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(clienttype(player) != CLIENTTYPE_REAL)
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(trace_ent.flags & FL_CLIENT)
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 && trace_ent.classname == "player")
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 (ent.cursor_trace_ent.classname == "player") // 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)
237 ent.punchangle_x = recoil * -1;
241 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
242 W_PlayStrengthSound(ent);
245 // nudge w_shotend so a trace to w_shotend hits
246 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
249 #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)
250 #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)
251 #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)
252 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
253 #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)
255 float CL_Weaponentity_CustomizeEntityForClient()
257 self.viewmodelforclient = self.owner;
258 if(other.classname == "spectator")
259 if(other.enemy == self.owner)
260 self.viewmodelforclient = other;
267 * 1. simple animated model, muzzle flash handling on h_ model:
268 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
270 * shot = muzzle end (shot origin, also used for muzzle flashes)
271 * shell = casings ejection point (must be on the right hand side of the gun)
272 * weapon = attachment for v_tuba.md3
273 * v_tuba.md3 - first and third person model
274 * g_tuba.md3 - pickup model
276 * 2. simple animated model, muzzle flash handling on v_ model:
277 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
279 * weapon = attachment for v_tuba.md3
280 * v_tuba.md3 - first and third person model
282 * shot = muzzle end (shot origin, also used for muzzle flashes)
283 * shell = casings ejection point (must be on the right hand side of the gun)
284 * g_tuba.md3 - pickup model
286 * 3. fully animated model, muzzle flash handling on h_ model:
287 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
289 * shot = muzzle end (shot origin, also used for muzzle flashes)
290 * shell = casings ejection point (must be on the right hand side of the gun)
291 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
292 * v_tuba.md3 - third person model
293 * g_tuba.md3 - pickup model
295 * 4. fully animated model, muzzle flash handling on v_ model:
296 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
298 * shot = muzzle end (shot origin)
299 * shell = casings ejection point (must be on the right hand side of the gun)
300 * v_tuba.md3 - third person model
302 * shot = muzzle end (for muzzle flashes)
303 * g_tuba.md3 - pickup model
307 // self.origin, self.angles
309 // self.movedir, self.view_ofs
313 // call again with ""
315 void CL_WeaponEntity_SetModel(string name)
320 // if there is a child entity, hide it until we're sure we use it
321 if (self.weaponentity)
322 self.weaponentity.model = "";
323 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
324 v_shot_idx = gettagindex(self, "shot"); // used later
326 v_shot_idx = gettagindex(self, "tag_shot");
328 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
329 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
330 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
331 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
332 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
333 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
335 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
336 // if we don't, this is a "real" animated model
337 if(gettagindex(self, "weapon"))
339 if (!self.weaponentity)
340 self.weaponentity = spawn();
341 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
342 setattachment(self.weaponentity, self, "weapon");
344 else if(gettagindex(self, "tag_weapon"))
346 if (!self.weaponentity)
347 self.weaponentity = spawn();
348 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
349 setattachment(self.weaponentity, self, "tag_weapon");
353 if(self.weaponentity)
354 remove(self.weaponentity);
355 self.weaponentity = world;
358 setorigin(self,'0 0 0');
359 self.angles = '0 0 0';
361 self.viewmodelforclient = world;
365 if(v_shot_idx) // v_ model attached to invisible h_ model
