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;
20 void W_SwitchWeapon_Force(entity e, float w)
22 e.cnt = e.switchweapon;
29 // VorteX: static frame globals
30 float WFRAME_DONTCHANGE = -1;
31 float WFRAME_FIRE1 = 0;
32 float WFRAME_FIRE2 = 1;
33 float WFRAME_IDLE = 2;
34 float WFRAME_RELOAD = 3;
37 void(float fr, float t, void() func) weapon_thinkf;
39 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
42 ret_x = screenright * v;
44 ret_z = screenforward * v;
48 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
51 vector mi, ma, thisv, myv, ret;
53 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
55 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
57 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
58 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
61 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
62 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
63 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
64 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
67 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
68 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
69 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
79 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
80 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
81 ret_z = thisv_z - myv_z;
85 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
91 if(player.hitplotfh >= 0)
93 lag = ANTILAG_LATENCY(player);
96 if not(IS_REAL_CLIENT(player))
97 lag = 0; // only antilag for clients
99 org = player.origin + player.view_ofs;
100 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
101 if(IS_CLIENT(trace_ent))
103 antilag_takeback(trace_ent, time - lag);
104 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
105 antilag_restore(trace_ent);
106 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
107 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
116 .float prevstrengthsound;
117 .float prevstrengthsoundattempt;
118 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
120 if((player.items & IT_STRENGTH)
121 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
122 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
124 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
125 player.prevstrengthsound = time;
127 player.prevstrengthsoundattempt = time;
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 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)
135 float nudge = 1; // added to traceline target and subtracted from result
138 oldsolid = ent.dphitcontentsmask;
139 if(ent.weapon == WEP_RIFLE)
140 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
142 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
145 // passing world, because we do NOT want it to touch dphitcontentsmask
147 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
154 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
159 // un-adjust trueaim if shotend is too close
160 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
161 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
164 if(accuracy_canbegooddamage(ent))
165 accuracy_add(ent, ent.weapon, maxdamage, 0);
167 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
169 if(ent.weaponentity.movedir_x > 0)
170 vecs = ent.weaponentity.movedir;
174 dv = v_right * -vecs_y + v_up * vecs_z;
175 w_shotorg = ent.origin + ent.view_ofs + dv;
177 // now move the shotorg forward as much as requested if possible
180 if(ent.antilag_debug)
181 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
183 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
186 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
187 w_shotorg = trace_endpos - v_forward * nudge;
188 // calculate the shotdir from the chosen shotorg
189 w_shotdir = normalize(w_shotend - w_shotorg);
192 if (!ent.cvar_cl_noantilag)
194 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
196 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
197 if (!trace_ent.takedamage)
199 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
200 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
204 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
206 w_shotdir = normalize(trace_ent.origin - w_shotorg);
210 else if(autocvar_g_antilag == 3) // client side hitscan
212 // this part MUST use prydon cursor
213 if (ent.cursor_trace_ent) // client was aiming at someone
214 if (ent.cursor_trace_ent != ent) // just to make sure
215 if (ent.cursor_trace_ent.takedamage) // and that person is killable
216 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
218 // verify that the shot would miss without antilag
219 // (avoids an issue where guns would always shoot at their origin)
220 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
221 if (!trace_ent.takedamage)
223 // verify that the shot would hit if altered
224 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
225 if (trace_ent == ent.cursor_trace_ent)
226 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
228 print("antilag fail\n");
234 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
236 ent.punchangle_x = recoil * -1;
