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 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 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
73 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
76 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
77 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
78 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
79 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
82 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
83 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
84 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
93 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
94 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
95 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
96 ret_z = thisv_z - myv_z;
100 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
106 if(player.hitplotfh >= 0)
108 lag = ANTILAG_LATENCY(player);
111 if(clienttype(player) != CLIENTTYPE_REAL)
112 lag = 0; // only antilag for clients
114 org = player.origin + player.view_ofs;
115 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
116 if(trace_ent.flags & FL_CLIENT)
118 antilag_takeback(trace_ent, time - lag);
119 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
120 antilag_restore(trace_ent);
121 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
122 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
131 .float prevstrengthsound;
132 .float prevstrengthsoundattempt;
133 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
135 if(MUTATOR_CALLHOOK(PlayStrengthSound))
138 if((player.items & IT_STRENGTH)
139 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
140 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
142 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
143 player.prevstrengthsound = time;
145 player.prevstrengthsoundattempt = time;
148 // this function calculates w_shotorg and w_shotdir based on the weapon model
149 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
150 // make sure you call makevectors first (FIXME?)
151 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
153 float nudge = 1; // added to traceline target and subtracted from result
156 oldsolid = ent.dphitcontentsmask;
157 if(ent.weapon == WEP_RIFLE)
158 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
160 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
162 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
163 // passing world, because we do NOT want it to touch dphitcontentsmask
165 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
166 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
172 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
177 // un-adjust trueaim if shotend is too close
178 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
179 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
182 if(accuracy_canbegooddamage(ent))
183 accuracy_add(ent, ent.weapon, maxdamage, 0);
185 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
187 if(ent.weaponentity.movedir_x > 0)
188 vecs = ent.weaponentity.movedir;
192 dv = v_right * -vecs_y + v_up * vecs_z;
193 w_shotorg = ent.origin + ent.view_ofs + dv;
195 // now move the shotorg forward as much as requested if possible
198 if(ent.antilag_debug)
199 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
201 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
205 w_shotorg = trace_endpos - v_forward * nudge;
206 // calculate the shotdir from the chosen shotorg
207 w_shotdir = normalize(w_shotend - w_shotorg);
210 if (!ent.cvar_cl_noantilag)
212 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
214 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
215 if (!trace_ent.takedamage)
217 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
218 if (trace_ent.takedamage && trace_ent.classname == "player")
222 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
224 w_shotdir = normalize(trace_ent.origin - w_shotorg);
228 else if(autocvar_g_antilag == 3) // client side hitscan
230 // this part MUST use prydon cursor
231 if (ent.cursor_trace_ent) // client was aiming at someone
232 if (ent.cursor_trace_ent != ent) // just to make sure
233 if (ent.cursor_trace_ent.takedamage) // and that person is killable
234 if (ent.cursor_trace_ent.classname == "player") // and actually a player
236 // verify that the shot would miss without antilag
237 // (avoids an issue where guns would always shoot at their origin)
