2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * autocvar_g_balance_rune_speed_combo_atkrate;
24 t = t * autocvar_g_balance_rune_speed_atkrate;
26 else if(self.runes & CURSE_SLOW)
28 t = t * autocvar_g_balance_curse_slow_atkrate;
35 void W_SwitchWeapon_Force(entity e, float w)
37 // don't switch to another weapon if we're not allowed to
38 if(e.weapon_forbidchange)
41 e.cnt = e.switchweapon;
48 // VorteX: static frame globals
49 float WFRAME_DONTCHANGE = -1;
50 float WFRAME_FIRE1 = 0;
51 float WFRAME_FIRE2 = 1;
52 float WFRAME_IDLE = 2;
53 float WFRAME_RELOAD = 3;
56 void(float fr, float t, void() func) weapon_thinkf;
58 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
61 ret_x = screenright * v;
63 ret_z = screenforward * v;
67 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
70 vector mi, ma, thisv, myv, ret;
72 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
74 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
76 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
79 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
80 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
81 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
82 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
85 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
86 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
87 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
96 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
97 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
98 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
99 ret_z = thisv_z - myv_z;
103 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
109 if(player.hitplotfh >= 0)
111 lag = ANTILAG_LATENCY(player);
114 if(clienttype(player) != CLIENTTYPE_REAL)
115 lag = 0; // only antilag for clients
117 org = player.origin + player.view_ofs;
118 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
119 if(trace_ent.flags & FL_CLIENT)
121 antilag_takeback(trace_ent, time - lag);
122 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
123 antilag_restore(trace_ent);
124 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
125 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
134 // this function calculates w_shotorg and w_shotdir based on the weapon model
135 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
136 // make sure you call makevectors first (FIXME?)
137 .float prevstrengthsound;
138 .float prevstrengthsoundattempt;
139 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)
141 float nudge = 1; // added to traceline target and subtracted from result
142 local float oldsolid;
144 oldsolid = ent.dphitcontentsmask;
145 if(ent.weapon == WEP_RIFLE)
146 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
150 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
151 // passing world, because we do NOT want it to touch dphitcontentsmask
153 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
154 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
160 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
165 // un-adjust trueaim if shotend is too close
166 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
167 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
170 if(accuracy_canbegooddamage(ent))
171 accuracy_add(ent, ent.weapon, maxdamage, 0);
173 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
175 if(ent.weaponentity.movedir_x > 0)
176 vecs = ent.weaponentity.movedir;
179 if(debug_shotorg != '0 0 0')
180 vecs = debug_shotorg;
182 dv = v_right * -vecs_y + v_up * vecs_z;
183 w_shotorg = ent.origin + ent.view_ofs + dv;
185 // now move the shotorg forward as much as requested if possible
188 if(ent.antilag_debug)
189 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
191 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
194 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
195 w_shotorg = trace_endpos - v_forward * nudge;
196 // calculate the shotdir from the chosen shotorg
197 w_shotdir = normalize(w_shotend - w_shotorg);
200 if (!ent.cvar_cl_noantilag)
202 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
204 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
205 if (!trace_ent.takedamage)
207 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
208 if (trace_ent.takedamage && trace_ent.classname == "player")
212 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
214 w_shotdir = normalize(trace_ent.origin - w_shotorg);
218 else if(autocvar_g_antilag == 3) // client side hitscan
220 // this part MUST use prydon cursor
221 if (ent.cursor_trace_ent) // client was aiming at someone
222 if (ent.cursor_trace_ent != ent) // just to make sure
223 if (ent.cursor_trace_ent.takedamage) // and that person is killable
224 if (ent.cursor_trace_ent.classname == "player") // and actually a player
226 // verify that the shot would miss without antilag
227 // (avoids an issue where guns would always shoot at their origin)
228 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
229 if (!trace_ent.takedamage)
231 // verify that the shot would hit if altered
232 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
233 if (trace_ent == ent.cursor_trace_ent)
234 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
236 print("antilag fail\n");
