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Improve indentation consistency in weapon code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include "../constants.qh"
7         #include "../stats.qh"
8         #include <lib/warpzone/anglestransform.qh>
9         #include <lib/warpzone/common.qh>
10         #include <lib/warpzone/client.qh>
11         #include "../util.qh"
12         #include <client/autocvars.qh>
13         #include "../deathtypes/all.qh"
14         #include <lib/csqcmodel/interpolate.qh>
15         #include "../physics/movetypes/movetypes.qh"
16         #include <client/main.qh>
17         #include <lib/csqcmodel/cl_model.qh>
18 #elif defined(MENUQC)
19 #elif defined(SVQC)
20         #include <common/items/_mod.qh>
21         #include <lib/warpzone/anglestransform.qh>
22         #include <lib/warpzone/common.qh>
23         #include <lib/warpzone/util_server.qh>
24         #include <lib/warpzone/server.qh>
25         #include "../constants.qh"
26         #include "../stats.qh"
27         #include "../teams.qh"
28         #include <common/util.qh>
29         #include "../monsters/_mod.qh"
30         #include "config.qh"
31         #include <server/weapons/common.qh>
32         #include <server/weapons/csqcprojectile.qh>
33         #include <server/weapons/tracing.qh>
34         #include <server/items/spawning.qh>
35         #include <server/autocvars.qh>
36         #include "../notifications/all.qh"
37         #include "../deathtypes/all.qh"
38         #include <server/mutators/_mod.qh>
39         #include "../mapinfo.qh"
40         #include <server/command/_mod.qh>
41         #include <lib/csqcmodel/sv_model.qh>
42         #include <server/portals.qh>
43 #include <server/hook.qh>
44 #endif
45 #ifdef GAMEQC
46         #include "calculations.qc"
47 #endif
48 #ifdef SVQC
49         #include "config.qc"
50 #endif
51
52 #include "weapon/_mod.inc"
53
54
55 // WEAPON PLUGIN SYSTEM
56
57 WepSet _WepSet_FromWeapon(int a)
58 {
59         a -= WEP_FIRST;
60         if (REGISTRY_MAX(Weapons) > 24)
61                 if (a >= 24)
62                 {
63                         a -= 24;
64                         if (REGISTRY_MAX(Weapons) > 48)
65                                 if (a >= 24)
66                                 {
67                                         a -= 24;
68                                         return '0 0 1' * (2 ** a);
69                                 }
70                         return '0 1 0' * (2 ** a);
71                 }
72         return '1 0 0' * (2 ** a);
73 }
74 #ifdef SVQC
75         void WriteWepSet(float dst, WepSet w)
76         {
77                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
78                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
79                 else WriteInt24_t(dst, w.x);
80         }
81 #endif
82 #ifdef CSQC
83         WepSet WepSet_GetFromStat()
84         {
85                 return STAT(WEAPONS);
86         }
87         WepSet WepSet_GetFromStat_InMap()
88         {
89                 return STAT(WEAPONSINMAP);
90         }
91         WepSet ReadWepSet()
92         {
93                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
94                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
95                 return ReadInt24_t() * '1 0 0';
96         }
97 #endif
98
99 string W_FixWeaponOrder(string order, float complete)
100 {
101         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102 }
103 string W_NameWeaponOrder_MapFunc(string s)
104 {
105         int i = stof(s);
106         if (s == "0" || i)
107         {
108                 entity wi = REGISTRY_GET(Weapons, i);
109                 if (wi != WEP_Null) return wi.netname;
110         }
111         return s;
112 }
113
114 string W_UndeprecateName(string s)
115 {
116         switch (s)
117         {
118                 case "nex": return "vortex";
119                 case "rocketlauncher": return "devastator";
120                 case "laser": return "blaster";
121                 case "minstanex": return "vaporizer";
122                 case "grenadelauncher": return "mortar";
123                 case "uzi": return "machinegun";
124                 case "hmg": return "okhmg";
125                 case "rpc": return "okrpc";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = REGISTRY_GET(Weapons, si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = REGISTRY_GET(Weapons, sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
163         return strstrofs(s, sprintf(" %d ", si), 0)
164                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
165 }
166 string W_FixWeaponOrder_BuildImpulseList(string o)
167 {
168         int i;
169         W_FixWeaponOrder_BuildImpulseList_order = o;
170         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
171                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
172         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
173                 NULL);
174         o = "";
175         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
177         W_FixWeaponOrder_BuildImpulseList_order = string_null;
178         return substring(o, 1, -1);
179 }
180
181 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
182 {
183         return W_FixWeaponOrder(order, 0);
184 }
185
186 string W_FixWeaponOrder_ForceComplete(string order)
187 {
188         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189         return W_FixWeaponOrder(order, 1);
190 }
191
192 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
193 {
194         WepSet result = '0 0 0';
195         for (int j = 0; j < n; ++j)
196         {
197                 RandomSelection_Init();
198                 FOREACH(Weapons, it != WEP_Null, {
199                         if (remaining & (it.m_wepset))
200                                 RandomSelection_AddEnt(it, 1, 1);
201                 });
202                 Weapon w = RandomSelection_chosen_ent;
203                 result |= WepSet_FromWeapon(w);
204                 remaining &= ~WepSet_FromWeapon(w);
205         }
206         return result;
207 }
208
209 string GetAmmoPicture(int ammotype)
210 {
211         switch (ammotype)
212         {
213                 case RES_SHELLS:  return ITEM_Shells.m_icon;
214                 case RES_BULLETS: return ITEM_Bullets.m_icon;
215                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
216                 case RES_CELLS:   return ITEM_Cells.m_icon;
217                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
218                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
219                 default: return "";  // wtf, no ammo type?