367 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
371 idx = gettagindex(self, "shot");
373 idx = gettagindex(self, "tag_shot");
375 self.movedir = gettaginfo(self, idx);
378 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
379 self.movedir = '0 0 0';
383 if(self.weaponentity) // v_ model attached to invisible h_ model
385 idx = gettagindex(self.weaponentity, "shell");
387 idx = gettagindex(self.weaponentity, "tag_shell");
389 self.spawnorigin = gettaginfo(self.weaponentity, idx);
395 idx = gettagindex(self, "shell");
397 idx = gettagindex(self, "tag_shell");
399 self.spawnorigin = gettaginfo(self, idx);
402 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
403 self.spawnorigin = self.movedir;
409 self.oldorigin = '0 0 0'; // use regular attachment
413 if(self.weaponentity)
415 idx = gettagindex(self, "weapon");
417 idx = gettagindex(self, "tag_weapon");
421 idx = gettagindex(self, "handle");
423 idx = gettagindex(self, "tag_handle");
427 self.oldorigin = self.movedir - gettaginfo(self, idx);
431 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");
432 self.oldorigin = '0 0 0'; // there is no way to recover from this
436 self.viewmodelforclient = self.owner;
441 if(self.weaponentity)
442 remove(self.weaponentity);
443 self.weaponentity = world;
444 self.movedir = '0 0 0';
445 self.spawnorigin = '0 0 0';
446 self.oldorigin = '0 0 0';
447 self.anim_fire1 = '0 1 0.01';
448 self.anim_fire2 = '0 1 0.01';
449 self.anim_idle = '0 1 0.01';
450 self.anim_reload = '0 1 0.01';
453 self.view_ofs = '0 0 0';
455 if(self.movedir_x >= 0)
459 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
460 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
462 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
463 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
465 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
467 // check if an instant weapon switch occurred
468 setorigin(self, self.view_ofs);
469 // reset animstate now
470 self.wframe = WFRAME_IDLE;
471 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
474 vector CL_Weapon_GetShotOrg(float wpn)
478 wi = get_weaponinfo(wpn);
481 CL_WeaponEntity_SetModel(wi.mdl);
483 CL_WeaponEntity_SetModel("");
489 void CL_Weaponentity_Think()
492 self.nextthink = time;
493 if (intermission_running)
494 self.frame = self.anim_idle_x;
495 if (self.owner.weaponentity != self)
497 if (self.weaponentity)
498 remove(self.weaponentity);
502 if (self.owner.deadflag != DEAD_NO)
505 if (self.weaponentity)
506 self.weaponentity.model = "";
509 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
511 self.weaponname = self.owner.weaponname;
512 self.dmg = self.owner.modelindex;
513 self.deadflag = self.owner.deadflag;
515 CL_WeaponEntity_SetModel(self.owner.weaponname);
518 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
519 self.effects = self.owner.effects & EFMASK_CHEAP;
520 self.effects &~= EF_LOWPRECISION;
521 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
522 self.effects &~= EF_TELEPORT_BIT;
523 self.effects &~= EF_RESTARTANIM_BIT;
526 if(self.owner.alpha == default_player_alpha)
527 self.alpha = default_weapon_alpha;
528 else if(self.owner.alpha != 0)
529 self.alpha = self.owner.alpha;
533 self.glowmod = self.owner.weaponentity_glowmod;
534 self.colormap = self.owner.colormap;
535 if (self.weaponentity)
537 self.weaponentity.effects = self.effects;
538 self.weaponentity.alpha = self.alpha;
539 self.weaponentity.colormap = self.colormap;
540 self.weaponentity.glowmod = self.glowmod;
543 self.angles = '0 0 0';
545 if (self.state == WS_RAISE && !intermission_running)
547 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
548 self.angles_x = -90 * f * f;
550 else if (self.state == WS_DROP && !intermission_running)
552 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
553 self.angles_x = -90 * f * f;
555 else if (self.state == WS_CLEAR)
558 self.angles_x = -90 * f * f;
562 void CL_ExteriorWeaponentity_Think()
565 self.nextthink = time;
566 if (self.owner.exteriorweaponentity != self)
571 if (self.owner.deadflag != DEAD_NO)
576 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
578 self.weaponname = self.owner.weaponname;
579 self.dmg = self.owner.modelindex;
580 self.deadflag = self.owner.deadflag;
581 if (self.owner.weaponname != "")