242 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
245 ent.punchangle_x = recoil * -1;
248 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
250 if(ent.items & IT_STRENGTH)
253 (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
255 (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
256 ) // prevent insane sound spam
258 sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
259 ent.prevstrengthsound = time;
261 ent.prevstrengthsoundattempt = time;
263 // nudge w_shotend so a trace to w_shotend hits
264 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
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)
273 float CL_Weaponentity_CustomizeEntityForClient()
275 self.viewmodelforclient = self.owner;
276 if(other.classname == "spectator")
277 if(other.enemy == self.owner)
278 self.viewmodelforclient = other;
282 float qcweaponanimation;
283 vector weapon_offset = '0 -10 0';
284 vector weapon_adjust = '10 0 -15';
285 .vector weapon_morph0origin;
286 .vector weapon_morph0angles;
287 .float weapon_morph0time;
288 .vector weapon_morph1origin;
289 .vector weapon_morph1angles;
290 .float weapon_morph1time;
291 .vector weapon_morph2origin;
292 .vector weapon_morph2angles;
293 .float weapon_morph2time;
294 .vector weapon_morph3origin;
295 .vector weapon_morph3angles;
296 .float weapon_morph3time;
297 .vector weapon_morph4origin;
298 .vector weapon_morph4angles;
299 .float weapon_morph4time;
301 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
306 * 1. simple animated model, muzzle flash handling on h_ model:
307 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
309 * shot = muzzle end (shot origin, also used for muzzle flashes)
310 * shell = casings ejection point (must be on the right hand side of the gun)
311 * weapon = attachment for v_tuba.md3
312 * v_tuba.md3 - first and third person model
313 * g_tuba.md3 - pickup model
315 * 2. simple animated model, muzzle flash handling on v_ model:
316 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
318 * weapon = attachment for v_tuba.md3
319 * v_tuba.md3 - first and third person model
321 * shot = muzzle end (shot origin, also used for muzzle flashes)
322 * shell = casings ejection point (must be on the right hand side of the gun)
323 * g_tuba.md3 - pickup model
325 * 3. fully animated model, muzzle flash handling on h_ model:
326 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
328 * shot = muzzle end (shot origin, also used for muzzle flashes)
329 * shell = casings ejection point (must be on the right hand side of the gun)
330 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
331 * v_tuba.md3 - third person model
332 * g_tuba.md3 - pickup model
334 * 4. fully animated model, muzzle flash handling on v_ model:
335 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
337 * shot = muzzle end (shot origin)
338 * shell = casings ejection point (must be on the right hand side of the gun)
339 * v_tuba.md3 - third person model
341 * shot = muzzle end (for muzzle flashes)
342 * g_tuba.md3 - pickup model
346 // self.origin, self.angles
348 // self.movedir, self.view_ofs
352 // call again with ""
354 void CL_WeaponEntity_SetModel(string name)
361 // if there is a child entity, hide it until we're sure we use it
362 if (self.weaponentity)
363 self.weaponentity.model = "";
364 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
365 v_shot_idx = gettagindex(self, "shot"); // used later
367 v_shot_idx = gettagindex(self, "tag_shot");
369 if(qcweaponanimation)
371 self.angles = '0 0 0';
372 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
373 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
374 self.movedir_x += 32;
375 self.spawnorigin = self.movedir;
376 // oldorigin - not calculated here
380 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
381 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
382 animfile = fopen(animfilename, FILE_READ);
383 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
384 self.anim_fire1 = '0 1 0.01';
385 self.anim_fire2 = '1 1 0.01';
386 self.anim_idle = '2 1 0.01';
387 self.anim_reload = '3 1 0.01';
390 animparseerror = FALSE;
391 self.anim_fire1 = animparseline(animfile);
392 self.anim_fire2 = animparseline(animfile);
393 self.anim_idle = animparseline(animfile);
394 self.anim_reload = animparseline(animfile);
397 print("Parse error in ", animfilename, ", some player animations are broken\n");
400 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
401 // if we don't, this is a "real" animated model
402 if(gettagindex(self, "weapon"))
404 if (!self.weaponentity)
405 self.weaponentity = spawn();
406 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
407 setattachment(self.weaponentity, self, "weapon");
409 else if(gettagindex(self, "tag_weapon"))
411 if (!self.weaponentity)
412 self.weaponentity = spawn();
413 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
414 setattachment(self.weaponentity, self, "tag_weapon");
418 if(self.weaponentity)
419 remove(self.weaponentity);
420 self.weaponentity = world;
423 setorigin(self,'0 0 0');
424 self.angles = '0 0 0';
426 self.viewmodelforclient = world;
430 if(v_shot_idx) // v_ model attached to invisible h_ model
432 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
436 idx = gettagindex(self, "shot");
438 idx = gettagindex(self, "tag_shot");