220         }
221 }
222
223 string GetAmmoName(int ammotype)
224 {
225         switch (ammotype)
226         {
227                 case RES_SHELLS:  return ITEM_Shells.m_name;
228                 case RES_BULLETS: return ITEM_Bullets.m_name;
229                 case RES_ROCKETS: return ITEM_Rockets.m_name;
230                 case RES_CELLS:   return ITEM_Cells.m_name;
231                 case RES_PLASMA:  return ITEM_Plasma.m_name;
232                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
233                 default:          return "batteries";
234         }
235 }
236
237 #ifdef CSQC
238 int GetAmmoTypeFromNum(int i)
239 {
240         switch (i)
241         {
242                 case 0: return RES_SHELLS;
243                 case 1: return RES_BULLETS;
244                 case 2: return RES_ROCKETS;
245                 case 3: return RES_CELLS;
246                 case 4: return RES_PLASMA;
247                 case 5: return RES_FUEL;
248                 default: return RES_NONE;
249         }
250 }
251
252 int GetAmmoStat(int ammotype)
253 {
254         switch (ammotype)
255         {
256                 case RES_SHELLS: return STAT_SHELLS;
257                 case RES_BULLETS: return STAT_NAILS;
258                 case RES_ROCKETS: return STAT_ROCKETS;
259                 case RES_CELLS: return STAT_CELLS;
260                 case RES_PLASMA: return STAT_PLASMA.m_id;
261                 case RES_FUEL: return STAT_FUEL.m_id;
262                 default: return -1;
263         }
264 }
265 #endif
266
267 string W_Sound(string w_snd)
268 {
269         string output = strcat("weapons/", w_snd);
270         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
271         return M_ARGV(1, string);
272 }
273
274 string W_Model(string w_mdl)
275 {
276         string output = strcat("models/weapons/", w_mdl);
277         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
278         return M_ARGV(1, string);
279 }
280
281 #ifdef GAMEQC
282 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
283 {
284         switch (algn)
285         {
286                 default:
287                 case 3:
288                         // right alignment
289                         break;
290                 case 4:
291                         // left
292                         vecs.y = -vecs.y;
293                         break;
294                 case 1:
295                 case 2:
296                         // center
297                         vecs.y = 0;
298                         vecs.z -= 2;
299                         break;
300         }
301         return vecs;
302 }
303
304 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
305 {
306         string s;
307         if (visual)
308         {
309                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
310         }
311         else if (STAT(SHOOTFROMEYE))
312         {
313                 vecs.y = vecs.z = 0;
314         }
315         else if (STAT(SHOOTFROMCENTER))
316         {
317                 vecs.y = 0;
318                 vecs.z -= 2;
319         }
320         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
321         {
322                 vector v = stov(s);
323                 if (y_is_right) v.y = -v.y;
324                 if (v.x != 0) vecs.x = v.x;
325                 vecs.y = v.y;
326                 vecs.z = v.z;
327         }
328         else  // just do the same as top
329         {
330                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
331         }
332
333         return vecs;
334 }
335
336 #define shotorg_adjust shotorg_adjust_values
337
338 /**
339  * supported formats:
340  *
341  * 1. simple animated model, muzzle flash handling on h_ model:
342  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
343  *      tags:
344  *        shot = muzzle end (shot origin, also used for muzzle flashes)
345  *        shell = casings ejection point (must be on the right hand side of the gun)
346  *        weapon = attachment for v_tuba.md3
347  *    v_tuba.md3 - first and third person model
348  *    g_tuba.md3 - pickup model
349  *
350  * 2. simple animated model, muzzle flash handling on v_ model:
351  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
352  *      tags:
353  *        weapon = attachment for v_tuba.md3
354  *    v_tuba.md3 - first and third person model
355  *      tags:
356  *        shot = muzzle end (shot origin, also used for muzzle flashes)
357  *        shell = casings ejection point (must be on the right hand side of the gun)
358  *    g_tuba.md3 - pickup model
359  *
360  * 3. fully animated model, muzzle flash handling on h_ model:
361  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
362  *      tags:
363  *        shot = muzzle end (shot origin, also used for muzzle flashes)
364  *        shell = casings ejection point (must be on the right hand side of the gun)
365  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
366  *    v_tuba.md3 - third person model
367  *    g_tuba.md3 - pickup model
368  *
369  * 4. fully animated model, muzzle flash handling on v_ model:
370  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
371  *      tags:
372  *        shot = muzzle end (shot origin)
373  *        shell = casings ejection point (must be on the right hand side of the gun)
374  *    v_tuba.md3 - third person model
375  *      tags:
376  *        shot = muzzle end (for muzzle flashes)
377  *    g_tuba.md3 - pickup model
378  *
379  * writes:
380  *   this.origin, this.angles
381  *   this.weaponchild
382  *   this.movedir, this.view_ofs, this.movedir_aligned
383  *   attachment stuff
384  *   anim stuff
385  * to free:
386  *   call again with ""
387  *   remove the ent
388  */
389 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