240 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
241 W_PlayStrengthSound(ent);
244 // nudge w_shotend so a trace to w_shotend hits
245 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
248 #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)
249 #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)
250 #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)
251 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
252 #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)
254 float CL_Weaponentity_CustomizeEntityForClient()
256 self.viewmodelforclient = self.owner;
258 if(other.enemy == self.owner)
259 self.viewmodelforclient = other;
266 * 1. simple animated model, muzzle flash handling on h_ model:
267 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
269 * shot = muzzle end (shot origin, also used for muzzle flashes)
270 * shell = casings ejection point (must be on the right hand side of the gun)
271 * weapon = attachment for v_tuba.md3
272 * v_tuba.md3 - first and third person model
273 * g_tuba.md3 - pickup model
275 * 2. simple animated model, muzzle flash handling on v_ model:
276 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
278 * weapon = attachment for v_tuba.md3
279 * v_tuba.md3 - first and third person model
281 * shot = muzzle end (shot origin, also used for muzzle flashes)
282 * shell = casings ejection point (must be on the right hand side of the gun)
283 * g_tuba.md3 - pickup model
285 * 3. fully animated model, muzzle flash handling on h_ model:
286 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
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 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
291 * v_tuba.md3 - third person model
292 * g_tuba.md3 - pickup model
294 * 4. fully animated model, muzzle flash handling on v_ model:
295 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
297 * shot = muzzle end (shot origin)
298 * shell = casings ejection point (must be on the right hand side of the gun)
299 * v_tuba.md3 - third person model
301 * shot = muzzle end (for muzzle flashes)
302 * g_tuba.md3 - pickup model
306 // self.origin, self.angles
308 // self.movedir, self.view_ofs
312 // call again with ""
314 void CL_WeaponEntity_SetModel(string name)
319 // if there is a child entity, hide it until we're sure we use it
320 if (self.weaponentity)
321 self.weaponentity.model = "";
322 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
323 v_shot_idx = gettagindex(self, "shot"); // used later
325 v_shot_idx = gettagindex(self, "tag_shot");
327 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
328 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
329 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
330 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
331 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
332 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
334 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
335 // if we don't, this is a "real" animated model
336 if(gettagindex(self, "weapon"))
338 if (!self.weaponentity)
339 self.weaponentity = spawn();
340 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
341 setattachment(self.weaponentity, self, "weapon");
343 else if(gettagindex(self, "tag_weapon"))
345 if (!self.weaponentity)
346 self.weaponentity = spawn();
347 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
348 setattachment(self.weaponentity, self, "tag_weapon");
352 if(self.weaponentity)
353 remove(self.weaponentity);
354 self.weaponentity = world;
357 setorigin(self,'0 0 0');
358 self.angles = '0 0 0';
360 self.viewmodelforclient = world;
364 if(v_shot_idx) // v_ model attached to invisible h_ model
366 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
370 idx = gettagindex(self, "shot");
372 idx = gettagindex(self, "tag_shot");
374 self.movedir = gettaginfo(self, idx);
377 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
378 self.movedir = '0 0 0';
382 if(self.weaponentity) // v_ model attached to invisible h_ model
384 idx = gettagindex(self.weaponentity, "shell");
386 idx = gettagindex(self.weaponentity, "tag_shell");
388 self.spawnorigin = gettaginfo(self.weaponentity, idx);
394 idx = gettagindex(self, "shell");
396 idx = gettagindex(self, "tag_shell");
398 self.spawnorigin = gettaginfo(self, idx);
401 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
402 self.spawnorigin = self.movedir;
408 self.oldorigin = '0 0 0'; // use regular attachment
412 if(self.weaponentity)
414 idx = gettagindex(self, "weapon");
416 idx = gettagindex(self, "tag_weapon");
420 idx = gettagindex(self, "handle");
422 idx = gettagindex(self, "tag_handle");
426 self.oldorigin = self.movedir - gettaginfo(self, idx);
430 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");
431 self.oldorigin = '0 0 0'; // there is no way to recover from this
435 self.viewmodelforclient = self.owner;
440 if(self.weaponentity)
441 remove(self.weaponentity);
442 self.weaponentity = world;
443 self.movedir = '0 0 0';
444 self.spawnorigin = '0 0 0';
445 self.oldorigin = '0 0 0';
446 self.anim_fire1 = '0 1 0.01';