440 self.movedir = gettaginfo(self, idx);
443 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
444 self.movedir = '0 0 0';
448 if(self.weaponentity) // v_ model attached to invisible h_ model
450 idx = gettagindex(self.weaponentity, "shell");
452 idx = gettagindex(self.weaponentity, "tag_shell");
454 self.spawnorigin = gettaginfo(self.weaponentity, idx);
460 idx = gettagindex(self, "shell");
462 idx = gettagindex(self, "tag_shell");
464 self.spawnorigin = gettaginfo(self, idx);
467 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
468 self.spawnorigin = self.movedir;
474 self.oldorigin = '0 0 0'; // use regular attachment
478 if(self.weaponentity)
480 idx = gettagindex(self, "weapon");
482 idx = gettagindex(self, "tag_weapon");
486 idx = gettagindex(self, "handle");
488 idx = gettagindex(self, "tag_handle");
492 self.oldorigin = self.movedir - gettaginfo(self, idx);
496 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");
497 self.oldorigin = '0 0 0'; // there is no way to recover from this
501 self.viewmodelforclient = self.owner;
507 if(self.weaponentity)
508 remove(self.weaponentity);
509 self.weaponentity = world;
510 self.movedir = '0 0 0';
511 self.spawnorigin = '0 0 0';
512 self.oldorigin = '0 0 0';
513 self.anim_fire1 = '0 1 0.01';
514 self.anim_fire2 = '0 1 0.01';
515 self.anim_idle = '0 1 0.01';
516 self.anim_reload = '0 1 0.01';
519 self.view_ofs = '0 0 0';
521 if(self.movedir_x >= 0)
525 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
526 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
528 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
529 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
531 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
533 // check if an instant weapon switch occurred
534 if (qcweaponanimation)
536 if (self.state == WS_READY)
538 self.angles = '0 0 0';
539 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
540 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
544 setorigin(self, self.view_ofs);
545 // reset animstate now
546 self.wframe = WFRAME_IDLE;
547 self.weapon_morph0time = 0;
548 self.weapon_morph1time = 0;
549 self.weapon_morph2time = 0;
550 self.weapon_morph3time = 0;
551 self.weapon_morph4time = 0;
552 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
555 vector CL_Weapon_GetShotOrg(float wpn)
559 wi = get_weaponinfo(wpn);
562 CL_WeaponEntity_SetModel(wi.mdl);
564 CL_WeaponEntity_SetModel("");
570 void CL_Weaponentity_Think()
573 self.nextthink = time;
574 if (intermission_running)
575 self.frame = self.anim_idle_x;
576 if (self.owner.weaponentity != self)
578 if (self.weaponentity)
579 remove(self.weaponentity);
583 if (self.owner.deadflag != DEAD_NO)
586 if (self.weaponentity)
587 self.weaponentity.model = "";
590 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
592 self.cnt = self.owner.weapon;
593 self.dmg = self.owner.modelindex;
594 self.deadflag = self.owner.deadflag;
596 CL_WeaponEntity_SetModel(self.owner.weaponname);
599 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
600 self.effects = self.owner.effects & EFMASK_CHEAP;
601 self.effects &~= EF_LOWPRECISION;
602 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
603 self.effects &~= EF_TELEPORT_BIT;
604 self.effects &~= EF_RESTARTANIM_BIT;
607 if(self.owner.alpha == default_player_alpha)
608 self.alpha = default_weapon_alpha;
609 else if(self.owner.alpha != 0)
610 self.alpha = self.owner.alpha;
614 self.glowmod = self.owner.weaponentity_glowmod;
615 self.colormap = self.owner.colormap;
616 if (self.weaponentity)
618 self.weaponentity.effects = self.effects;
619 self.weaponentity.alpha = self.alpha;
620 self.weaponentity.colormap = self.colormap;
621 self.weaponentity.glowmod = self.glowmod;
624 self.angles = '0 0 0';
627 if (self.state == WS_RAISE && !intermission_running)
629 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
630 self.angles_x = -90 * f * f;
631 if (qcweaponanimation)
633 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
634 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
637 else if (self.state == WS_DROP && !intermission_running)
639 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
640 self.angles_x = -90 * f * f;
641 if (qcweaponanimation)
643 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
644 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
647 else if (self.state == WS_CLEAR)
650 self.angles_x = -90 * f * f;
651 if (qcweaponanimation)
653 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
654 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
657 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
659 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
660 f = 1 - pow(1 - f, 3);
661 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
662 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
664 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
666 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
667 f = 1 - pow(1 - f, 3);
668 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
669 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
671 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
673 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
674 f = 1 - pow(1 - f, 3);
675 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