582 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
586 if((tag_found = gettagindex(self.owner, "tag_weapon")))
588 self.tag_index = tag_found;
589 self.tag_entity = self.owner;
592 setattachment(self, self.owner, "bip01 r hand");
594 self.effects = self.owner.effects;
595 self.effects |= EF_LOWPRECISION;
596 self.effects = self.effects & EFMASK_CHEAP; // eat performance
597 if(self.owner.alpha == default_player_alpha)
598 self.alpha = default_weapon_alpha;
599 else if(self.owner.alpha != 0)
600 self.alpha = self.owner.alpha;
604 self.glowmod = self.owner.weaponentity_glowmod;
605 self.colormap = self.owner.colormap;
607 CSQCMODEL_AUTOUPDATE();
610 // spawning weaponentity for client
611 void CL_SpawnWeaponentity()
613 self.weaponentity = spawn();
614 self.weaponentity.classname = "weaponentity";
615 self.weaponentity.solid = SOLID_NOT;
616 self.weaponentity.owner = self;
617 setmodel(self.weaponentity, ""); // precision set when changed
618 setorigin(self.weaponentity, '0 0 0');
619 self.weaponentity.angles = '0 0 0';
620 self.weaponentity.viewmodelforclient = self;
621 self.weaponentity.flags = 0;
622 self.weaponentity.think = CL_Weaponentity_Think;
623 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
624 self.weaponentity.nextthink = time;
626 self.exteriorweaponentity = spawn();
627 self.exteriorweaponentity.classname = "exteriorweaponentity";
628 self.exteriorweaponentity.solid = SOLID_NOT;
629 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
630 self.exteriorweaponentity.owner = self;
631 setorigin(self.exteriorweaponentity, '0 0 0');
632 self.exteriorweaponentity.angles = '0 0 0';
633 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
634 self.exteriorweaponentity.nextthink = time;
637 entity oldself = self;
638 self = self.exteriorweaponentity;
639 CSQCMODEL_AUTOINIT();
644 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
647 WriteByte(MSG_ONE, SVC_TEMPENTITY);
648 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
649 WriteByte(MSG_ONE, wpn);
650 WriteString(MSG_ONE, wpnname);
651 WriteByte(MSG_ONE, type);
654 .float hasweapon_complain_spam;
656 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
661 if(time < self.hasweapon_complain_spam)
664 self.hasweapon_complain_spam = time + 0.2;
666 if (wpn < WEP_FIRST || wpn > WEP_LAST)
669 sprint(self, "Invalid weapon\n");
672 if (WEPSET_CONTAINS_EW(cl, wpn))
676 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
684 f = weapon_action(wpn, WR_CHECKAMMO1);
685 f = f + weapon_action(wpn, WR_CHECKAMMO2);
687 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
689 if(wpn == WEP_MINE_LAYER)
690 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
698 if(clienttype(cl) == CLIENTTYPE_REAL)
700 play2(cl, "weapons/unavailable.wav");
701 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
711 // Report Proper Weapon Status / Modified Weapon Ownership Message
712 if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
714 Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
716 if(autocvar_g_showweaponspawns)
721 e = get_weaponinfo(wpn);
724 for(e = world; (e = findfloat(e, weapon, wpn)); )
726 if(e.classname == "droppedweapon")
728 if not(e.flags & FL_ITEM)
730 WaypointSprite_Spawn(
737 RADARICON_NONE, '0 0 0'
744 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
747 play2(cl, "weapons/unavailable.wav");
755 if (self.weapon != -1)
758 self.switchingweapon = 0;
760 if (self.weaponentity)
762 self.weaponentity.state = WS_CLEAR;
763 self.weaponentity.effects = 0;
769 if (self.weaponentity)
770 self.weaponentity.state = WS_READY;
771 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
774 // Setup weapon for client (after this raise frame will be launched)
775 void weapon_setup(float windex)
778 e = get_weaponinfo(windex);
779 self.items &~= IT_AMMO;
780 self.items = self.items | (e.items & IT_AMMO);
782 // the two weapon entities will notice this has changed and update their models
783 self.weapon = windex;
784 self.switchingweapon = windex; // to make sure
785 self.weaponname = e.mdl;
786 self.bulletcounter = 0;
789 // perform weapon to attack (weaponstate and attack_finished check is here)
790 void W_SwitchToOtherWeapon(entity pl)
792 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
795 if(WEPSET_CONTAINS_EW(pl, w))
797 WEPSET_ANDNOT_EW(pl, w);