238 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
239 if (!trace_ent.takedamage)
241 // verify that the shot would hit if altered
242 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
243 if (trace_ent == ent.cursor_trace_ent)
244 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
246 print("antilag fail\n");
252 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
255 ent.punchangle_x = recoil * -1;
259 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
260 W_PlayStrengthSound(ent);
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;
285 * 1. simple animated model, muzzle flash handling on h_ model:
286 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
288 * shot = muzzle end (shot origin, also used for muzzle flashes)
289 * shell = casings ejection point (must be on the right hand side of the gun)
290 * weapon = attachment for v_tuba.md3
291 * v_tuba.md3 - first and third person model
292 * g_tuba.md3 - pickup model
294 * 2. simple animated model, muzzle flash handling on v_ model:
295 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
297 * weapon = attachment for v_tuba.md3
298 * v_tuba.md3 - first and third person model
300 * shot = muzzle end (shot origin, also used for muzzle flashes)
301 * shell = casings ejection point (must be on the right hand side of the gun)
302 * g_tuba.md3 - pickup model
304 * 3. fully animated model, muzzle flash handling on h_ model:
305 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
307 * shot = muzzle end (shot origin, also used for muzzle flashes)
308 * shell = casings ejection point (must be on the right hand side of the gun)
309 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
310 * v_tuba.md3 - third person model
311 * g_tuba.md3 - pickup model
313 * 4. fully animated model, muzzle flash handling on v_ model:
314 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
316 * shot = muzzle end (shot origin)
317 * shell = casings ejection point (must be on the right hand side of the gun)
318 * v_tuba.md3 - third person model
320 * shot = muzzle end (for muzzle flashes)
321 * g_tuba.md3 - pickup model
325 // self.origin, self.angles
327 // self.movedir, self.view_ofs
331 // call again with ""
333 void CL_WeaponEntity_SetModel(string name)
338 // if there is a child entity, hide it until we're sure we use it
339 if (self.weaponentity)
340 self.weaponentity.model = "";
341 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
342 v_shot_idx = gettagindex(self, "shot"); // used later
344 v_shot_idx = gettagindex(self, "tag_shot");
346 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
347 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
348 self.anim_fire1 = animfixfps(self, '0 1 0.01');
349 self.anim_fire2 = animfixfps(self, '1 1 0.01');
350 self.anim_idle = animfixfps(self, '2 1 0.01');
351 self.anim_reload = animfixfps(self, '3 1 0.01');
353 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
354 // if we don't, this is a "real" animated model
355 if(gettagindex(self, "weapon"))
357 if (!self.weaponentity)
358 self.weaponentity = spawn();
359 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
360 setattachment(self.weaponentity, self, "weapon");
362 else if(gettagindex(self, "tag_weapon"))
364 if (!self.weaponentity)
365 self.weaponentity = spawn();
366 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
367 setattachment(self.weaponentity, self, "tag_weapon");
371 if(self.weaponentity)
372 remove(self.weaponentity);
373 self.weaponentity = world;
376 setorigin(self,'0 0 0');
377 self.angles = '0 0 0';
379 self.viewmodelforclient = world;
383 if(v_shot_idx) // v_ model attached to invisible h_ model
385 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
389 idx = gettagindex(self, "shot");
391 idx = gettagindex(self, "tag_shot");
393 self.movedir = gettaginfo(self, idx);
396 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
397 self.movedir = '0 0 0';
401 if(self.weaponentity) // v_ model attached to invisible h_ model
403 idx = gettagindex(self.weaponentity, "shell");
405 idx = gettagindex(self.weaponentity, "tag_shell");
407 self.spawnorigin = gettaginfo(self.weaponentity, idx);
413 idx = gettagindex(self, "shell");
415 idx = gettagindex(self, "tag_shell");
417 self.spawnorigin = gettaginfo(self, idx);
420 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
421 self.spawnorigin = self.movedir;
427 self.oldorigin = '0 0 0'; // use regular attachment