447 self.anim_fire2 = '0 1 0.01';
448 self.anim_idle = '0 1 0.01';
449 self.anim_reload = '0 1 0.01';
452 self.view_ofs = '0 0 0';
454 if(self.movedir_x >= 0)
458 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
459 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
461 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
462 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
464 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
466 // check if an instant weapon switch occurred
467 setorigin(self, self.view_ofs);
468 // reset animstate now
469 self.wframe = WFRAME_IDLE;
470 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
473 vector CL_Weapon_GetShotOrg(float wpn)
477 wi = get_weaponinfo(wpn);
480 CL_WeaponEntity_SetModel(wi.mdl);
482 CL_WeaponEntity_SetModel("");
488 void CL_Weaponentity_Think()
491 self.nextthink = time;
492 if (intermission_running)
493 self.frame = self.anim_idle_x;
494 if (self.owner.weaponentity != self)
496 if (self.weaponentity)
497 remove(self.weaponentity);
501 if (self.owner.deadflag != DEAD_NO)
504 if (self.weaponentity)
505 self.weaponentity.model = "";
508 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
510 self.weaponname = self.owner.weaponname;
511 self.dmg = self.owner.modelindex;
512 self.deadflag = self.owner.deadflag;
514 CL_WeaponEntity_SetModel(self.owner.weaponname);
517 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
518 self.effects = self.owner.effects & EFMASK_CHEAP;
519 self.effects &~= EF_LOWPRECISION;
520 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
521 self.effects &~= EF_TELEPORT_BIT;
522 self.effects &~= EF_RESTARTANIM_BIT;
525 if(self.owner.alpha == default_player_alpha)
526 self.alpha = default_weapon_alpha;
527 else if(self.owner.alpha != 0)
528 self.alpha = self.owner.alpha;
532 self.glowmod = self.owner.weaponentity_glowmod;
533 self.colormap = self.owner.colormap;
534 if (self.weaponentity)
536 self.weaponentity.effects = self.effects;
537 self.weaponentity.alpha = self.alpha;
538 self.weaponentity.colormap = self.colormap;
539 self.weaponentity.glowmod = self.glowmod;
542 self.angles = '0 0 0';
544 float f = (self.owner.weapon_nextthink - time);
545 if (self.state == WS_RAISE && !intermission_running)
547 entity newwep = get_weaponinfo(self.owner.switchweapon);
548 f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
549 //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
550 self.angles_x = -90 * f * f;
552 else if (self.state == WS_DROP && !intermission_running)
554 entity oldwep = get_weaponinfo(self.owner.weapon);
555 f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
556 //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
557 self.angles_x = -90 * f * f;
559 else if (self.state == WS_CLEAR)
562 self.angles_x = -90 * f * f;
566 void CL_ExteriorWeaponentity_Think()
569 self.nextthink = time;
570 if (self.owner.exteriorweaponentity != self)
575 if (self.owner.deadflag != DEAD_NO)
580 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
582 self.weaponname = self.owner.weaponname;
583 self.dmg = self.owner.modelindex;
584 self.deadflag = self.owner.deadflag;
585 if (self.owner.weaponname != "")
586 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
590 if((tag_found = gettagindex(self.owner, "tag_weapon")))
592 self.tag_index = tag_found;
593 self.tag_entity = self.owner;
596 setattachment(self, self.owner, "bip01 r hand");
598 self.effects = self.owner.effects;
599 self.effects |= EF_LOWPRECISION;
600 self.effects = self.effects & EFMASK_CHEAP; // eat performance
601 if(self.owner.alpha == default_player_alpha)
602 self.alpha = default_weapon_alpha;
603 else if(self.owner.alpha != 0)
604 self.alpha = self.owner.alpha;
608 self.glowmod = self.owner.weaponentity_glowmod;
609 self.colormap = self.owner.colormap;
611 CSQCMODEL_AUTOUPDATE();
614 // spawning weaponentity for client
615 void CL_SpawnWeaponentity()
617 self.weaponentity = spawn();
618 self.weaponentity.classname = "weaponentity";
619 self.weaponentity.solid = SOLID_NOT;
620 self.weaponentity.owner = self;
621 setmodel(self.weaponentity, ""); // precision set when changed
622 setorigin(self.weaponentity, '0 0 0');
623 self.weaponentity.angles = '0 0 0';
624 self.weaponentity.viewmodelforclient = self;
625 self.weaponentity.flags = 0;
626 self.weaponentity.think = CL_Weaponentity_Think;
627 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
628 self.weaponentity.nextthink = time;
630 self.exteriorweaponentity = spawn();
631 self.exteriorweaponentity.classname = "exteriorweaponentity";
632 self.exteriorweaponentity.solid = SOLID_NOT;
633 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
634 self.exteriorweaponentity.owner = self;
635 setorigin(self.exteriorweaponentity, '0 0 0');
636 self.exteriorweaponentity.angles = '0 0 0';
637 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
638 self.exteriorweaponentity.nextthink = time;
641 entity oldself = self;
642 self = self.exteriorweaponentity;
643 CSQCMODEL_AUTOINIT();
648 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
651 WriteByte(MSG_ONE, SVC_TEMPENTITY);
