponentity.state != WS_READY)
954                         return FALSE;
955         }
956
957         return TRUE;
958 }
959 float weapon_prepareattack_do(float secondary, float attacktime)
960 {
961         self.weaponentity.state = WS_INUSE;
962
963         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
964
965         // if the weapon hasn't been firing continuously, reset the timer
966         if(attacktime >= 0)
967         {
968                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
969                 {
970                         ATTACK_FINISHED(self) = time;
971                         //dprint("resetting attack finished to ", ftos(time), "\n");
972                 }
973                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
974         }
975         self.bulletcounter += 1;
976         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
977         return TRUE;
978 }
979 float weapon_prepareattack(float secondary, float attacktime)
980 {
981         if(weapon_prepareattack_check(secondary, attacktime))
982         {
983                 weapon_prepareattack_do(secondary, attacktime);
984                 return TRUE;
985         }
986         else
987                 return FALSE;
988 }
989
990 void weapon_thinkf(float fr, float t, void() func)
991 {
992         vector a;
993         vector of, or, ou;
994         float restartanim;
995
996         if(fr == WFRAME_DONTCHANGE)
997         {
998                 fr = self.weaponentity.wframe;
999                 restartanim = FALSE;
1000         }
1001         else if (fr == WFRAME_IDLE)
1002                 restartanim = FALSE;
1003         else
1004                 restartanim = TRUE;
1005
1006         of = v_forward;
1007         or = v_right;
1008         ou = v_up;
1009
1010         if (self.weaponentity)
1011         {
1012                 self.weaponentity.wframe = fr;
1013                 a = '0 0 0';
1014                 if (fr == WFRAME_IDLE)
1015                         a = self.weaponentity.anim_idle;
1016                 else if (fr == WFRAME_FIRE1)
1017                         a = self.weaponentity.anim_fire1;
1018                 else if (fr == WFRAME_FIRE2)
1019                         a = self.weaponentity.anim_fire2;
1020                 else // if (fr == WFRAME_RELOAD)
1021                         a = self.weaponentity.anim_reload;
1022                 a_z *= g_weaponratefactor;
1023                 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1024         }
1025
1026         v_forward = of;
1027         v_right = or;
1028         v_up = ou;
1029
1030         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1031         {
1032                 backtrace("Tried to override initial weapon think function - should this really happen?");
1033         }
1034
1035         t *= W_WeaponRateFactor();
1036
1037         // VorteX: haste can be added here
1038         if (self.weapon_think == w_ready)
1039         {
1040                 self.weapon_nextthink = time;
1041                 //dprint("started firing at ", ftos(time), "\n");
1042         }
1043         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1044         {
1045                 self.weapon_nextthink = time;
1046                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1047         }
1048         self.weapon_nextthink = self.weapon_nextthink + t;
1049         self.weapon_think = func;
1050         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1051
1052         // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1053         //anim = self.anim_shoot;
1054         if (restartanim)
1055         if (t)
1056         if (!self.crouch) // shoot anim stands up, this looks bad
1057         {
1058                 vector anim;
1059                 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1060                 {
1061                         anim = self.anim_melee;
1062                         anim_z = anim_y / (t + sys_frametime);
1063                         setanim(self, anim, FALSE, TRUE, TRUE);
1064                 }
1065                 else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
1066                 {
1067                         anim = self.anim_shoot;
1068                         anim_z = anim_y / (t + sys_frametime);
1069                         setanim(self, anim, FALSE, TRUE, TRUE);
1070                 }
1071         }
1072 }
1073
1074 void weapon_boblayer1(float spd, vector org)
1075 {