431 if(self.weaponentity)
433 idx = gettagindex(self, "weapon");
435 idx = gettagindex(self, "tag_weapon");
439 idx = gettagindex(self, "handle");
441 idx = gettagindex(self, "tag_handle");
445 self.oldorigin = self.movedir - gettaginfo(self, idx);
449 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
450 self.oldorigin = '0 0 0'; // there is no way to recover from this
454 self.viewmodelforclient = self.owner;
459 if(self.weaponentity)
460 remove(self.weaponentity);
461 self.weaponentity = world;
462 self.movedir = '0 0 0';
463 self.spawnorigin = '0 0 0';
464 self.oldorigin = '0 0 0';
465 self.anim_fire1 = '0 1 0.01';
466 self.anim_fire2 = '0 1 0.01';
467 self.anim_idle = '0 1 0.01';
468 self.anim_reload = '0 1 0.01';
471 self.view_ofs = '0 0 0';
473 if(self.movedir_x >= 0)
477 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
478 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
480 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
481 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
483 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
485 // check if an instant weapon switch occurred
486 setorigin(self, self.view_ofs);
487 // reset animstate now
488 self.wframe = WFRAME_IDLE;
489 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
492 vector CL_Weapon_GetShotOrg(float wpn)
496 wi = get_weaponinfo(wpn);
499 CL_WeaponEntity_SetModel(wi.mdl);
501 CL_WeaponEntity_SetModel("");
507 void CL_Weaponentity_Think()
510 self.nextthink = time;
511 if (intermission_running)
512 self.frame = self.anim_idle_x;
513 if (self.owner.weaponentity != self)
515 if (self.weaponentity)
516 remove(self.weaponentity);
520 if (self.owner.deadflag != DEAD_NO)
523 if (self.weaponentity)
524 self.weaponentity.model = "";
527 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
529 self.weaponname = self.owner.weaponname;
530 self.dmg = self.owner.modelindex;
531 self.deadflag = self.owner.deadflag;
533 CL_WeaponEntity_SetModel(self.owner.weaponname);
536 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
537 self.effects = self.owner.effects & EFMASK_CHEAP;
538 self.effects &~= EF_LOWPRECISION;
539 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
540 self.effects &~= EF_TELEPORT_BIT;
541 self.effects &~= EF_RESTARTANIM_BIT;
544 if(self.owner.alpha == default_player_alpha)
545 self.alpha = default_weapon_alpha;
546 else if(self.owner.alpha != 0)
547 self.alpha = self.owner.alpha;
551 self.glowmod = self.owner.weaponentity_glowmod;
552 self.colormap = self.owner.colormap;
553 if (self.weaponentity)
555 self.weaponentity.effects = self.effects;
556 self.weaponentity.alpha = self.alpha;
557 self.weaponentity.colormap = self.colormap;
558 self.weaponentity.glowmod = self.glowmod;
561 self.angles = '0 0 0';
563 if (self.state == WS_RAISE && !intermission_running)
565 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
566 self.angles_x = -90 * f * f;
568 else if (self.state == WS_DROP && !intermission_running)
570 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
571 self.angles_x = -90 * f * f;
573 else if (self.state == WS_CLEAR)
576 self.angles_x = -90 * f * f;
580 void CL_ExteriorWeaponentity_Think()
584 self.nextthink = time;
585 if (self.owner.exteriorweaponentity != self)
590 if (self.owner.deadflag != DEAD_NO)
595 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
597 self.weaponname = self.owner.weaponname;
598 self.dmg = self.owner.modelindex;
599 self.deadflag = self.owner.deadflag;
600 if (self.owner.weaponname != "")
601 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
605 if((tag_found = gettagindex(self.owner, "tag_weapon")))
607 self.tag_index = tag_found;
608 self.tag_entity = self.owner;
611 setattachment(self, self.owner, "bip01 r hand");
613 self.effects = self.owner.effects;
614 if(sv_pitch_min == sv_pitch_max)
615 self.effects |= EF_LOWPRECISION;
617 self.effects &~= EF_LOWPRECISION;
618 self.effects = self.effects & EFMASK_CHEAP; // eat performance
619 if(self.owner.alpha == default_player_alpha)
620 self.alpha = default_weapon_alpha;
621 else if(self.owner.alpha != 0)
622 self.alpha = self.owner.alpha;
626 if (!intermission_running)
628 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
632 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
634 ang_y = self.owner.v_angle_y;
636 var vector v = v_forward;
637 var float t = self.tag_entity.frame1time;
638 var float f = self.tag_entity.frame;
639 self.tag_entity.frame1time = time;