652 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
653 WriteByte(MSG_ONE, wpn);
654 WriteString(MSG_ONE, wpnname);
655 WriteByte(MSG_ONE, type);
658 .float hasweapon_complain_spam;
660 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
665 if(time < self.hasweapon_complain_spam)
668 self.hasweapon_complain_spam = time + 0.2;
670 if (wpn < WEP_FIRST || wpn > WEP_LAST)
673 sprint(self, "Invalid weapon\n");
676 if (WEPSET_CONTAINS_EW(cl, wpn))
680 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
688 f = weapon_action(wpn, WR_CHECKAMMO1);
689 f = f + weapon_action(wpn, WR_CHECKAMMO2);
691 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
693 if(wpn == WEP_MINE_LAYER)
694 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
702 if(IS_REAL_CLIENT(cl))
704 play2(cl, "weapons/unavailable.wav");
705 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
715 // Report Proper Weapon Status / Modified Weapon Ownership Message
716 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
718 Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
720 if(autocvar_g_showweaponspawns)
725 e = get_weaponinfo(wpn);
728 for(e = world; (e = findfloat(e, weapon, wpn)); )
730 if(e.classname == "droppedweapon")
732 if not(e.flags & FL_ITEM)
734 WaypointSprite_Spawn(
741 RADARICON_NONE, '0 0 0'
748 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
751 play2(cl, "weapons/unavailable.wav");
759 if (self.weapon != -1)
762 self.switchingweapon = 0;
764 if (self.weaponentity)
766 self.weaponentity.state = WS_CLEAR;
767 self.weaponentity.effects = 0;
773 if (self.weaponentity)
774 self.weaponentity.state = WS_READY;
775 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
778 // Setup weapon for client (after this raise frame will be launched)
779 void weapon_setup(float windex)
782 e = get_weaponinfo(windex);
783 self.items &~= IT_AMMO;
784 self.items = self.items | (e.items & IT_AMMO);
786 // the two weapon entities will notice this has changed and update their models
787 self.weapon = windex;
788 self.switchingweapon = windex; // to make sure
789 self.weaponname = e.mdl;
790 self.bulletcounter = 0;
793 // perform weapon to attack (weaponstate and attack_finished check is here)
794 void W_SwitchToOtherWeapon(entity pl)
796 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
799 if(WEPSET_CONTAINS_EW(pl, w))
801 WEPSET_ANDNOT_EW(pl, w);
802 ww = w_getbestweapon(pl);
806 ww = w_getbestweapon(pl);
808 W_SwitchWeapon_Force(pl, ww);
813 float weapon_prepareattack_checkammo(float secondary)
815 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
816 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
818 // always keep the Mine Layer if we placed mines, so that we can detonate them
820 if(self.weapon == WEP_MINE_LAYER)
821 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
824 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
826 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
827 self.prevdryfire = time;
830 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
832 if(time - self.prevwarntime > 1)
838 ITEM_WEAPON_PRIMORSEC,
844 self.prevwarntime = time;
846 else // this weapon is totally unable to fire, switch to another one
848 W_SwitchToOtherWeapon(self);
856 float weapon_prepareattack_check(float secondary, float attacktime)
858 if(!weapon_prepareattack_checkammo(secondary))
861 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
862 //if all players readied up and the countdown is running
863 if(time < game_starttime || time < self.race_penalty) {
867 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
870 // do not even think about shooting if switching
871 if(self.switchweapon != self.weapon)
876 // don't fire if previous attack is not finished
877 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
879 // don't fire while changing weapon
880 if (self.weaponentity.state != WS_READY)
886 float weapon_prepareattack_do(float secondary, float attacktime)
888 self.weaponentity.state = WS_INUSE;
890 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
892 // if the weapon hasn't been firing continuously, reset the timer
895 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
897 ATTACK_FINISHED(self) = time;
898 //dprint("resetting attack finished to ", ftos(time), "\n");
900 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
902 self.bulletcounter += 1;
903 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
906 float weapon_prepareattack(float secondary, float attacktime)
908 if(weapon_prepareattack_check(secondary, attacktime))
910 weapon_prepareattack_do(secondary, attacktime);
917 void weapon_thinkf(float fr, float t, void() func)
923 if(fr == WFRAME_DONTCHANGE)
925 fr = self.weaponentity.wframe;
928 else if (fr == WFRAME_IDLE)
937 if (self.weaponentity)
939 self.weaponentity.wframe = fr;
941 if (fr == WFRAME_IDLE)
942 a = self.weaponentity.anim_idle;
943 else if (fr == WFRAME_FIRE1)
944 a = self.weaponentity.anim_fire1;
945 else if (fr == WFRAME_FIRE2)
946 a = self.weaponentity.anim_fire2;
947 else // if (fr == WFRAME_RELOAD)
948 a = self.weaponentity.anim_reload;