798 ww = w_getbestweapon(pl);
802 ww = w_getbestweapon(pl);
804 W_SwitchWeapon_Force(pl, ww);
809 float weapon_prepareattack_checkammo(float secondary)
811 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
812 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
814 // always keep the Mine Layer if we placed mines, so that we can detonate them
816 if(self.weapon == WEP_MINE_LAYER)
817 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
820 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
822 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
823 self.prevdryfire = time;
826 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
828 if(time - self.prevwarntime > 1)
834 ITEM_WEAPON_PRIMORSEC,
840 self.prevwarntime = time;
842 else // this weapon is totally unable to fire, switch to another one
844 W_SwitchToOtherWeapon(self);
852 float weapon_prepareattack_check(float secondary, float attacktime)
854 if(!weapon_prepareattack_checkammo(secondary))
857 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
858 //if all players readied up and the countdown is running
859 if(time < game_starttime || time < self.race_penalty) {
863 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
866 // do not even think about shooting if switching
867 if(self.switchweapon != self.weapon)
872 // don't fire if previous attack is not finished
873 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
875 // don't fire while changing weapon
876 if (self.weaponentity.state != WS_READY)
882 float weapon_prepareattack_do(float secondary, float attacktime)
884 self.weaponentity.state = WS_INUSE;
886 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
888 // if the weapon hasn't been firing continuously, reset the timer
891 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
893 ATTACK_FINISHED(self) = time;
894 //dprint("resetting attack finished to ", ftos(time), "\n");
896 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
898 self.bulletcounter += 1;
899 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
902 float weapon_prepareattack(float secondary, float attacktime)
904 if(weapon_prepareattack_check(secondary, attacktime))
906 weapon_prepareattack_do(secondary, attacktime);
913 void weapon_thinkf(float fr, float t, void() func)
919 if(fr == WFRAME_DONTCHANGE)
921 fr = self.weaponentity.wframe;
924 else if (fr == WFRAME_IDLE)
933 if (self.weaponentity)
935 self.weaponentity.wframe = fr;
937 if (fr == WFRAME_IDLE)
938 a = self.weaponentity.anim_idle;
939 else if (fr == WFRAME_FIRE1)
940 a = self.weaponentity.anim_fire1;
941 else if (fr == WFRAME_FIRE2)
942 a = self.weaponentity.anim_fire2;
943 else // if (fr == WFRAME_RELOAD)
944 a = self.weaponentity.anim_reload;
945 a_z *= g_weaponratefactor;
946 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
953 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
955 backtrace("Tried to override initial weapon think function - should this really happen?");
958 t *= W_WeaponRateFactor();
960 // VorteX: haste can be added here
961 if (self.weapon_think == w_ready)
963 self.weapon_nextthink = time;
964 //dprint("started firing at ", ftos(time), "\n");
966 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
968 self.weapon_nextthink = time;
969 //dprint("reset weapon animation timer at ", ftos(time), "\n");
971 self.weapon_nextthink = self.weapon_nextthink + t;
972 self.weapon_think = func;
973 //dprint("next ", ftos(self.weapon_nextthink), "\n");
975 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
977 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
978 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
980 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
984 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
985 self.anim_upper_action = 0;
989 void weapon_boblayer1(float spd, vector org)
991 // VorteX: haste can be added here
994 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1000 mvelocity = mvelocity * g_weaponspeedfactor;
1002 mdirection = normalize(mvelocity);
1003 mspeed = vlen(mvelocity);
1005 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);
1010 void W_AttachToShotorg(entity flash, vector offset)
1014 flash.angles_z = random() * 360;
1016 if(gettagindex(self.weaponentity, "shot"))
1017 setattachment(flash, self.weaponentity, "shot");