676 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
678 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
680 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
681 f = 1 - pow(1 - f, 3);
682 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
683 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
685 else if (qcweaponanimation)
687 // begin a new idle morph
688 self.owner.weapon_morph0time = time;
689 self.owner.weapon_morph0angles = self.angles;
690 self.owner.weapon_morph0origin = self.origin;
698 // turn gun to the left to look at it
700 self.owner.weapon_morph1time = time + t * 0.2;
701 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
702 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
703 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
705 self.owner.weapon_morph2time = time + t * 0.6;
706 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
707 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
708 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
710 self.owner.weapon_morph3time = time + t;
711 self.owner.weapon_morph3angles = '0 0 0';
712 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
713 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
717 // raise the gun a bit
719 self.owner.weapon_morph1time = time + t * 0.2;
720 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
721 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
722 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
724 self.owner.weapon_morph2time = time + t * 0.5;
725 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
726 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
727 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
729 self.owner.weapon_morph3time = time + t;
730 self.owner.weapon_morph3angles = '0 0 0';
731 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
732 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
738 self.owner.weapon_morph1time = time + t * 0.3;
739 self.owner.weapon_morph1angles = randomvec() * 6;
740 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
741 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
743 self.owner.weapon_morph2time = time + t * 0.7;
744 self.owner.weapon_morph2angles = randomvec() * 6;
745 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
746 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
748 self.owner.weapon_morph3time = time + t;
749 self.owner.weapon_morph3angles = '0 0 0';
750 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
751 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
755 // hold it mostly steady
756 t = random() * 6 + 4;
757 self.owner.weapon_morph1time = time + t * 0.2;
758 self.owner.weapon_morph1angles = randomvec() * 1;
759 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
760 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
762 self.owner.weapon_morph2time = time + t * 0.5;
763 self.owner.weapon_morph2angles = randomvec() * 1;
764 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
765 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
767 self.owner.weapon_morph3time = time + t * 0.7;
768 self.owner.weapon_morph3angles = randomvec() * 1;
769 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
770 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
773 self.owner.weapon_morph4time = time + t;
774 self.owner.weapon_morph4angles = '0 0 0';
775 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
776 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
781 void CL_ExteriorWeaponentity_Think()
785 self.nextthink = time;
786 if (self.owner.exteriorweaponentity != self)
791 if (self.owner.deadflag != DEAD_NO)
796 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
798 self.cnt = self.owner.weapon;
799 self.dmg = self.owner.modelindex;
800 self.deadflag = self.owner.deadflag;
801 if (self.owner.weaponname != "")
802 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
806 if((tag_found = gettagindex(self.owner, "tag_weapon")))
808 self.tag_index = tag_found;
809 self.tag_entity = self.owner;
812 setattachment(self, self.owner, "bip01 r hand");
814 // if that didn't find a tag, hide the exterior weapon model
818 self.effects = self.owner.effects;
819 if(sv_pitch_min == sv_pitch_max)
820 self.effects |= EF_LOWPRECISION;
822 self.effects &~= EF_LOWPRECISION;
823 self.effects = self.effects & EFMASK_CHEAP; // eat performance
824 if(self.owner.alpha == default_player_alpha)
825 self.alpha = default_weapon_alpha;
826 else if(self.owner.alpha != 0)
827 self.alpha = self.owner.alpha;
831 if (!intermission_running)
833 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
837 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
839 ang_y = self.owner.v_angle_y;
841 var vector v = v_forward;
842 var float t = self.tag_entity.frame1time;
843 var float f = self.tag_entity.frame;
844 self.tag_entity.frame1time = time;
845 self.tag_entity.frame = self.tag_entity.anim_idle_x;
846 gettaginfo(self.tag_entity, self.tag_index);
847 self.tag_entity.frame1time = t;
848 self.tag_entity.frame = f;
849 // untransform v according to this coordinate space
854 self.angles = vectoangles(w);
858 ang_x = -/* don't ask */ang_x;
863 self.glowmod = self.owner.weaponentity_glowmod;
864 self.colormap = self.owner.colormap;
867 // spawning weaponentity for client