640 self.tag_entity.frame = self.tag_entity.anim_idle_x;
641 gettaginfo(self.tag_entity, self.tag_index);
642 self.tag_entity.frame1time = t;
643 self.tag_entity.frame = f;
644 // untransform v according to this coordinate space
649 self.angles = vectoangles(w);
653 ang_x = -/* don't ask */ang_x;
657 if(autocvar_g_loituma)
662 t = time * autocvar_g_loituma;
664 modangles_x = t * 360;
669 AnglesTransform_ToAngles(
670 AnglesTransform_Multiply(
671 AnglesTransform_FromAngles(self.angles),
672 AnglesTransform_FromAngles(modangles)
678 self.glowmod = self.owner.weaponentity_glowmod;
679 self.colormap = self.owner.colormap;
681 CSQCMODEL_AUTOUPDATE();
684 // spawning weaponentity for client
685 void CL_SpawnWeaponentity()
687 self.weaponentity = spawn();
688 self.weaponentity.classname = "weaponentity";
689 self.weaponentity.solid = SOLID_NOT;
690 self.weaponentity.owner = self;
691 setmodel(self.weaponentity, ""); // precision set when changed
692 setorigin(self.weaponentity, '0 0 0');
693 self.weaponentity.angles = '0 0 0';
694 self.weaponentity.viewmodelforclient = self;
695 self.weaponentity.flags = 0;
696 self.weaponentity.think = CL_Weaponentity_Think;
697 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
698 self.weaponentity.nextthink = time;
700 self.exteriorweaponentity = spawn();
701 self.exteriorweaponentity.classname = "exteriorweaponentity";
702 self.exteriorweaponentity.solid = SOLID_NOT;
703 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
704 self.exteriorweaponentity.owner = self;
705 setorigin(self.exteriorweaponentity, '0 0 0');
706 self.exteriorweaponentity.angles = '0 0 0';
707 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
708 self.exteriorweaponentity.nextthink = time;
711 entity oldself = self;
712 self = self.exteriorweaponentity;
713 CSQCMODEL_AUTOINIT();
718 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
721 WriteByte(MSG_ONE, SVC_TEMPENTITY);
722 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
723 WriteByte(MSG_ONE, wpn);
724 WriteString(MSG_ONE, wpnname);
725 WriteByte(MSG_ONE, type);
728 .float hasweapon_complain_spam;
730 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
735 if(time < self.hasweapon_complain_spam)
738 self.hasweapon_complain_spam = time + 0.2;
740 if (wpn < WEP_FIRST || wpn > WEP_LAST)
743 sprint(self, "Invalid weapon\n");
746 if (WEPSET_CONTAINS_EW(cl, wpn))
750 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
758 f = weapon_action(wpn, WR_CHECKAMMO1);
759 f = f + weapon_action(wpn, WR_CHECKAMMO2);
761 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
763 if(wpn == WEP_MINE_LAYER)
764 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
772 if(clienttype(cl) == CLIENTTYPE_REAL)
774 play2(cl, "weapons/unavailable.wav");
775 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
776 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
786 // Report Proper Weapon Status / Modified Weapon Ownership Message
787 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
789 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
790 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
792 if(autocvar_g_showweaponspawns)
797 e = get_weaponinfo(wpn);
800 for(e = world; (e = findfloat(e, weapon, wpn)); )
802 if(e.classname == "droppedweapon")
804 if not(e.flags & FL_ITEM)
806 WaypointSprite_Spawn(
813 RADARICON_NONE, '0 0 0'
820 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
821 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
824 play2(cl, "weapons/unavailable.wav");
832 if (self.weapon != -1)
835 self.switchingweapon = 0;
837 if (self.weaponentity)
839 self.weaponentity.state = WS_CLEAR;
840 self.weaponentity.effects = 0;
846 if (self.weaponentity)
847 self.weaponentity.state = WS_READY;
848 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
851 // Setup weapon for client (after this raise frame will be launched)
852 void weapon_setup(float windex)
855 e = get_weaponinfo(windex);
856 self.items &~= IT_AMMO;
857 self.items = self.items | (e.items & IT_AMMO);
859 // the two weapon entities will notice this has changed and update their models
860 self.weapon = windex;
861 self.switchingweapon = windex; // to make sure
862 self.weaponname = e.mdl;
863 self.bulletcounter = 0;
866 // perform weapon to attack (weaponstate and attack_finished check is here)
867 void W_SwitchToOtherWeapon(entity pl)
869 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