1076         // VorteX: haste can be added here
1077 }
1078
1079 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1080 {
1081         vector mdirection;
1082         float mspeed;
1083         vector outvelocity;
1084
1085         mvelocity = mvelocity * g_weaponspeedfactor;
1086
1087         mdirection = normalize(mvelocity);
1088         mspeed = vlen(mvelocity);
1089
1090         outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1091
1092         return outvelocity;
1093 }
1094
1095 void W_AttachToShotorg(entity flash, vector offset)
1096 {
1097         entity xflash;
1098         flash.owner = self;
1099         flash.angles_z = random() * 360;
1100
1101         if(gettagindex(self.weaponentity, "shot"))
1102                 setattachment(flash, self.weaponentity, "shot");
1103         else
1104                 setattachment(flash, self.weaponentity, "tag_shot");
1105         setorigin(flash, offset);
1106
1107         xflash = spawn();
1108         copyentity(flash, xflash);
1109
1110         flash.viewmodelforclient = self;
1111
1112         if(self.weaponentity.oldorigin_x > 0)
1113         {
1114                 setattachment(xflash, self.exteriorweaponentity, "");
1115                 setorigin(xflash, self.weaponentity.oldorigin + offset);
1116         }
1117         else
1118         {
1119                 if(gettagindex(self.exteriorweaponentity, "shot"))
1120                         setattachment(xflash, self.exteriorweaponentity, "shot");
1121                 else
1122                         setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1123                 setorigin(xflash, offset);
1124         }
1125 }
1126
1127 vector cliptoplane(vector v, vector p)
1128 {
1129         return v - (v * p) * p;
1130 }
1131
1132 vector solve_cubic_pq(float p, float q)
1133 {
1134         float D, u, v, a;
1135         D = q*q/4.0 + p*p*p/27.0;
1136         if(D < 0)
1137         {
1138                 // irreducibilis
1139                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1140                 u = sqrt(-4.0/3.0 * p);
1141                 // a in range 0..pi/3
1142                 // cos(a)
1143                 // cos(a + 2pi/3)
1144                 // cos(a + 4pi/3)
1145                 return
1146                         u *
1147                         (
1148                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1149                                 +
1150                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1151                                 +
1152                                 '0 0 1' * cos(a)
1153                         );
1154         }
1155         else if(D == 0)
1156         {
1157                 // simple
1158                 if(p == 0)
1159                         return '0 0 0';
1160                 u = 3*q/p;
1161                 v = -u/2;
1162                 if(u >= v)
1163                         return '1 1 0' * v + '0 0 1' * u;
1164                 else
1165                         return '0 1 1' * v + '1 0 0' * u;
1166         }
1167         else
1168         {
1169                 // cardano
1170                 u = cbrt(-q/2.0 + sqrt(D));
1171                 v = cbrt(-q/2.0 - sqrt(D));
1172                 return '1 1 1' * (u + v);
1173         }
1174 }
1175 vector solve_cubic_abcd(float a, float b, float c, float d)
1176 {
1177         // y = 3*a*x + b
1178         // x = (y - b) / 3a
1179         float p, q;
1180         vector v;
1181         p = (9*a*c - 3*b*b);
1182         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1183         v = solve_cubic_pq(p, q);
1184         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
1185         if(a < 0)
1186                 v += '1 0 -1' * (v_z - v_x); // swap x, z
1187         return v;
1188 }
1189
1190 vector findperpendicular(vector v)
1191 {
1192         vector p;
1193         p_x = v_z;
1194         p_y = -v_x;
1195         p_z = v_y;
1196         return normalize(cliptoplane(p, v));
1197 }
1198
1199 vector W_CalculateProjectileSpread(vector forward, float spread)
1200 {
1201         float sigma;
1202         vector v1 = '0 0 0', v2;
1203         float dx, dy, r;
1204         float sstyle;
1205         spread *= g_weaponspreadfactor;
1206         if(spread <= 0)
1207                 return forward;
1208         sstyle = autocvar_g_projectiles_spread_style;
1209         
1210         if(sstyle == 0)
1211         {
1212                 // this is the baseline for the spread value!
