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 * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
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;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
129 // this function calculates w_shotorg and w_shotdir based on the weapon model
130 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
131 // make sure you call makevectors first (FIXME?)
132 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
134 float nudge = 1; // added to traceline target and subtracted from result
135 local vector trueaimpoint;
136 local float oldsolid;
138 oldsolid = ent.dphitcontentsmask;
139 if(ent.weapon == WEP_CAMPINGRIFLE)
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 * MAX_SHOT_DISTANCE, 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 * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
148 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
154 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
160 if not(inWarmupStage) {
162 w = get_weaponinfo(ent.weapon);
163 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
164 ent.stats_fired[ent.weapon - 1] += maxdamage;
165 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
169 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
171 if(ent.weaponentity.movedir_x > 0)
172 vecs = ent.weaponentity.movedir;
175 if(debug_shotorg != '0 0 0')
176 vecs = debug_shotorg;
178 dv = v_right * -vecs_y + v_up * vecs_z;
179 w_shotorg = ent.origin + ent.view_ofs + dv;
181 // now move the shotorg forward as much as requested if possible
184 if(ent.antilag_debug)
185 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191 w_shotorg = trace_endpos - v_forward * nudge;
192 // calculate the shotdir from the chosen shotorg
193 w_shotdir = normalize(trueaimpoint - w_shotorg);
196 if (!ent.cvar_cl_noantilag)
198 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
200 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
201 if (!trace_ent.takedamage)
203 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 if (trace_ent.takedamage && trace_ent.classname == "player")
208 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210 w_shotdir = normalize(trace_ent.origin - w_shotorg);
214 else if(cvar("g_antilag") == 3) // client side hitscan
216 // this part MUST use prydon cursor
217 if (ent.cursor_trace_ent) // client was aiming at someone
218 if (ent.cursor_trace_ent != ent) // just to make sure
219 if (ent.cursor_trace_ent.takedamage) // and that person is killable
220 if (ent.cursor_trace_ent.classname == "player") // and actually a player
222 // verify that the shot would miss without antilag
223 // (avoids an issue where guns would always shoot at their origin)
224 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
225 if (!trace_ent.takedamage)
227 // verify that the shot would hit if altered
228 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229 if (trace_ent == ent.cursor_trace_ent)
230 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232 print("antilag fail\n");
238 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
241 ent.punchangle_x = recoil * -1;
245 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
248 if (ent.items & IT_STRENGTH)
250 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
253 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
254 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
255 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
257 void LaserTarget_Think()
264 // list of weapons that will use the laser, and the options that enable it
265 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
268 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
273 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
276 // rocket launcher isn't selected, so no laser target.
277 if(self.lasertarget != world)
279 remove(self.lasertarget);
280 self.lasertarget = world;
285 if(!self.lasertarget)
287 // we don't have a lasertarget entity, so spawn one
288 //bprint("create laser target\n");
289 e = self.lasertarget = spawn();
290 e.owner = self.owner; // Its owner is my owner
291 e.classname = "laser_target";
292 e.movetype = MOVETYPE_NOCLIP; // don't touch things
293 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
294 e.scale = 1.25; // make it larger
295 e.alpha = 0.25; // transparency
296 e.colormod = '255 0 0' * (1/255) * 8; // change colors
297 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
298 // make it dynamically glow
299 // you should avoid over-using this, as it can slow down the player's computer.