390 {
391         if (name == "")
392         {
393                 vector oldmin = this.mins, oldmax = this.maxs;
394                 setmodel(this, MDL_Null);
395                 setsize(this, oldmin, oldmax);
396                 if (this.weaponchild) delete(this.weaponchild);
397                 this.weaponchild = NULL;
398                 this.movedir = '0 0 0';
399                 this.spawnorigin = '0 0 0';
400                 this.oldorigin = '0 0 0';
401                 this.anim_fire1  = '0 1 0.01';
402                 this.anim_fire2  = '0 1 0.01';
403                 this.anim_idle   = '0 1 0.01';
404                 this.anim_reload = '0 1 0.01';
405         }
406         else
407         {
408                 // if there is a child entity, hide it until we're sure we use it
409                 if (this.weaponchild) this.weaponchild.model = "";
410                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
411                 int v_shot_idx;  // used later
412                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
413
414                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
415                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
416                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
417                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
418                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
419                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
420
421                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
422                 // if we don't, this is a "real" animated model
423                 string t;
424                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
425                 {
426                         if (!this.weaponchild)
427                         {
428                                 this.weaponchild = new(weaponchild);
429 #ifdef CSQC
430                                 this.weaponchild.drawmask = MASK_NORMAL;
431                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
432 #endif
433                         }
434                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
435                         setsize(this.weaponchild, '0 0 0', '0 0 0');
436                         setattachment(this.weaponchild, this, t);
437                 }
438                 else
439                 {
440                         if (this.weaponchild) delete(this.weaponchild);
441                         this.weaponchild = NULL;
442                 }
443
444                 setsize(this, '0 0 0', '0 0 0');
445                 setorigin(this, '0 0 0');
446                 this.angles = '0 0 0';
447                 this.frame = 0;
448 #ifdef SVQC
449                 this.viewmodelforclient = NULL;
450 #else
451                 this.renderflags &= ~RF_VIEWMODEL;
452 #endif
453                 if (v_shot_idx)  // v_ model attached to invisible h_ model
454                 {
455                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
456                 }
457                 else
458                 {
459                         int idx;
460                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
461                         {
462                                 this.movedir = gettaginfo(this, idx);
463                         }
464                         else
465                         {
466                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
467                                         this.model);
468                                 this.movedir = '0 0 0';
469                         }
470                 }
471                 {
472                         int idx = 0;
473                         // v_ model attached to invisible h_ model
474                         if (this.weaponchild
475                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
476                         {
477                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
478                         }
479                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
480                         {
481                                 this.spawnorigin = gettaginfo(this, idx);
482                         }
483                         else
484                         {
485                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
486                                         this.model);
487                                 this.spawnorigin = this.movedir;
488                         }
489                 }
490                 if (v_shot_idx)
491                 {
492                         this.oldorigin = '0 0 0';  // use regular attachment
493                 }
494                 else
495                 {
496                         int idx;
497                         if (this.weaponchild)
498                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
499                         else
500                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
501                         if (idx)
502                         {
503                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
504                         }
505                         else
506                         {
507                                 LOG_WARNF(
508                                         "weapon model %s does not support the 'handle' tag "
509                                         "and neither does the v_ model support the 'shot' tag, "
510                                         "will display muzzle flashes TOTALLY wrong\n",
511                                         this.model);
512                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