1213                 // standard deviation: sqrt(2/5)
1214                 // density function: sqrt(1-r^2)
1215                 return forward + randomvec() * spread;
1216         }
1217         else if(sstyle == 1)
1218         {
1219                 // same thing, basically
1220                 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1221         }
1222         else if(sstyle == 2)
1223         {
1224                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1225                 sigma = spread * 0.89442719099991587855; // match baseline stddev
1226                 v1 = findperpendicular(forward);
1227                 v2 = cross(forward, v1);
1228                 // random point on unit circle
1229                 dx = random() * 2 * M_PI;
1230                 dy = sin(dx);
1231                 dx = cos(dx);
1232                 // radius in our dist function
1233                 r = random();
1234                 r = sqrt(r);
1235                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1236         }
1237         else if(sstyle == 3) // gauss 3d
1238         {
1239                 sigma = spread * 0.44721359549996; // match baseline stddev
1240                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1241                 v1 = forward;
1242                 v1_x += gsl_ran_gaussian(sigma);
1243                 v1_y += gsl_ran_gaussian(sigma);
1244                 v1_z += gsl_ran_gaussian(sigma);
1245                 return v1;
1246         }
1247         else if(sstyle == 4) // gauss 2d
1248         {
1249                 sigma = spread * 0.44721359549996; // match baseline stddev
1250                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1251                 v1_x = gsl_ran_gaussian(sigma);
1252                 v1_y = gsl_ran_gaussian(sigma);
1253                 v1_z = gsl_ran_gaussian(sigma);
1254                 return normalize(forward + cliptoplane(v1, forward));
1255         }
1256         else if(sstyle == 5) // 1-r
1257         {
1258                 sigma = spread * 1.154700538379252; // match baseline stddev
1259                 v1 = findperpendicular(forward);
1260                 v2 = cross(forward, v1);
1261                 // random point on unit circle
1262                 dx = random() * 2 * M_PI;
1263                 dy = sin(dx);
1264                 dx = cos(dx);
1265                 // radius in our dist function
1266                 r = random();
1267                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1268                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1269         }
1270         else if(sstyle == 6) // 1-r^2
1271         {
1272                 sigma = spread * 1.095445115010332; // match baseline stddev
1273                 v1 = findperpendicular(forward);
1274                 v2 = cross(forward, v1);
1275                 // random point on unit circle
1276                 dx = random() * 2 * M_PI;
1277                 dy = sin(dx);
1278                 dx = cos(dx);
1279                 // radius in our dist function
1280                 r = random();
1281                 r = sqrt(1 - r);
1282                 r = sqrt(1 - r);
1283                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1284         }
1285         else if(sstyle == 7) // (1-r) (2-r)
1286         {
1287                 sigma = spread * 1.224744871391589; // match baseline stddev
1288                 v1 = findperpendicular(forward);
1289                 v2 = cross(forward, v1);
1290                 // random point on unit circle
1291                 dx = random() * 2 * M_PI;
1292                 dy = sin(dx);
1293                 dx = cos(dx);
1294                 // radius in our dist function
1295                 r = random();
1296                 r = 1 - sqrt(r);
1297                 r = 1 - sqrt(r);
1298                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1299         }
1300         else
1301                 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)!");
1302         return '0 0 0';
1303         /*
1304          * how to derive falloff functions:
1305          * rho(r) := (2-r) * (1-r);
1306          * a : 0;
1307          * b : 1;
1308          * rhor(r) := r * rho(r);
1309          * cr(t) := integrate(rhor(r), r, a, t);
1310          * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1311          * variance : scr(b) / cr(b);
1312          * solve(cr(r) = rand * cr(b), r), programmmode:false;
1313          * sqrt(0.4 / variance), numer;
1314          */
1315 }
1316
1317 #if 0
1318 float mspercallsum;
1319 float mspercallsstyle;
1320 float mspercallcount;
1321 #endif
1322 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1323 {
1324         if(missile.owner == world)
1325                 error("Unowned missile");
1326
1327         dir = dir + upDir * (pUpSpeed / pSpeed);
1328         dir_z += pZSpeed / pSpeed;
1329         pSpeed *= vlen(dir);
1330         dir = normalize(dir);
1331
1332 #if 0
1333         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1334         {
1335                 mspercallsum = mspercallcount = 0;
1336                 mspercallsstyle = autocvar_g_projectiles_spread_style;
1337         }
1338         mspercallsum -= gettime(GETTIME_HIRES);