1019 setattachment(flash, self.weaponentity, "tag_shot");
1020 setorigin(flash, offset);
1023 copyentity(flash, xflash);
1025 flash.viewmodelforclient = self;
1027 if(self.weaponentity.oldorigin_x > 0)
1029 setattachment(xflash, self.exteriorweaponentity, "");
1030 setorigin(xflash, self.weaponentity.oldorigin + offset);
1034 if(gettagindex(self.exteriorweaponentity, "shot"))
1035 setattachment(xflash, self.exteriorweaponentity, "shot");
1037 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1038 setorigin(xflash, offset);
1042 vector cliptoplane(vector v, vector p)
1044 return v - (v * p) * p;
1047 vector solve_cubic_pq(float p, float q)
1050 D = q*q/4.0 + p*p*p/27.0;
1054 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1055 u = sqrt(-4.0/3.0 * p);
1056 // a in range 0..pi/3
1063 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1065 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1078 return '1 1 0' * v + '0 0 1' * u;
1080 return '0 1 1' * v + '1 0 0' * u;
1085 u = cbrt(-q/2.0 + sqrt(D));
1086 v = cbrt(-q/2.0 - sqrt(D));
1087 return '1 1 1' * (u + v);
1090 vector solve_cubic_abcd(float a, float b, float c, float d)
1096 p = (9*a*c - 3*b*b);
1097 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1098 v = solve_cubic_pq(p, q);
1099 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1101 v += '1 0 -1' * (v_z - v_x); // swap x, z
1105 vector findperpendicular(vector v)
1111 return normalize(cliptoplane(p, v));
1114 vector W_CalculateProjectileSpread(vector forward, float spread)
1117 vector v1 = '0 0 0', v2;
1120 spread *= g_weaponspreadfactor;
1123 sstyle = autocvar_g_projectiles_spread_style;
1127 // this is the baseline for the spread value!
1128 // standard deviation: sqrt(2/5)
1129 // density function: sqrt(1-r^2)
1130 return forward + randomvec() * spread;
1132 else if(sstyle == 1)
1134 // same thing, basically
1135 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1137 else if(sstyle == 2)
1139 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1140 sigma = spread * 0.89442719099991587855; // match baseline stddev
1141 v1 = findperpendicular(forward);
1142 v2 = cross(forward, v1);
1143 // random point on unit circle
1144 dx = random() * 2 * M_PI;
1147 // radius in our dist function
1150 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1152 else if(sstyle == 3) // gauss 3d
1154 sigma = spread * 0.44721359549996; // match baseline stddev
1155 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1157 v1_x += gsl_ran_gaussian(sigma);
1158 v1_y += gsl_ran_gaussian(sigma);
1159 v1_z += gsl_ran_gaussian(sigma);
1162 else if(sstyle == 4) // gauss 2d
1164 sigma = spread * 0.44721359549996; // match baseline stddev
1165 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1166 v1_x = gsl_ran_gaussian(sigma);
1167 v1_y = gsl_ran_gaussian(sigma);
1168 v1_z = gsl_ran_gaussian(sigma);
1169 return normalize(forward + cliptoplane(v1, forward));
1171 else if(sstyle == 5) // 1-r
1173 sigma = spread * 1.154700538379252; // match baseline stddev
1174 v1 = findperpendicular(forward);
1175 v2 = cross(forward, v1);
1176 // random point on unit circle
1177 dx = random() * 2 * M_PI;
1180 // radius in our dist function
1182 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1183 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1185 else if(sstyle == 6) // 1-r^2
1187 sigma = spread * 1.095445115010332; // match baseline stddev
1188 v1 = findperpendicular(forward);
1189 v2 = cross(forward, v1);
1190 // random point on unit circle
1191 dx = random() * 2 * M_PI;
1194 // radius in our dist function
1198 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1200 else if(sstyle == 7) // (1-r) (2-r)
1202 sigma = spread * 1.224744871391589; // match baseline stddev
1203 v1 = findperpendicular(forward);
1204 v2 = cross(forward, v1);
1205 // random point on unit circle
1206 dx = random() * 2 * M_PI;
1209 // radius in our dist function
1213 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1216 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)!");
1219 * how to derive falloff functions:
1220 * rho(r) := (2-r) * (1-r);
1223 * rhor(r) := r * rho(r);
1224 * cr(t) := integrate(rhor(r), r, a, t);
1225 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1226 * variance : scr(b) / cr(b);