300 e.glow_color = 251; // red color
304 e = self.lasertarget;
306 // move the laser dot to where the player is looking
308 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
309 offset = '0 0 26' + v_right*3;
310 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
311 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
312 if(trace_plane_normal != '0 0 0')
313 e.angles = vectoangles(trace_plane_normal);
315 e.angles = vectoangles(v_forward);
318 float CL_Weaponentity_CustomizeEntityForClient()
320 self.viewmodelforclient = self.owner;
321 if(other.classname == "spectator")
322 if(other.enemy == self.owner)
323 self.viewmodelforclient = other;
327 float qcweaponanimation;
328 vector weapon_offset = '0 -10 0';
329 vector weapon_adjust = '10 0 -15';
330 .vector weapon_morph0origin;
331 .vector weapon_morph0angles;
332 .float weapon_morph0time;
333 .vector weapon_morph1origin;
334 .vector weapon_morph1angles;
335 .float weapon_morph1time;
336 .vector weapon_morph2origin;
337 .vector weapon_morph2angles;
338 .float weapon_morph2time;
339 .vector weapon_morph3origin;
340 .vector weapon_morph3angles;
341 .float weapon_morph3time;
342 .vector weapon_morph4origin;
343 .vector weapon_morph4angles;
344 .float weapon_morph4time;
346 #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)
351 * 1. simple animated model, muzzle flash handling on h_ model:
352 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
354 * shot = muzzle end (shot origin, also used for muzzle flashes)
355 * shell = casings ejection point (must be on the right hand side of the gun)
356 * weapon = attachment for v_tuba.md3
357 * v_tuba.md3 - first and third person model
358 * g_tuba.md3 - pickup model
360 * 2. simple animated model, muzzle flash handling on v_ model:
361 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
363 * weapon = attachment for v_tuba.md3
364 * v_tuba.md3 - first and third person model
366 * shot = muzzle end (shot origin, also used for muzzle flashes)
367 * shell = casings ejection point (must be on the right hand side of the gun)
368 * g_tuba.md3 - pickup model
370 * 3. fully animated model, muzzle flash handling on h_ model:
371 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
373 * shot = muzzle end (shot origin, also used for muzzle flashes)
374 * shell = casings ejection point (must be on the right hand side of the gun)
375 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
376 * v_tuba.md3 - third person model
377 * g_tuba.md3 - pickup model
379 * 4. fully animated model, muzzle flash handling on v_ model:
380 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
382 * shot = muzzle end (shot origin)
383 * shell = casings ejection point (must be on the right hand side of the gun)
384 * v_tuba.md3 - third person model
386 * shot = muzzle end (for muzzle flashes)
387 * g_tuba.md3 - pickup model
391 // self.origin, self.angles
393 // self.movedir, self.view_ofs
397 // call again with ""
399 void CL_WeaponEntity_SetModel(string name)
406 // if there is a child entity, hide it until we're sure we use it
407 if (self.weaponentity)
408 self.weaponentity.model = "";
409 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
410 v_shot_idx = gettagindex(self, "shot"); // used later
412 v_shot_idx = gettagindex(self, "tag_shot");
414 if(qcweaponanimation)
416 self.angles = '0 0 0';
417 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
418 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
419 self.movedir_x += 32;
420 self.spawnorigin = self.movedir;
421 // oldorigin - not calculated here
425 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
426 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
427 animfile = fopen(animfilename, FILE_READ);
428 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
429 self.anim_fire1 = '0 1 0.01';
430 self.anim_fire2 = '1 1 0.01';
431 self.anim_idle = '2 1 0.01';
432 self.anim_reload = '3 1 0.01';
435 animparseerror = FALSE;
436 self.anim_fire1 = animparseline(animfile);
437 self.anim_fire2 = animparseline(animfile);
438 self.anim_idle = animparseline(animfile);
439 self.anim_reload = animparseline(animfile);
442 print("Parse error in ", animfilename, ", some player animations are broken\n");
445 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
446 // if we don't, this is a "real" animated model
447 if(gettagindex(self, "weapon"))
449 if (!self.weaponentity)
450 self.weaponentity = spawn();
451 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
452 setattachment(self.weaponentity, self, "weapon");
454 else if(gettagindex(self, "tag_weapon"))
456 if (!self.weaponentity)
457 self.weaponentity = spawn();
458 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