949 a_z *= g_weaponratefactor;
950 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
957 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
959 backtrace("Tried to override initial weapon think function - should this really happen?");
962 t *= W_WeaponRateFactor();
964 // VorteX: haste can be added here
965 if (self.weapon_think == w_ready)
967 self.weapon_nextthink = time;
968 //dprint("started firing at ", ftos(time), "\n");
970 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
972 self.weapon_nextthink = time;
973 //dprint("reset weapon animation timer at ", ftos(time), "\n");
975 self.weapon_nextthink = self.weapon_nextthink + t;
976 self.weapon_think = func;
977 //dprint("next ", ftos(self.weapon_nextthink), "\n");
979 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
981 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
982 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
984 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
988 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
989 self.anim_upper_action = 0;
993 void weapon_boblayer1(float spd, vector org)
995 // VorteX: haste can be added here
998 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1004 mvelocity = mvelocity * g_weaponspeedfactor;
1006 mdirection = normalize(mvelocity);
1007 mspeed = vlen(mvelocity);
1009 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);
1014 void W_AttachToShotorg(entity flash, vector offset)
1018 flash.angles_z = random() * 360;
1020 if(gettagindex(self.weaponentity, "shot"))
1021 setattachment(flash, self.weaponentity, "shot");
1023 setattachment(flash, self.weaponentity, "tag_shot");
1024 setorigin(flash, offset);
1027 copyentity(flash, xflash);
1029 flash.viewmodelforclient = self;
1031 if(self.weaponentity.oldorigin_x > 0)
1033 setattachment(xflash, self.exteriorweaponentity, "");
1034 setorigin(xflash, self.weaponentity.oldorigin + offset);
1038 if(gettagindex(self.exteriorweaponentity, "shot"))
1039 setattachment(xflash, self.exteriorweaponentity, "shot");
1041 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1042 setorigin(xflash, offset);
1046 vector cliptoplane(vector v, vector p)
1048 return v - (v * p) * p;
1051 vector solve_cubic_pq(float p, float q)
1054 D = q*q/4.0 + p*p*p/27.0;
1058 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1059 u = sqrt(-4.0/3.0 * p);
1060 // a in range 0..pi/3
1067 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1069 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1082 return '1 1 0' * v + '0 0 1' * u;
1084 return '0 1 1' * v + '1 0 0' * u;
1089 u = cbrt(-q/2.0 + sqrt(D));
1090 v = cbrt(-q/2.0 - sqrt(D));
1091 return '1 1 1' * (u + v);
1094 vector solve_cubic_abcd(float a, float b, float c, float d)
1100 p = (9*a*c - 3*b*b);
1101 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1102 v = solve_cubic_pq(p, q);
1103 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1105 v += '1 0 -1' * (v_z - v_x); // swap x, z
1109 vector findperpendicular(vector v)
1115 return normalize(cliptoplane(p, v));
1118 vector W_CalculateProjectileSpread(vector forward, float spread)
1121 vector v1 = '0 0 0', v2;
1124 spread *= g_weaponspreadfactor;
1127 sstyle = autocvar_g_projectiles_spread_style;
1131 // this is the baseline for the spread value!
1132 // standard deviation: sqrt(2/5)
1133 // density function: sqrt(1-r^2)
1134 return forward + randomvec() * spread;
1136 else if(sstyle == 1)
1138 // same thing, basically
1139 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1141 else if(sstyle == 2)
1143 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1144 sigma = spread * 0.89442719099991587855; // match baseline stddev
1145 v1 = findperpendicular(forward);
1146 v2 = cross(forward, v1);
1147 // random point on unit circle
1148 dx = random() * 2 * M_PI;
1151 // radius in our dist function
1154 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1156 else if(sstyle == 3) // gauss 3d
1158 sigma = spread * 0.44721359549996; // match baseline stddev
1159 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1161 v1_x += gsl_ran_gaussian(sigma);
1162 v1_y += gsl_ran_gaussian(sigma);
1163 v1_z += gsl_ran_gaussian(sigma);
1166 else if(sstyle == 4) // gauss 2d
1168 sigma = spread * 0.44721359549996; // match baseline stddev
1169 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1170 v1_x = gsl_ran_gaussian(sigma);
1171 v1_y = gsl_ran_gaussian(sigma);
1172 v1_z = gsl_ran_gaussian(sigma);
1173 return normalize(forward + cliptoplane(v1, forward));
1175 else if(sstyle == 5) // 1-r
1177 sigma = spread * 1.154700538379252; // match baseline stddev
1178 v1 = findperpendicular(forward);
1179 v2 = cross(forward, v1);
1180 // random point on unit circle
1181 dx = random() * 2 * M_PI;
1184 // radius in our dist function
1186 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1187 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1189 else if(sstyle == 6) // 1-r^2
1191 sigma = spread * 1.095445115010332; // match baseline stddev
1192 v1 = findperpendicular(forward);
1193 v2 = cross(forward, v1);