1339 #endif
1340         dir = W_CalculateProjectileSpread(dir, spread);
1341 #if 0
1342         mspercallsum += gettime(GETTIME_HIRES);
1343         mspercallcount += 1;
1344         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1345 #endif
1346
1347         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1348 }
1349
1350 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1351 {
1352         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1353 }
1354
1355 #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"), FALSE)
1356 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1357
1358 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1359 {
1360         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1361                 return;
1362
1363         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1364         if(ammo_reload)
1365         {
1366                 self.clip_load -= ammo_use;
1367                 self.(weapon_load[self.weapon]) = self.clip_load;
1368         }
1369         else
1370                 self.(self.current_ammo) -= ammo_use;
1371 }
1372
1373 // weapon reloading code
1374
1375 .float reload_ammo_amount, reload_ammo_min, reload_time;
1376 .float reload_complain;
1377 .string reload_sound;
1378
1379 void W_ReloadedAndReady()
1380 {
1381         // finish the reloading process, and do the ammo transfer
1382
1383         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1384
1385         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1386         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1387                 self.clip_load = self.reload_ammo_amount;
1388         else
1389         {
1390                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1391                 {
1392                         self.clip_load += 1;
1393                         self.(self.current_ammo) -= 1;
1394                 }
1395         }
1396         self.(weapon_load[self.weapon]) = self.clip_load;
1397
1398         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1399         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1400         // so your weapon is disabled for a few seconds without reason
1401
1402         //ATTACK_FINISHED(self) -= self.reload_time - 1;
1403
1404         w_ready();
1405 }
1406
1407 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1408 {
1409         // set global values to work with
1410
1411         self.reload_ammo_min = sent_ammo_min;
1412         self.reload_ammo_amount = sent_ammo_amount;
1413         self.reload_time = sent_time;
1414         self.reload_sound = sent_sound;
1415
1416         // check if we meet the necessary conditions to reload
1417
1418         entity e;
1419         e = get_weaponinfo(self.weapon);
1420
1421         // don't reload weapons that don't have the RELOADABLE flag
1422         if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1423         {
1424                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1425                 return;
1426         }
1427
1428         // return if reloading is disabled for this weapon
1429         if(!self.reload_ammo_amount)
1430                 return;
1431
1432         // our weapon is fully loaded, no need to reload
1433         if (self.clip_load >= self.reload_ammo_amount)
1434                 return;
1435
1436         // no ammo, so nothing to load
1437         if(!self.(self.current_ammo) && self.reload_ammo_min)
1438         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1439         {
1440                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1441                 {
1442                         play2(self, "weapons/unavailable.wav");
1443                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1444                         self.reload_complain = time + 1;
1445                 }
1446                 // switch away if the amount of ammo is not enough to keep using this weapon
1447                 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1448                 {
1449                         self.clip_load = -1; // reload later
1450                         W_SwitchToOtherWeapon(self);
1451                 }
1452                 return;
1453         }
1454
1455         if (self.weaponentity)
1456         {
1457                 if (self.weaponentity.wframe == WFRAME_RELOAD)
1458                         return;
1459
1460                 // allow switching away while reloading, but this will cause a new reload!
1461                 self.weaponentity.state = WS_READY;
1462         }
1463
1464         // now begin the reloading process
1465
1466         sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1467
1468         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1469         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1470         // so your weapon is disabled for a few seconds without reason
1471
1472         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1473
1474         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1475
1476         if(self.clip_load < 0)
1477                 self.clip_load = 0;
1478         self.old_clip_load = self.clip_load;
1479         self.clip_load = self.(weapon_load[self.weapon]) = -1;
1480 }