459 setattachment(self.weaponentity, self, "tag_weapon");
463 if(self.weaponentity)
464 remove(self.weaponentity);
465 self.weaponentity = world;
468 setorigin(self,'0 0 0');
469 self.angles = '0 0 0';
471 self.viewmodelforclient = world;
475 if(v_shot_idx) // v_ model attached to invisible h_ model
477 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
481 idx = gettagindex(self, "shot");
483 idx = gettagindex(self, "tag_shot");
485 self.movedir = gettaginfo(self, idx);
488 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
489 self.movedir = '0 0 0';
493 if(self.weaponentity) // v_ model attached to invisible h_ model
495 idx = gettagindex(self.weaponentity, "shell");
497 idx = gettagindex(self.weaponentity, "tag_shell");
499 self.spawnorigin = gettaginfo(self.weaponentity, idx);
505 idx = gettagindex(self, "shell");
507 idx = gettagindex(self, "tag_shell");
509 self.spawnorigin = gettaginfo(self, idx);
512 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
513 self.spawnorigin = self.movedir;
519 self.oldorigin = '0 0 0'; // use regular attachment
523 if(self.weaponentity)
525 idx = gettagindex(self, "weapon");
527 idx = gettagindex(self, "tag_weapon");
531 idx = gettagindex(self, "handle");
533 idx = gettagindex(self, "tag_handle");
537 self.oldorigin = self.movedir - gettaginfo(self, idx);
541 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");
542 self.oldorigin = '0 0 0'; // there is no way to recover from this
546 self.viewmodelforclient = self.owner;
552 if(self.weaponentity)
553 remove(self.weaponentity);
554 self.weaponentity = world;
555 self.movedir = '0 0 0';
556 self.spawnorigin = '0 0 0';
557 self.oldorigin = '0 0 0';
558 self.anim_fire1 = '0 1 0.01';
559 self.anim_fire2 = '0 1 0.01';
560 self.anim_idle = '0 1 0.01';
561 self.anim_reload = '0 1 0.01';
564 self.view_ofs = '0 0 0';
566 if(self.movedir_x >= 0)
570 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
571 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
573 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
574 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
576 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
578 // check if an instant weapon switch occurred
579 if (qcweaponanimation)
581 if (self.state == WS_READY)
583 self.angles = '0 0 0';
584 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
585 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
589 setorigin(self, self.view_ofs);
590 // reset animstate now
591 self.wframe = WFRAME_IDLE;
592 self.weapon_morph0time = 0;
593 self.weapon_morph1time = 0;
594 self.weapon_morph2time = 0;
595 self.weapon_morph3time = 0;
596 self.weapon_morph4time = 0;
597 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
600 vector CL_Weapon_GetShotOrg(float wpn)
604 wi = get_weaponinfo(wpn);
607 CL_WeaponEntity_SetModel(wi.mdl);
609 CL_WeaponEntity_SetModel("");
615 void CL_Weaponentity_Think()
618 self.nextthink = time;
619 if (intermission_running)
620 self.frame = self.anim_idle_x;
621 if (self.owner.weaponentity != self)
623 if (self.weaponentity)
624 remove(self.weaponentity);
628 if (self.owner.deadflag != DEAD_NO)
631 if (self.weaponentity)
632 self.weaponentity.model = "";
635 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
637 self.cnt = self.owner.weapon;
638 self.dmg = self.owner.modelindex;
639 self.deadflag = self.owner.deadflag;
641 CL_WeaponEntity_SetModel(self.owner.weaponname);
644 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
645 self.effects = self.owner.effects & EFMASK_CHEAP;
646 self.effects &~= EF_LOWPRECISION;
647 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
648 self.effects &~= EF_TELEPORT_BIT;
649 self.effects &~= EF_RESTARTANIM_BIT;
652 if(self.owner.alpha == default_player_alpha)
653 self.alpha = default_weapon_alpha;
654 else if(self.owner.alpha != 0)
655 self.alpha = self.owner.alpha;
659 self.colormap = self.owner.colormap;
660 if (self.weaponentity)
662 self.weaponentity.effects = self.effects;
663 self.weaponentity.alpha = self.alpha;
664 self.weaponentity.colormap = self.colormap;
667 self.angles = '0 0 0';
670 if (self.state == WS_RAISE && !intermission_running)
672 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
673 self.angles_x = -90 * f * f;
674 if (qcweaponanimation)
676 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
677 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
680 else if (self.state == WS_DROP && !intermission_running)
682 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
683 self.angles_x = -90 * f * f;
684 if (qcweaponanimation)
686 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
687 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
690 else if (self.state == WS_CLEAR)
