#define WEAPONS_ALL_C
#if defined(CSQC)
- #include <client/defs.qh>
#include "../constants.qh"
#include "../stats.qh"
#include <lib/warpzone/anglestransform.qh>
#include <common/util.qh>
#include "../monsters/_mod.qh"
#include "config.qh"
+ #include <server/weapons/common.qh>
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
- #include "../t_items.qh"
+ #include <server/items/spawning.qh>
#include <server/autocvars.qh>
#include <server/constants.qh>
- #include <server/defs.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
#include <server/mutators/_mod.qh>
}
#endif
+#ifdef SVQC
+void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
+{
+ flash.owner = actor;
+ flash.angles_z = random() * 360;
+
+ entity view = actor.(weaponentity);
+ entity exterior = actor.exteriorweaponentity;
+
+ if (view.oldorigin.x > 0)
+ {
+ setattachment(flash, exterior, "");
+ setorigin(flash, view.oldorigin + offset);
+ }
+ else
+ {
+ if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
+ else setattachment(flash, exterior, "tag_shot");
+ setorigin(flash, offset);
+ }
+}
+#elif defined(CSQC)
+void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
+{
+ flash.owner = wepent;
+ flash.angles_z = random() * 360;
+
+ if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
+ else setattachment(flash, wepent, "tag_shot");
+ setorigin(flash, offset);
+}
+#endif
+
+void W_MuzzleFlash_Model_Think(entity this)
+{
+ this.frame += 2;
+ this.scale *= 0.5;
+ this.alpha -= 0.25;
+ this.nextthink = time + 0.05;
+
+ if(this.alpha <= 0)
+ {
+ setthink(this, SUB_Remove);
+ this.nextthink = time;
+ this.realowner.muzzle_flash = NULL;
+ return;
+ }
+}
+
+void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
+{
+ if(wepent.muzzle_flash == NULL)
+ wepent.muzzle_flash = spawn();
+
+ entity flash = wepent.muzzle_flash;
+ setmodel(flash, muzzlemodel); // precision set below
+
+ flash.scale = 0.75;
+ setthink(flash, W_MuzzleFlash_Model_Think);
+ flash.nextthink = time + 0.02;
+ flash.frame = 2;
+ flash.alpha = 0.75;
+ flash.angles_z = random() * 180;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.owner = flash.realowner = wepent;
+
+#ifdef CSQC
+ flash.drawmask = MASK_NORMAL;
+#endif
+}
+
REGISTER_NET_TEMP(w_muzzleflash)
#ifdef SVQC
-void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, vector shotorg, vector shotdir)
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
{
- Send_Effect_Except(eff, shotorg, shotdir * 1000, 1, actor);
+ // don't show an exterior muzzle effect for the off-hand
+ if(weaponslot(weaponentity) == 0)
+ {
+ Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
+
+ if(thiswep.m_muzzlemodel != MDL_Null)
+ {
+ W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
+ W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
+ }
+ }
FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
{
int channel = MSG_ONE;
msg_entity = it;
WriteHeader(channel, w_muzzleflash);
+ WriteByte(channel, thiswep.m_id);
WriteByte(channel, weaponslot(weaponentity));
- (Effects_COUNT >= 255)
- ? WriteShort(channel, eff.m_id)
- : WriteByte(channel, eff.m_id);
+ WriteVector(channel, shotorg);
});
}
#elif defined(CSQC)
NET_HANDLE(w_muzzleflash, bool isNew)
{
return = true;
+ int weapon_id = ReadByte();
int slot = ReadByte();
- int net_name = (Effects_COUNT >= 255) ? ReadShort() : ReadByte();
-
- if(!autocvar_r_drawviewmodel || autocvar_chase_active) return;
- entity wepent = viewmodels[slot];
- entity eff = Effects_from(net_name);
+ vector sv_shotorg = ReadVector();
- vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
+ Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
+ vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
vector forward, right, up;
MAKE_VECTORS(viewangles, forward, right, up);
+ if(autocvar_chase_active)
+ {
+ // in third person mode, show the muzzle flash from the server side weapon position
+ // we don't have a view model to reference in this case
+ pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
+ return;
+ }
+ if(!autocvar_r_drawviewmodel) return;
+
+ entity wepent = viewmodels[slot];
// get the local player entity to calculate shot origin
entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
if(!rlplayer)
vector md = wepent.movedir_aligned;
vector vecs = ((md.x > 0) ? md : '0 0 0');
- vector dv = right * -vecs.y + up * vecs.z;
+ vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
vector org = rlplayer.origin + rlplayer.view_ofs + dv;
- tracebox(org, '0 0 0', '0 0 0', org + forward * (vecs.x + 1), MOVE_NORMAL, rlplayer);
- org = trace_endpos - forward * 1;
- pointparticles(eff, org, forward * 1000, 1);
+ pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
+
+ if(thiswep.m_muzzlemodel != MDL_Null)
+ {
+ W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
+ W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
+ }
}
#endif