872 if(WEPSET_CONTAINS_EW(pl, w))
874 WEPSET_ANDNOT_EW(pl, w);
875 ww = w_getbestweapon(pl);
879 ww = w_getbestweapon(pl);
881 W_SwitchWeapon_Force(pl, ww);
884 string PrimaryOrSecondary(float secondary)
894 float weapon_prepareattack_checkammo(float secondary)
896 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
897 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
899 // always keep the Mine Layer if we placed mines, so that we can detonate them
901 if(self.weapon == WEP_MINE_LAYER)
902 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
905 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
907 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
908 self.prevdryfire = time;
911 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
913 if(time - self.prevwarntime > 1)
915 sprint(self, strcat("^2", W_Name(self.weapon), " ", PrimaryOrSecondary(secondary), "^7 is unable to fire, but its ^2", PrimaryOrSecondary(1 - secondary), "^7 can.\n"));
917 self.prevwarntime = time;
919 else // this weapon is totally unable to fire, switch to another one
921 W_SwitchToOtherWeapon(self);
929 float weapon_prepareattack_check(float secondary, float attacktime)
931 if(!weapon_prepareattack_checkammo(secondary))
934 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
935 //if all players readied up and the countdown is running
936 if(time < game_starttime || time < self.race_penalty) {
940 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
943 // do not even think about shooting if switching
944 if(self.switchweapon != self.weapon)
949 // don't fire if previous attack is not finished
950 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
952 // don't fire while changing weapon
953 if (self.weaponentity.state != WS_READY)
959 float weapon_prepareattack_do(float secondary, float attacktime)
961 self.weaponentity.state = WS_INUSE;
963 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
965 // if the weapon hasn't been firing continuously, reset the timer
968 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
970 ATTACK_FINISHED(self) = time;
971 //dprint("resetting attack finished to ", ftos(time), "\n");
973 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
975 self.bulletcounter += 1;
976 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
979 float weapon_prepareattack(float secondary, float attacktime)
981 if(weapon_prepareattack_check(secondary, attacktime))
983 weapon_prepareattack_do(secondary, attacktime);
990 void weapon_thinkf(float fr, float t, void() func)
996 if(fr == WFRAME_DONTCHANGE)
998 fr = self.weaponentity.wframe;
1001 else if (fr == WFRAME_IDLE)
1002 restartanim = FALSE;
1010 if (self.weaponentity)
1012 self.weaponentity.wframe = fr;
1014 if (fr == WFRAME_IDLE)
1015 a = self.weaponentity.anim_idle;
1016 else if (fr == WFRAME_FIRE1)
1017 a = self.weaponentity.anim_fire1;
1018 else if (fr == WFRAME_FIRE2)
1019 a = self.weaponentity.anim_fire2;
1020 else // if (fr == WFRAME_RELOAD)
1021 a = self.weaponentity.anim_reload;
1022 a_z *= g_weaponratefactor;
1023 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1030 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1032 backtrace("Tried to override initial weapon think function - should this really happen?");
1035 t *= W_WeaponRateFactor();
1037 // VorteX: haste can be added here
1038 if (self.weapon_think == w_ready)
1040 self.weapon_nextthink = time;
1041 //dprint("started firing at ", ftos(time), "\n");
1043 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1045 self.weapon_nextthink = time;
1046 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1048 self.weapon_nextthink = self.weapon_nextthink + t;
1049 self.weapon_think = func;
1050 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1052 // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
1053 //anim = self.anim_shoot;
1056 if (!self.crouch) // shoot anim stands up, this looks bad
1059 if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
1061 anim = self.anim_melee;
1062 anim_z = anim_y / (t + sys_frametime);
1063 setanim(self, anim, FALSE, TRUE, TRUE);
1065 else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
1067 anim = self.anim_shoot;
1068 anim_z = anim_y / (t + sys_frametime);
1069 setanim(self, anim, FALSE, TRUE, TRUE);
1074 void weapon_boblayer1(float spd, vector org)
1076 // VorteX: haste can be added here
1079 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1085 mvelocity = mvelocity * g_weaponspeedfactor;