693 self.angles_x = -90 * f * f;
694 if (qcweaponanimation)
696 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
697 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
700 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
702 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
703 f = 1 - pow(1 - f, 3);
704 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
705 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
707 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
709 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
710 f = 1 - pow(1 - f, 3);
711 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
712 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
714 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
716 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
717 f = 1 - pow(1 - f, 3);
718 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
719 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
721 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
723 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
724 f = 1 - pow(1 - f, 3);
725 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
726 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
728 else if (qcweaponanimation)
730 // begin a new idle morph
731 self.owner.weapon_morph0time = time;
732 self.owner.weapon_morph0angles = self.angles;
733 self.owner.weapon_morph0origin = self.origin;
741 // turn gun to the left to look at it
743 self.owner.weapon_morph1time = time + t * 0.2;
744 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
745 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');
746 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
748 self.owner.weapon_morph2time = time + t * 0.6;
749 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
750 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');
751 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
753 self.owner.weapon_morph3time = time + t;
754 self.owner.weapon_morph3angles = '0 0 0';
755 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');
756 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
760 // raise the gun a bit
762 self.owner.weapon_morph1time = time + t * 0.2;
763 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
764 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');
765 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
767 self.owner.weapon_morph2time = time + t * 0.5;
768 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
769 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');
770 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
772 self.owner.weapon_morph3time = time + t;
773 self.owner.weapon_morph3angles = '0 0 0';
774 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');
775 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
781 self.owner.weapon_morph1time = time + t * 0.3;
782 self.owner.weapon_morph1angles = randomvec() * 6;
783 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');
784 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
786 self.owner.weapon_morph2time = time + t * 0.7;
787 self.owner.weapon_morph2angles = randomvec() * 6;
788 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');
789 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
791 self.owner.weapon_morph3time = time + t;
792 self.owner.weapon_morph3angles = '0 0 0';
793 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');
794 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
798 // hold it mostly steady
799 t = random() * 6 + 4;
800 self.owner.weapon_morph1time = time + t * 0.2;
801 self.owner.weapon_morph1angles = randomvec() * 1;
802 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');
803 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
805 self.owner.weapon_morph2time = time + t * 0.5;
806 self.owner.weapon_morph2angles = randomvec() * 1;
807 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');
808 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
810 self.owner.weapon_morph3time = time + t * 0.7;
811 self.owner.weapon_morph3angles = randomvec() * 1;
812 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');
813 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
816 self.owner.weapon_morph4time = time + t;
817 self.owner.weapon_morph4angles = '0 0 0';
818 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');
819 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
823 // create or update the lasertarget entity
827 void CL_ExteriorWeaponentity_Think()
831 self.nextthink = time;
832 if (self.owner.exteriorweaponentity != self)
837 if (self.owner.deadflag != DEAD_NO)
842 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
844 self.cnt = self.owner.weapon;