1194 // random point on unit circle
1195 dx = random() * 2 * M_PI;
1198 // radius in our dist function
1202 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1204 else if(sstyle == 7) // (1-r) (2-r)
1206 sigma = spread * 1.224744871391589; // match baseline stddev
1207 v1 = findperpendicular(forward);
1208 v2 = cross(forward, v1);
1209 // random point on unit circle
1210 dx = random() * 2 * M_PI;
1213 // radius in our dist function
1217 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1220 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)!");
1223 * how to derive falloff functions:
1224 * rho(r) := (2-r) * (1-r);
1227 * rhor(r) := r * rho(r);
1228 * cr(t) := integrate(rhor(r), r, a, t);
1229 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1230 * variance : scr(b) / cr(b);
1231 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1232 * sqrt(0.4 / variance), numer;
1238 float mspercallsstyle;
1239 float mspercallcount;
1241 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1243 if(missile.owner == world)
1244 error("Unowned missile");
1246 dir = dir + upDir * (pUpSpeed / pSpeed);
1247 dir_z += pZSpeed / pSpeed;
1248 pSpeed *= vlen(dir);
1249 dir = normalize(dir);
1252 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1254 mspercallsum = mspercallcount = 0;
1255 mspercallsstyle = autocvar_g_projectiles_spread_style;
1257 mspercallsum -= gettime(GETTIME_HIRES);
1259 dir = W_CalculateProjectileSpread(dir, spread);
1261 mspercallsum += gettime(GETTIME_HIRES);
1262 mspercallcount += 1;
1263 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1266 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1269 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1271 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1274 #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)
1275 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1277 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1279 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1282 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1285 self.clip_load -= ammo_use;
1286 self.(weapon_load[self.weapon]) = self.clip_load;
1289 self.(self.current_ammo) -= ammo_use;
1292 // weapon reloading code
1294 .float reload_ammo_amount, reload_ammo_min, reload_time;
1295 .float reload_complain;
1296 .string reload_sound;
1298 void W_ReloadedAndReady()
1300 // finish the reloading process, and do the ammo transfer
1302 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1304 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1305 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1306 self.clip_load = self.reload_ammo_amount;
1309 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1311 self.clip_load += 1;
1312 self.(self.current_ammo) -= 1;
1315 self.(weapon_load[self.weapon]) = self.clip_load;
1317 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1318 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1319 // so your weapon is disabled for a few seconds without reason
1321 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1326 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1328 // set global values to work with
1330 self.reload_ammo_min = sent_ammo_min;
1331 self.reload_ammo_amount = sent_ammo_amount;
1332 self.reload_time = sent_time;
1333 self.reload_sound = sent_sound;
1335 // check if we meet the necessary conditions to reload
1338 e = get_weaponinfo(self.weapon);
1340 // don't reload weapons that don't have the RELOADABLE flag
1341 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1343 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1347 // return if reloading is disabled for this weapon
1348 if(!self.reload_ammo_amount)
1351 // our weapon is fully loaded, no need to reload
1352 if (self.clip_load >= self.reload_ammo_amount)
1355 // no ammo, so nothing to load
1356 if(!self.(self.current_ammo) && self.reload_ammo_min)
1357 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1359 if(IS_REAL_CLIENT(self) && self.reload_complain < time)
1361 play2(self, "weapons/unavailable.wav");
1362 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1363 self.reload_complain = time + 1;
1365 // switch away if the amount of ammo is not enough to keep using this weapon
1366 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1368 self.clip_load = -1; // reload later
1369 W_SwitchToOtherWeapon(self);
1374 if (self.weaponentity)
1376 if (self.weaponentity.wframe == WFRAME_RELOAD)
1379 // allow switching away while reloading, but this will cause a new reload!
1380 self.weaponentity.state = WS_READY;
1383 // now begin the reloading process
1385 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1387 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1388 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1389 // so your weapon is disabled for a few seconds without reason
1391 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1393 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1395 if(self.clip_load < 0)
1397 self.old_clip_load = self.clip_load;
1398 self.clip_load = self.(weapon_load[self.weapon]) = -1;