1087 mdirection = normalize(mvelocity);
1088 mspeed = vlen(mvelocity);
1090 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1095 void W_AttachToShotorg(entity flash, vector offset)
1099 flash.angles_z = random() * 360;
1101 if(gettagindex(self.weaponentity, "shot"))
1102 setattachment(flash, self.weaponentity, "shot");
1104 setattachment(flash, self.weaponentity, "tag_shot");
1105 setorigin(flash, offset);
1108 copyentity(flash, xflash);
1110 flash.viewmodelforclient = self;
1112 if(self.weaponentity.oldorigin_x > 0)
1114 setattachment(xflash, self.exteriorweaponentity, "");
1115 setorigin(xflash, self.weaponentity.oldorigin + offset);
1119 if(gettagindex(self.exteriorweaponentity, "shot"))
1120 setattachment(xflash, self.exteriorweaponentity, "shot");
1122 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1123 setorigin(xflash, offset);
1127 vector cliptoplane(vector v, vector p)
1129 return v - (v * p) * p;
1132 vector solve_cubic_pq(float p, float q)
1135 D = q*q/4.0 + p*p*p/27.0;
1139 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1140 u = sqrt(-4.0/3.0 * p);
1141 // a in range 0..pi/3
1148 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1150 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1163 return '1 1 0' * v + '0 0 1' * u;
1165 return '0 1 1' * v + '1 0 0' * u;
1170 u = cbrt(-q/2.0 + sqrt(D));
1171 v = cbrt(-q/2.0 - sqrt(D));
1172 return '1 1 1' * (u + v);
1175 vector solve_cubic_abcd(float a, float b, float c, float d)
1181 p = (9*a*c - 3*b*b);
1182 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1183 v = solve_cubic_pq(p, q);
1184 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1186 v += '1 0 -1' * (v_z - v_x); // swap x, z
1190 vector findperpendicular(vector v)
1196 return normalize(cliptoplane(p, v));
1199 vector W_CalculateProjectileSpread(vector forward, float spread)
1202 vector v1 = '0 0 0', v2;
1205 spread *= g_weaponspreadfactor;
1208 sstyle = autocvar_g_projectiles_spread_style;
1212 // this is the baseline for the spread value!
1213 // standard deviation: sqrt(2/5)
1214 // density function: sqrt(1-r^2)
1215 return forward + randomvec() * spread;
1217 else if(sstyle == 1)
1219 // same thing, basically
1220 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1222 else if(sstyle == 2)
1224 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1225 sigma = spread * 0.89442719099991587855; // match baseline stddev
1226 v1 = findperpendicular(forward);
1227 v2 = cross(forward, v1);
1228 // random point on unit circle
1229 dx = random() * 2 * M_PI;
1232 // radius in our dist function
1235 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1237 else if(sstyle == 3) // gauss 3d
1239 sigma = spread * 0.44721359549996; // match baseline stddev
1240 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1242 v1_x += gsl_ran_gaussian(sigma);
1243 v1_y += gsl_ran_gaussian(sigma);
1244 v1_z += gsl_ran_gaussian(sigma);
1247 else if(sstyle == 4) // gauss 2d
1249 sigma = spread * 0.44721359549996; // match baseline stddev
1250 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1251 v1_x = gsl_ran_gaussian(sigma);
1252 v1_y = gsl_ran_gaussian(sigma);
1253 v1_z = gsl_ran_gaussian(sigma);
1254 return normalize(forward + cliptoplane(v1, forward));
1256 else if(sstyle == 5) // 1-r
1258 sigma = spread * 1.154700538379252; // match baseline stddev
1259 v1 = findperpendicular(forward);
1260 v2 = cross(forward, v1);
1261 // random point on unit circle
1262 dx = random() * 2 * M_PI;
1265 // radius in our dist function
1267 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1268 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1270 else if(sstyle == 6) // 1-r^2
1272 sigma = spread * 1.095445115010332; // match baseline stddev
1273 v1 = findperpendicular(forward);
1274 v2 = cross(forward, v1);
1275 // random point on unit circle
1276 dx = random() * 2 * M_PI;
1279 // radius in our dist function
1283 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1285 else if(sstyle == 7) // (1-r) (2-r)
1287 sigma = spread * 1.224744871391589; // match baseline stddev
1288 v1 = findperpendicular(forward);
1289 v2 = cross(forward, v1);
1290 // random point on unit circle
1291 dx = random() * 2 * M_PI;
1294 // radius in our dist function
1298 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1301 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
1304 * how to derive falloff functions:
1305 * rho(r) := (2-r) * (1-r);
1308 * rhor(r) := r * rho(r);