868 void CL_SpawnWeaponentity()
870 self.weaponentity = spawn();
871 self.weaponentity.classname = "weaponentity";
872 self.weaponentity.solid = SOLID_NOT;
873 self.weaponentity.owner = self;
874 setmodel(self.weaponentity, ""); // precision set when changed
875 setorigin(self.weaponentity, '0 0 0');
876 self.weaponentity.angles = '0 0 0';
877 self.weaponentity.viewmodelforclient = self;
878 self.weaponentity.flags = 0;
879 self.weaponentity.think = CL_Weaponentity_Think;
880 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
881 self.weaponentity.nextthink = time;
883 self.exteriorweaponentity = spawn();
884 self.exteriorweaponentity.classname = "exteriorweaponentity";
885 self.exteriorweaponentity.solid = SOLID_NOT;
886 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
887 self.exteriorweaponentity.owner = self;
888 setorigin(self.exteriorweaponentity, '0 0 0');
889 self.exteriorweaponentity.angles = '0 0 0';
890 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
891 self.exteriorweaponentity.nextthink = time;
894 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
897 WriteByte(MSG_ONE, SVC_TEMPENTITY);
898 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
899 WriteByte(MSG_ONE, wpn);
900 WriteString(MSG_ONE, wpnname);
901 WriteByte(MSG_ONE, type);
904 .float hasweapon_complain_spam;
906 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
908 local float weaponbit, f;
909 local entity oldself;
911 if(time < self.hasweapon_complain_spam)
914 self.hasweapon_complain_spam = time + 0.2;
916 if (wpn < WEP_FIRST || wpn > WEP_LAST)
919 sprint(self, "Invalid weapon\n");
922 weaponbit = W_WeaponBit(wpn);
923 if (cl.weapons & weaponbit)
927 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
935 f = weapon_action(wpn, WR_CHECKAMMO1);
936 f = f + weapon_action(wpn, WR_CHECKAMMO2);
938 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
940 if(wpn == WEP_MINE_LAYER)
941 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
949 if(clienttype(cl) == CLIENTTYPE_REAL)
951 play2(cl, "weapons/unavailable.wav");
952 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
953 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
963 // Report Proper Weapon Status / Modified Weapon Ownership Message
964 if(weaponsInMap & weaponbit)
966 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
967 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
969 if(autocvar_g_showweaponspawns)
974 e = get_weaponinfo(wpn);
977 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
979 if(e.classname == "droppedweapon")
981 if not(e.flags & FL_ITEM)
983 WaypointSprite_Spawn(
990 RADARICON_NONE, '0 0 0'
997 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
998 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1001 play2(cl, "weapons/unavailable.wav");
1009 if (self.weapon != -1)
1011 if (self.weaponentity)
1013 self.weaponentity.state = WS_CLEAR;
1014 self.weaponentity.effects = 0;
1020 if (self.weaponentity)
1021 self.weaponentity.state = WS_READY;
1022 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1025 // Setup weapon for client (after this raise frame will be launched)
1026 void weapon_setup(float windex)
1029 qcweaponanimation = autocvar_sv_qcweaponanimation;
1030 e = get_weaponinfo(windex);
1031 self.items &~= IT_AMMO;
1032 self.items = self.items | e.items;
1034 // the two weapon entities will notice this has changed and update their models
1035 self.weapon = windex;
1036 self.weaponname = e.mdl;
1037 self.bulletcounter = 0;
1040 // perform weapon to attack (weaponstate and attack_finished check is here)
1041 void W_SwitchToOtherWeapon(entity pl)
1043 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1045 w = W_WeaponBit(pl.weapon);
1047 ww = w_getbestweapon(pl);
1050 W_SwitchWeapon_Force(pl, ww);
1053 float weapon_prepareattack_checkammo(float secondary)
1055 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1056 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1058 // always keep the Mine Layer if we placed mines, so that we can detonate them
1060 if(self.weapon == WEP_MINE_LAYER)
1061 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1064 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
1066 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1067 self.prevdryfire = time;
1070 W_SwitchToOtherWeapon(self);
1075 .float race_penalty;
1076 float weapon_prepareattack_check(float secondary, float attacktime)
1078 if(!weapon_prepareattack_checkammo(secondary))
1081 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1082 //if all players readied up and the countdown is running
1083 if(time < game_starttime || time < self.race_penalty) {
1087 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1090 // do not even think about shooting if switching
1091 if(self.switchweapon != self.weapon)
1096 // don't fire if previous attack is not finished
1097 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1099 // don't fire while changing weapon
1100 if (self.weaponentity.state != WS_READY)
1106 float weapon_prepareattack_do(float secondary, float attacktime)
1108 self.weaponentity.state = WS_INUSE;
1110 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1112 // if the weapon hasn't been firing continuously, reset the timer