1227 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1228 * sqrt(0.4 / variance), numer;
1234 float mspercallsstyle;
1235 float mspercallcount;
1237 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1239 if(missile.owner == world)
1240 error("Unowned missile");
1242 dir = dir + upDir * (pUpSpeed / pSpeed);
1243 dir_z += pZSpeed / pSpeed;
1244 pSpeed *= vlen(dir);
1245 dir = normalize(dir);
1248 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1250 mspercallsum = mspercallcount = 0;
1251 mspercallsstyle = autocvar_g_projectiles_spread_style;
1253 mspercallsum -= gettime(GETTIME_HIRES);
1255 dir = W_CalculateProjectileSpread(dir, spread);
1257 mspercallsum += gettime(GETTIME_HIRES);
1258 mspercallcount += 1;
1259 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1262 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1265 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1267 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1270 #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)
1271 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1273 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1275 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1278 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1281 self.clip_load -= ammo_use;
1282 self.(weapon_load[self.weapon]) = self.clip_load;
1285 self.(self.current_ammo) -= ammo_use;
1288 // weapon reloading code
1290 .float reload_ammo_amount, reload_ammo_min, reload_time;
1291 .float reload_complain;
1292 .string reload_sound;
1294 void W_ReloadedAndReady()
1296 // finish the reloading process, and do the ammo transfer
1298 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1300 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1301 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1302 self.clip_load = self.reload_ammo_amount;
1305 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1307 self.clip_load += 1;
1308 self.(self.current_ammo) -= 1;
1311 self.(weapon_load[self.weapon]) = self.clip_load;
1313 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1314 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1315 // so your weapon is disabled for a few seconds without reason
1317 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1322 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1324 // set global values to work with
1326 self.reload_ammo_min = sent_ammo_min;
1327 self.reload_ammo_amount = sent_ammo_amount;
1328 self.reload_time = sent_time;
1329 self.reload_sound = sent_sound;
1331 // check if we meet the necessary conditions to reload
1334 e = get_weaponinfo(self.weapon);
1336 // don't reload weapons that don't have the RELOADABLE flag
1337 if not(e.spawnflags & WEP_FLAG_RELOADABLE)
1339 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1343 // return if reloading is disabled for this weapon
1344 if(!self.reload_ammo_amount)
1347 // our weapon is fully loaded, no need to reload
1348 if (self.clip_load >= self.reload_ammo_amount)
1351 // no ammo, so nothing to load
1352 if(!self.(self.current_ammo) && self.reload_ammo_min)
1353 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1355 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
1357 play2(self, "weapons/unavailable.wav");
1358 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1359 self.reload_complain = time + 1;
1361 // switch away if the amount of ammo is not enough to keep using this weapon
1362 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
1364 self.clip_load = -1; // reload later
1365 W_SwitchToOtherWeapon(self);
1370 if (self.weaponentity)
1372 if (self.weaponentity.wframe == WFRAME_RELOAD)
1375 // allow switching away while reloading, but this will cause a new reload!
1376 self.weaponentity.state = WS_READY;
1379 // now begin the reloading process
1381 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
1383 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1384 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1385 // so your weapon is disabled for a few seconds without reason
1387 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1389 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1391 if(self.clip_load < 0)
1393 self.old_clip_load = self.clip_load;
1394 self.clip_load = self.(weapon_load[self.weapon]) = -1;