1309 * cr(t) := integrate(rhor(r), r, a, t);
1310 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1311 * variance : scr(b) / cr(b);
1312 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1313 * sqrt(0.4 / variance), numer;
1319 float mspercallsstyle;
1320 float mspercallcount;
1322 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1324 if(missile.owner == world)
1325 error("Unowned missile");
1327 dir = dir + upDir * (pUpSpeed / pSpeed);
1328 dir_z += pZSpeed / pSpeed;
1329 pSpeed *= vlen(dir);
1330 dir = normalize(dir);
1333 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1335 mspercallsum = mspercallcount = 0;
1336 mspercallsstyle = autocvar_g_projectiles_spread_style;
1338 mspercallsum -= gettime(GETTIME_HIRES);
1340 dir = W_CalculateProjectileSpread(dir, spread);
1342 mspercallsum += gettime(GETTIME_HIRES);
1343 mspercallcount += 1;
1344 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1347 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1350 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1352 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1355 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
1356 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1358 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1360 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1363 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1366 self.clip_load -= ammo_use;
1367 self.(weapon_load[self.weapon]) = self.clip_load;
1370 self.(self.current_ammo) -= ammo_use;
1373 // weapon reloading code
1375 .float reload_ammo_amount, reload_ammo_min, reload_time;
1376 .float reload_complain;
1377 .string reload_sound;
1379 void W_ReloadedAndReady()
1381 // finish the reloading process, and do the ammo transfer
1383 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1385 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1386 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1387 self.clip_load = self.reload_ammo_amount;
1390 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1392 self.clip_load += 1;
1393 self.(self.current_ammo) -= 1;
1396 self.(weapon_load[self.weapon]) = self.clip_load;
1398 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1399 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1400 // so your weapon is disabled for a few seconds without reason
1402 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1407 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1409 // set global values to work with
1411 self.reload_ammo_min = sent_ammo_min;
1412 self.reload_ammo_amount = sent_ammo_amount;
1413 self.reload_time = sent_time;
1414 self.reload_sound = sent_sound;
1416 // check if we meet the necessary conditions to reload
1419 e = get_weaponinfo(self.weapon);
1421 // don't reload weapons that don't have the RELOADABLE flag
1422 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1424 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1428 // return if reloading is disabled for this weapon
1429 if(!self.reload_ammo_amount)
1432 // our weapon is fully loaded, no need to reload
1433 if (self.clip_load >= self.reload_ammo_amount)
1436 // no ammo, so nothing to load
1437 if(!self.(self.current_ammo) && self.reload_ammo_min)
1438 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1440 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1442 play2(self, "weapons/unavailable.wav");
1443 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1444 self.reload_complain = time + 1;
1446 // switch away if the amount of ammo is not enough to keep using this weapon
1447 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1449 self.clip_load = -1; // reload later
1450 W_SwitchToOtherWeapon(self);
1455 if (self.weaponentity)
1457 if (self.weaponentity.wframe == WFRAME_RELOAD)
1460 // allow switching away while reloading, but this will cause a new reload!
1461 self.weaponentity.state = WS_READY;
1464 // now begin the reloading process
1466 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1468 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1469 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1470 // so your weapon is disabled for a few seconds without reason
1472 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1474 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1476 if(self.clip_load < 0)
1478 self.old_clip_load = self.clip_load;
1479 self.clip_load = self.(weapon_load[self.weapon]) = -1;