845 self.dmg = self.owner.modelindex;
846 self.deadflag = self.owner.deadflag;
847 if (self.owner.weaponname != "")
848 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
852 if((tag_found = gettagindex(self.owner, "tag_weapon")))
854 self.tag_index = tag_found;
855 self.tag_entity = self.owner;
858 setattachment(self, self.owner, "bip01 r hand");
860 // if that didn't find a tag, hide the exterior weapon model
864 self.effects = self.owner.effects;
865 if(sv_pitch_min == sv_pitch_max)
866 self.effects |= EF_LOWPRECISION;
868 self.effects &~= EF_LOWPRECISION;
869 self.effects = self.effects & EFMASK_CHEAP; // eat performance
870 if(self.owner.alpha == default_player_alpha)
871 self.alpha = default_weapon_alpha;
872 else if(self.owner.alpha != 0)
873 self.alpha = self.owner.alpha;
877 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
881 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
883 ang_y = self.owner.v_angle_y;
885 var vector v = v_forward;
886 var float t = self.tag_entity.frame1time;
887 var float f = self.tag_entity.frame;
888 self.tag_entity.frame1time = time;
889 self.tag_entity.frame = self.tag_entity.anim_idle_x;
890 gettaginfo(self.tag_entity, self.tag_index);
891 self.tag_entity.frame1time = t;
892 self.tag_entity.frame = f;
893 // untransform v according to this coordinate space
898 self.angles = vectoangles(w);
902 ang_x = -/* don't ask */ang_x;
906 self.colormap = self.owner.colormap;
909 // spawning weaponentity for client
910 void CL_SpawnWeaponentity()
912 self.weaponentity = spawn();
913 self.weaponentity.classname = "weaponentity";
914 self.weaponentity.solid = SOLID_NOT;
915 self.weaponentity.owner = self;
916 setmodel(self.weaponentity, ""); // precision set when changed
917 setorigin(self.weaponentity, '0 0 0');
918 self.weaponentity.angles = '0 0 0';
919 self.weaponentity.viewmodelforclient = self;
920 self.weaponentity.flags = 0;
921 self.weaponentity.think = CL_Weaponentity_Think;
922 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
923 self.weaponentity.nextthink = time;
925 self.exteriorweaponentity = spawn();
926 self.exteriorweaponentity.classname = "exteriorweaponentity";
927 self.exteriorweaponentity.solid = SOLID_NOT;
928 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
929 self.exteriorweaponentity.owner = self;
930 setorigin(self.exteriorweaponentity, '0 0 0');
931 self.exteriorweaponentity.angles = '0 0 0';
932 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
933 self.exteriorweaponentity.nextthink = time;
936 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
939 WriteByte(MSG_ONE, SVC_TEMPENTITY);
940 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
941 WriteByte(MSG_ONE, wpn);
942 WriteString(MSG_ONE, wpnname);
943 WriteByte(MSG_ONE, type);
946 .float hasweapon_complain_spam;
948 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
950 local float weaponbit, f;
951 local entity oldself;
953 if(time < self.hasweapon_complain_spam)
956 self.hasweapon_complain_spam = time + 0.2;
958 if (wpn < WEP_FIRST || wpn > WEP_LAST)
961 sprint(self, "Invalid weapon\n");
964 weaponbit = W_WeaponBit(wpn);
965 if (cl.weapons & weaponbit)
969 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
977 f = weapon_action(wpn, WR_CHECKAMMO1);
978 f = f + weapon_action(wpn, WR_CHECKAMMO2);
984 if(clienttype(cl) == CLIENTTYPE_REAL)
986 play2(cl, "weapons/unavailable.wav");
987 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
988 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
998 // Report Proper Weapon Status / Modified Weapon Ownership Message
999 if(weaponsInMap & weaponbit)
1001 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1002 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1004 if(cvar("g_showweaponspawns"))
1009 e = get_weaponinfo(wpn);
1012 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1014 if(e.classname == "droppedweapon")
1016 if not(e.flags & FL_ITEM)
1018 WaypointSprite_Spawn(
1031 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1032 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1035 play2(cl, "weapons/unavailable.wav");
1043 if (self.weapon != -1)
1045 if (self.weaponentity)
1047 self.weaponentity.state = WS_CLEAR;
1048 self.weaponentity.effects = 0;
1054 if (self.weaponentity)
1055 self.weaponentity.state = WS_READY;
1056 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1059 // Setup weapon for client (after this raise frame will be launched)
1060 void weapon_setup(float windex)
1063 qcweaponanimation = cvar("sv_qcweaponanimation");
1064 e = get_weaponinfo(windex);
1065 self.items &~= IT_AMMO;
1066 self.items = self.items | e.items;
1068 // the two weapon entities will notice this has changed and update their models
1069 self.weapon = windex;