1115 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1117 ATTACK_FINISHED(self) = time;
1118 //dprint("resetting attack finished to ", ftos(time), "\n");
1120 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1122 self.bulletcounter += 1;
1123 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1126 float weapon_prepareattack(float secondary, float attacktime)
1128 if(weapon_prepareattack_check(secondary, attacktime))
1130 weapon_prepareattack_do(secondary, attacktime);
1137 void weapon_thinkf(float fr, float t, void() func)
1143 if(fr == WFRAME_DONTCHANGE)
1145 fr = self.weaponentity.wframe;
1146 restartanim = FALSE;
1148 else if (fr == WFRAME_IDLE)
1149 restartanim = FALSE;
1157 if (self.weaponentity)
1159 self.weaponentity.wframe = fr;
1160 if (qcweaponanimation)
1162 if (fr != WFRAME_IDLE)
1164 self.weapon_morph0time = time;
1165 self.weapon_morph0angles = self.weaponentity.angles;
1166 self.weapon_morph0origin = self.weaponentity.origin;
1168 self.weapon_morph1angles = '0 0 0';
1169 self.weapon_morph1time = time + t;
1170 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1171 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1173 self.weapon_morph2angles = '0 0 0';
1174 self.weapon_morph2time = time + t;
1175 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1176 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1178 self.weapon_morph3angles = '0 0 0';
1179 self.weapon_morph3time = time + t;
1180 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1181 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1183 self.weapon_morph4angles = '0 0 0';
1184 self.weapon_morph4time = time + t;
1185 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1186 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1188 if (fr == WFRAME_FIRE1)
1190 self.weapon_morph1angles = '5 0 0';
1191 self.weapon_morph1time = time + t * 0.1;
1192 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1193 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1194 self.weapon_morph4time = time + t + 1; // delay idle effect
1196 else if (fr == WFRAME_FIRE2)
1198 self.weapon_morph1angles = '10 0 0';
1199 self.weapon_morph1time = time + t * 0.1;
1200 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1201 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1202 self.weapon_morph4time = time + t + 1; // delay idle effect
1204 else if (fr == WFRAME_RELOAD)
1206 self.weapon_morph1time = time + t * 0.05;
1207 self.weapon_morph1angles = '-10 40 0';
1208 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1209 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1211 self.weapon_morph2time = time + t * 0.15;
1212 self.weapon_morph2angles = '-10 40 5';
1213 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1214 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1216 self.weapon_morph3time = time + t * 0.25;
1217 self.weapon_morph3angles = '-10 40 0';
1218 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1219 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1225 if (fr == WFRAME_IDLE)
1226 a = self.weaponentity.anim_idle;
1227 else if (fr == WFRAME_FIRE1)
1228 a = self.weaponentity.anim_fire1;
1229 else if (fr == WFRAME_FIRE2)
1230 a = self.weaponentity.anim_fire2;
1231 else if (fr == WFRAME_RELOAD)
1232 a = self.weaponentity.anim_reload;
1233 a_z *= g_weaponratefactor;
1234 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1242 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1244 backtrace("Tried to override initial weapon think function - should this really happen?");
1247 t *= W_WeaponRateFactor();
1249 // VorteX: haste can be added here
1250 if (self.weapon_think == w_ready)
1252 self.weapon_nextthink = time;
1253 //dprint("started firing at ", ftos(time), "\n");
1255 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1257 self.weapon_nextthink = time;
1258 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1260 self.weapon_nextthink = self.weapon_nextthink + t;
1261 self.weapon_think = func;
1262 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1264 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1265 //anim = self.anim_shoot;
1268 if (!self.crouch) // shoot anim stands up, this looks bad
1271 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1273 anim = self.anim_melee;
1274 anim_z = anim_y / (t + sys_frametime);
1275 setanim(self, anim, FALSE, TRUE, TRUE);
1280 void weapon_boblayer1(float spd, vector org)
1282 // VorteX: haste can be added here
1285 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1293 mvelocity = mvelocity * g_weaponspeedfactor;
1295 mdirection = normalize(mvelocity);
1296 mspeed = vlen(mvelocity);
1298 nstyle = autocvar_g_projectiles_newton_style;
1299 if(nstyle == 0 || forceAbsolute)
1301 // absolute velocity
1302 outvelocity = mvelocity;
1304 else if(nstyle == 1)
1306 // true Newtonian projectiles
1307 outvelocity = pvelocity + mvelocity;
1309 else if(nstyle == 2)
1311 // true Newtonian projectiles with automatic aim adjustment
1313 // solve: |outspeed * mdirection - pvelocity| = mspeed
1314 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1315 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1319 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1320 // velocity without mdirection component > mspeed
1321 // fire at smallest possible mspeed that works?
1322 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1325 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1327 outspeed = solution_y; // the larger one
1330 //outspeed = 0; // slowest possible shot
1331 outspeed = solution_x; // the real part (that is, the average!)
1332 //dprint("impossible shot, adjusting\n");
1335 outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
1336 outvelocity = mdirection * outspeed;
1338 else if(nstyle == 3)
1340 // pseudo-Newtonian:
1341 outspeed = mspeed + mdirection * pvelocity;
1342 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1343 outvelocity = mdirection * outspeed;
1345 else if(nstyle == 4)
1348 outspeed = mspeed + vlen(pvelocity);
1349 outvelocity = mdirection * outspeed;
1352 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1357 void W_AttachToShotorg(entity flash, vector offset)
1361 flash.angles_z = random() * 360;
1362 if(qcweaponanimation)
1364 setorigin(flash, w_shotorg + w_shotdir * 50);
1365 flash.angles = vectoangles(w_shotdir);
1366 flash.angles_z = random() * 360;
1370 if(gettagindex(self.weaponentity, "shot"))
1371 setattachment(flash, self.weaponentity, "shot");
1373 setattachment(flash, self.weaponentity, "tag_shot");
1374 setorigin(flash, offset);
1377 copyentity(flash, xflash);
1379 flash.viewmodelforclient = self;
1381 if(self.weaponentity.oldorigin_x > 0)
1383 setattachment(xflash, self.exteriorweaponentity, "");
1384 setorigin(xflash, self.weaponentity.oldorigin + offset);
1388 if(gettagindex(self.exteriorweaponentity, "shot"))
1389 setattachment(xflash, self.exteriorweaponentity, "shot");
1391 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1392 setorigin(xflash, offset);
1397 vector cliptoplane(vector v, vector p)
1399 return v - (v * p) * p;
1402 vector solve_cubic_pq(float p, float q)
1405 D = q*q/4.0 + p*p*p/27.0;
1409 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1410 u = sqrt(-4.0/3.0 * p);
1411 // a in range 0..pi/3
1418 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1420 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1433 return '1 1 0' * v + '0 0 1' * u;
1435 return '0 1 1' * v + '1 0 0' * u;
1440 u = cbrt(-q/2.0 + sqrt(D));
1441 v = cbrt(-q/2.0 - sqrt(D));
1442 return '1 1 1' * (u + v);
1445 vector solve_cubic_abcd(float a, float b, float c, float d)
1451 p = (9*a*c - 3*b*b);
1452 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1453 v = solve_cubic_pq(p, q);
1454 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1456 v += '1 0 -1' * (v_z - v_x); // swap x, z
1460 vector findperpendicular(vector v)
1466 return normalize(cliptoplane(p, v));
1469 vector W_CalculateProjectileSpread(vector forward, float spread)
1475 spread *= g_weaponspreadfactor;
1478 sstyle = autocvar_g_projectiles_spread_style;
1482 // this is the baseline for the spread value!