1070 self.weaponname = e.mdl;
1071 self.bulletcounter = 0;
1074 // perform weapon to attack (weaponstate and attack_finished check is here)
1075 void W_SwitchToOtherWeapon(entity pl)
1077 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1079 w = W_WeaponBit(pl.weapon);
1081 ww = w_getbestweapon(pl);
1084 W_SwitchWeapon_Force(pl, ww);
1086 float weapon_prepareattack_checkammo(float secondary)
1088 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1089 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1091 W_SwitchToOtherWeapon(self);
1096 .float race_penalty;
1097 float weapon_prepareattack_check(float secondary, float attacktime)
1099 if(!weapon_prepareattack_checkammo(secondary))
1102 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1103 //if all players readied up and the countdown is running
1104 if(time < game_starttime || time < self.race_penalty) {
1108 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1111 // do not even think about shooting if switching
1112 if(self.switchweapon != self.weapon)
1117 // don't fire if previous attack is not finished
1118 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1120 // don't fire while changing weapon
1121 if (self.weaponentity.state != WS_READY)
1127 float weapon_prepareattack_do(float secondary, float attacktime)
1129 self.weaponentity.state = WS_INUSE;
1131 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1133 // if the weapon hasn't been firing continuously, reset the timer
1136 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1138 ATTACK_FINISHED(self) = time;
1139 //dprint("resetting attack finished to ", ftos(time), "\n");
1141 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1143 self.bulletcounter += 1;
1144 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1147 float weapon_prepareattack(float secondary, float attacktime)
1149 if(weapon_prepareattack_check(secondary, attacktime))
1151 weapon_prepareattack_do(secondary, attacktime);
1158 void weapon_thinkf(float fr, float t, void() func)
1164 if(fr == WFRAME_DONTCHANGE)
1166 fr = self.weaponentity.wframe;
1167 restartanim = FALSE;
1169 else if (fr == WFRAME_IDLE)
1170 restartanim = FALSE;
1178 if (self.weaponentity)
1180 self.weaponentity.wframe = fr;
1181 if (qcweaponanimation)
1183 if (fr != WFRAME_IDLE)
1185 self.weapon_morph0time = time;
1186 self.weapon_morph0angles = self.weaponentity.angles;
1187 self.weapon_morph0origin = self.weaponentity.origin;
1189 self.weapon_morph1angles = '0 0 0';
1190 self.weapon_morph1time = time + t;
1191 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1192 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1194 self.weapon_morph2angles = '0 0 0';
1195 self.weapon_morph2time = time + t;
1196 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1197 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1199 self.weapon_morph3angles = '0 0 0';
1200 self.weapon_morph3time = time + t;
1201 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1202 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1204 self.weapon_morph4angles = '0 0 0';
1205 self.weapon_morph4time = time + t;
1206 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1207 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1209 if (fr == WFRAME_FIRE1)
1211 self.weapon_morph1angles = '5 0 0';
1212 self.weapon_morph1time = time + t * 0.1;
1213 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1214 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1215 self.weapon_morph4time = time + t + 1; // delay idle effect
1217 else if (fr == WFRAME_FIRE2)
1219 self.weapon_morph1angles = '10 0 0';
1220 self.weapon_morph1time = time + t * 0.1;
1221 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1222 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1223 self.weapon_morph4time = time + t + 1; // delay idle effect
1225 else if (fr == WFRAME_RELOAD)
1227 self.weapon_morph1time = time + t * 0.05;
1228 self.weapon_morph1angles = '-10 40 0';
1229 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1230 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1232 self.weapon_morph2time = time + t * 0.15;
1233 self.weapon_morph2angles = '-10 40 5';
1234 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1235 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1237 self.weapon_morph3time = time + t * 0.25;
1238 self.weapon_morph3angles = '-10 40 0';
1239 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1240 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1246 if (fr == WFRAME_IDLE)
1247 a = self.weaponentity.anim_idle;
1248 else if (fr == WFRAME_FIRE1)
1249 a = self.weaponentity.anim_fire1;
1250 else if (fr == WFRAME_FIRE2)
1251 a = self.weaponentity.anim_fire2;