1483 // standard deviation: sqrt(2/5)
1484 // density function: sqrt(1-r^2)
1485 return forward + randomvec() * spread;
1487 else if(sstyle == 1)
1489 // same thing, basically
1490 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1492 else if(sstyle == 2)
1494 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1495 sigma = spread * 0.89442719099991587855; // match baseline stddev
1496 v1 = findperpendicular(forward);
1497 v2 = cross(forward, v1);
1498 // random point on unit circle
1499 dx = random() * 2 * M_PI;
1502 // radius in our dist function
1505 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1507 else if(sstyle == 3) // gauss 3d
1509 sigma = spread * 0.44721359549996; // match baseline stddev
1510 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1512 v1_x += gsl_ran_gaussian(sigma);
1513 v1_y += gsl_ran_gaussian(sigma);
1514 v1_z += gsl_ran_gaussian(sigma);
1517 else if(sstyle == 4) // gauss 2d
1519 sigma = spread * 0.44721359549996; // match baseline stddev
1520 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1521 v1_x = gsl_ran_gaussian(sigma);
1522 v1_y = gsl_ran_gaussian(sigma);
1523 v1_z = gsl_ran_gaussian(sigma);
1524 return normalize(forward + cliptoplane(v1, forward));
1526 else if(sstyle == 5) // 1-r
1528 sigma = spread * 1.154700538379252; // match baseline stddev
1529 v1 = findperpendicular(forward);
1530 v2 = cross(forward, v1);
1531 // random point on unit circle
1532 dx = random() * 2 * M_PI;
1535 // radius in our dist function
1537 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1538 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1540 else if(sstyle == 6) // 1-r^2
1542 sigma = spread * 1.095445115010332; // match baseline stddev
1543 v1 = findperpendicular(forward);
1544 v2 = cross(forward, v1);
1545 // random point on unit circle
1546 dx = random() * 2 * M_PI;
1549 // radius in our dist function
1553 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1555 else if(sstyle == 7) // (1-r) (2-r)
1557 sigma = spread * 1.224744871391589; // match baseline stddev
1558 v1 = findperpendicular(forward);
1559 v2 = cross(forward, v1);
1560 // random point on unit circle
1561 dx = random() * 2 * M_PI;
1564 // radius in our dist function
1568 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1571 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)!");
1574 * how to derive falloff functions:
1575 * rho(r) := (2-r) * (1-r);
1578 * rhor(r) := r * rho(r);
1579 * cr(t) := integrate(rhor(r), r, a, t);
1580 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1581 * variance : scr(b) / cr(b);
1582 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1583 * sqrt(0.4 / variance), numer;
1589 float mspercallsstyle;
1590 float mspercallcount;
1592 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1594 if(missile.owner == world)
1595 error("Unowned missile");
1597 dir = dir + upDir * (pUpSpeed / pSpeed);
1598 dir_z += pZSpeed / pSpeed;
1599 pSpeed *= vlen(dir);
1600 dir = normalize(dir);
1603 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1605 mspercallsum = mspercallcount = 0;
1606 mspercallsstyle = autocvar_g_projectiles_spread_style;
1608 mspercallsum -= gettime(GETTIME_HIRES);
1610 dir = W_CalculateProjectileSpread(dir, spread);
1612 mspercallsum += gettime(GETTIME_HIRES);
1613 mspercallcount += 1;
1614 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1617 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1620 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1622 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1625 #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)
1626 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1628 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1630 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1633 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1636 self.clip_load -= ammo_use;
1637 self.weapon_load[self.weapon] = self.clip_load;
1640 self.(self.current_ammo) -= ammo_use;
1643 // weapon reloading code
1645 .float reload_ammo_amount, reload_ammo_min, reload_time;
1646 .float reload_complain;
1647 .string reload_sound;
1649 void W_ReloadedAndReady()
1651 // finish the reloading process, and do the ammo transfer
1653 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1655 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1656 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1657 self.clip_load = self.reload_ammo_amount;
1660 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1662 self.clip_load += 1;
1663 self.(self.current_ammo) -= 1;
1666 self.weapon_load[self.weapon] = self.clip_load;
1668 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1669 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1670 // so your weapon is disabled for a few seconds without reason
1672 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1677 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1679 // set global values to work with
1681 self.reload_ammo_min = sent_ammo_min;
1682 self.reload_ammo_amount = sent_ammo_amount;
1683 self.reload_time = sent_time;
1684 self.reload_sound = sent_sound;
1686 // check if we meet the necessary conditions to reload
1689 e = get_weaponinfo(self.weapon);
1691 // don't reload weapons that don't have the RELOADABLE flag
1692 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1694 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1698 // return if reloading is disabled for this weapon
1699 if(!self.reload_ammo_amount)
1702 // our weapon is fully loaded, no need to reload
1703 if (self.clip_load >= self.reload_ammo_amount)
1706 // no ammo, so nothing to load
1707 if(!self.(self.current_ammo) && self.reload_ammo_min)
1708 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1710 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1712 play2(self, "weapons/unavailable.wav");
1713 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1714 self.reload_complain = time + 1;
1716 // switch away if the amount of ammo is not enough to keep using this weapon
1717 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1719 self.clip_load = -1; // reload later
1720 W_SwitchToOtherWeapon(self);
1725 if (self.weaponentity)
1727 if (self.weaponentity.wframe == WFRAME_RELOAD)
1730 // allow switching away while reloading, but this will cause a new reload!
1731 self.weaponentity.state = WS_READY;
1734 // now begin the reloading process
1736 sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
1738 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1739 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1740 // so your weapon is disabled for a few seconds without reason
1742 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1744 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1746 if(self.clip_load < 0)
1748 self.old_clip_load = self.clip_load;
1749 self.clip_load = self.weapon_load[self.weapon] = -1;