1252 else if (fr == WFRAME_RELOAD)
1253 a = self.weaponentity.anim_reload;
1254 a_z *= g_weaponratefactor;
1255 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1263 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1265 backtrace("Tried to override initial weapon think function - should this really happen?");
1268 t *= W_WeaponRateFactor();
1270 // VorteX: haste can be added here
1271 if (self.weapon_think == w_ready)
1273 self.weapon_nextthink = time;
1274 //dprint("started firing at ", ftos(time), "\n");
1276 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1278 self.weapon_nextthink = time;
1279 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1281 self.weapon_nextthink = self.weapon_nextthink + t;
1282 self.weapon_think = func;
1283 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1287 if (!self.crouch) // shoot anim stands up, this looks bad
1290 anim = self.anim_shoot;
1291 anim_z = anim_y / (t + sys_frametime);
1292 setanim(self, anim, FALSE, TRUE, TRUE);
1296 void weapon_boblayer1(float spd, vector org)
1298 // VorteX: haste can be added here
1301 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1309 mvelocity = mvelocity * g_weaponspeedfactor;
1311 mdirection = normalize(mvelocity);
1312 mspeed = vlen(mvelocity);
1314 nstyle = cvar("g_projectiles_newton_style");
1317 // absolute velocity
1318 outvelocity = mvelocity;
1320 else if(nstyle == 1)
1322 // true Newtonian projectiles
1323 outvelocity = pvelocity + mvelocity;
1325 else if(nstyle == 2)
1327 // true Newtonian projectiles with automatic aim adjustment
1329 // solve: |outspeed * mdirection - pvelocity| = mspeed
1330 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1331 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1335 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1336 // velocity without mdirection component > mspeed
1337 // fire at smallest possible mspeed that works?
1338 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1341 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1343 outspeed = solution_y; // the larger one
1346 //outspeed = 0; // slowest possible shot
1347 outspeed = solution_x; // the real part (that is, the average!)
1348 //dprint("impossible shot, adjusting\n");
1351 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1352 outvelocity = mdirection * outspeed;
1354 else if(nstyle == 3)
1356 // pseudo-Newtonian:
1357 outspeed = mspeed + mdirection * pvelocity;
1358 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1359 outvelocity = mdirection * outspeed;
1361 else if(nstyle == 4)
1364 outspeed = mspeed + vlen(pvelocity);
1365 outvelocity = mdirection * outspeed;
1368 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1373 void W_AttachToShotorg(entity flash, vector offset)
1377 flash.angles_z = random() * 360;
1378 if(qcweaponanimation)
1380 setorigin(flash, w_shotorg + w_shotdir * 50);
1381 flash.angles = vectoangles(w_shotdir);
1382 flash.angles_z = random() * 360;
1386 if(gettagindex(self.weaponentity, "shot"))
1387 setattachment(flash, self.weaponentity, "shot");
1389 setattachment(flash, self.weaponentity, "tag_shot");
1390 setorigin(flash, offset);
1393 copyentity(flash, xflash);
1395 flash.viewmodelforclient = self;
1397 if(self.weaponentity.oldorigin_x > 0)
1399 setattachment(xflash, self.exteriorweaponentity, "");
1400 setorigin(xflash, self.weaponentity.oldorigin + offset);
1404 if(gettagindex(self.exteriorweaponentity, "shot"))
1405 setattachment(xflash, self.exteriorweaponentity, "shot");
1407 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1408 setorigin(xflash, offset);
1413 vector cliptoplane(vector v, vector p)
1415 return v - (v * p) * p;
1418 vector solve_cubic_pq(float p, float q)
1421 D = q*q/4.0 + p*p*p/27.0;
1425 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1426 u = sqrt(-4.0/3.0 * p);
1427 // a in range 0..pi/3
1434 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1436 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1449 return '1 1 0' * v + '0 0 1' * u;
1451 return '0 1 1' * v + '1 0 0' * u;
1456 u = cbrt(-q/2.0 + sqrt(D));
1457 v = cbrt(-q/2.0 - sqrt(D));
1458 return '1 1 1' * (u + v);
1461 vector solve_cubic_abcd(float a, float b, float c, float d)
1467 p = (9*a*c - 3*b*b);
1468 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1469 v = solve_cubic_pq(p, q);
1470 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1472 v += '1 0 -1' * (v_z - v_x); // swap x, z
1476 vector findperpendicular(vector v)
1482 return normalize(cliptoplane(p, v));
1485 vector W_CalculateProjectileSpread(vector forward, float spread)
1491 spread *= g_weaponspreadfactor;
1494 sstyle = cvar("g_projectiles_spread_style");
1498 // this is the baseline for the spread value!
1499 // standard deviation: sqrt(2/5)
1500 // density function: sqrt(1-r^2)
1501 return forward + randomvec() * spread;
1503 else if(sstyle == 1)
1505 // same thing, basically
1506 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1508 else if(sstyle == 2)
1510 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1511 sigma = spread * 0.89442719099991587855; // match baseline stddev
1512 v1 = findperpendicular(forward);
1513 v2 = cross(forward, v1);
1514 // random point on unit circle
1515 dx = random() * 2 * M_PI;
1518 // radius in our dist function
1521 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1523 else if(sstyle == 3) // gauss 3d
1525 sigma = spread * 0.44721359549996; // match baseline stddev
1526 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1528 v1_x += gsl_ran_gaussian(sigma);
1529 v1_y += gsl_ran_gaussian(sigma);
1530 v1_z += gsl_ran_gaussian(sigma);
1533 else if(sstyle == 4) // gauss 2d
1535 sigma = spread * 0.44721359549996; // match baseline stddev
1536 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1537 v1_x = gsl_ran_gaussian(sigma);
1538 v1_y = gsl_ran_gaussian(sigma);
1539 v1_z = gsl_ran_gaussian(sigma);
1540 return normalize(forward + cliptoplane(v1, forward));
1542 else if(sstyle == 5) // 1-r
1544 sigma = spread * 1.154700538379252; // match baseline stddev
1545 v1 = findperpendicular(forward);
1546 v2 = cross(forward, v1);
1547 // random point on unit circle
1548 dx = random() * 2 * M_PI;
1551 // radius in our dist function
1553 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1554 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1556 else if(sstyle == 6) // 1-r^2
1558 sigma = spread * 1.095445115010332; // match baseline stddev
1559 v1 = findperpendicular(forward);
1560 v2 = cross(forward, v1);
1561 // random point on unit circle
1562 dx = random() * 2 * M_PI;
1565 // radius in our dist function
1569 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1571 else if(sstyle == 7) // (1-r) (2-r)
1573 sigma = spread * 1.224744871391589; // match baseline stddev
1574 v1 = findperpendicular(forward);
1575 v2 = cross(forward, v1);
1576 // random point on unit circle
1577 dx = random() * 2 * M_PI;
1580 // radius in our dist function
1584 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1587 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)!");
1590 * how to derive falloff functions:
1591 * rho(r) := (2-r) * (1-r);
1594 * rhor(r) := r * rho(r);
1595 * cr(t) := integrate(rhor(r), r, a, t);
1596 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1597 * variance : scr(b) / cr(b);
1598 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1599 * sqrt(0.4 / variance), numer;
1605 float mspercallsstyle;
1606 float mspercallcount;
1608 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1610 if(missile.owner == world)
1611 error("Unowned missile");
1613 dir = dir + upDir * (pUpSpeed / pSpeed);
1614 dir_z += pZSpeed / pSpeed;
1615 pSpeed *= vlen(dir);
1616 dir = normalize(dir);
1619 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1621 mspercallsum = mspercallcount = 0;
1622 mspercallsstyle = cvar("g_projectiles_spread_style");
1624 mspercallsum -= gettime(GETTIME_HIRES);
1626 dir = W_CalculateProjectileSpread(dir, spread);
1628 mspercallsum += gettime(GETTIME_HIRES);
1629 mspercallcount += 1;
1630 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1633 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1636 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1638 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1641 #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"))
1642 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))