513                         }
514                 }
515
516 #ifdef SVQC
517                 this.viewmodelforclient = this.owner;
518 #else
519                 this.renderflags |= RF_VIEWMODEL;
520 #endif
521         }
522
523         this.view_ofs = '0 0 0';
524         this.movedir_aligned = this.movedir;
525
526         if (this.movedir.x >= 0)
527         {
528                 //int algn = STAT(GUNALIGN, this.owner);
529                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
530         #ifdef SVQC
531                 this.m_gunalign = algn;
532         #endif
533                 vector v = this.movedir;
534                 this.movedir = shotorg_adjust(v, false, false, algn);
535                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
536                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
537         }
538         int compressed_shotorg = compressShotOrigin(this.movedir);
539         // make them match perfectly
540 #ifdef SVQC
541         // null during init
542         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
543 #endif
544         this.movedir = decompressShotOrigin(compressed_shotorg);
545
546         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
547
548         // check if an instant weapon switch occurred
549         setorigin(this, this.view_ofs);
550         if (!_anim) return;
551         // reset animstate now
552         this.wframe = WFRAME_IDLE;
553         setanim(this, this.anim_idle, true, false, true);
554 }
555 #endif
556
557 #ifdef GAMEQC
558
559 REGISTER_NET_TEMP(wframe)
560 #ifdef CSQC
561 NET_HANDLE(wframe, bool isNew)
562 {
563         WFRAME fr = ReadByte();
564         float t = ReadFloat();
565         int slot = ReadByte();
566         bool restartanim = ReadByte();
567         entity wepent = viewmodels[slot];
568         if(fr == WFRAME_IDLE)
569                 wepent.animstate_looping = false; // we don't need to enforce idle animation
570         else
571         {
572                 vector a = '0 0 0';
573                 switch(fr)
574                 {
575                         default:
576                         case WFRAME_IDLE: a = wepent.anim_idle; break;
577                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
578                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
579                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
580                 }
581                 a.z *= t;
582                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
583         }
584         wepent.state = ReadByte();
585         wepent.weapon_nextthink = ReadFloat();
586         switch (wepent.state)
587         {
588                 case WS_RAISE:
589                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
590                         break;
591                 case WS_DROP:
592                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
593                         break;
594                 default:
595                         wepent.weapon_switchdelay = 0;
596                         break;
597         }
598         return true;
599 }
600 #endif
601
602 #ifdef SVQC
603 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
604 {
605         if (!IS_REAL_CLIENT(actor)) return;
606         int channel = MSG_ONE;
607         msg_entity = actor;
608         WriteHeader(channel, wframe);
609         WriteByte(channel, wepframe);
610         WriteFloat(channel, attackrate);
611         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
612         WriteByte(channel, restartanim);
613         WriteByte(channel, weaponentity.state);
614         WriteFloat(channel, weaponentity.weapon_nextthink);
615 }
616 #endif
617
618 REGISTER_NET_C2S(w_whereis)
619 #ifdef SVQC
620 void Weapon_whereis(Weapon this, entity cl);
621 NET_HANDLE(w_whereis, bool)
622 {
623         Weapon wpn = ReadRegistered(Weapons);
624         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
625         return true;
626 }
627 #else
628 void w_whereis(Weapon this)
629 {
630         int channel = MSG_C2S;
631         WriteHeader(channel, w_whereis);
632         WriteRegistered(Weapons, channel, this);
633 }
634 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
635 {
636         switch (request)
637         {
638                 case CMD_REQUEST_COMMAND:
639                 {
640                         string s = argv(1);
641                         if (s == "all")
642                         {
643                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
644                                 return;
645                         }
646                         if (s == "unowned")
647                         {
648                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
649                                 return;
650                         }
651                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
652                         {
653                                 w_whereis(it);
654                                 return;
655                         });
656                 }
657                 default:
658                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
659                 case CMD_REQUEST_USAGE:
660                 {
661                         LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
662                         LOG_HELP("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
663                         return;
664                 }
665         }
666 }
667 #endif
668
669 #ifdef SVQC
670 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
671 {
672         flash.owner = actor;
673         flash.angles_z = random() * 360;
674
675         entity view = actor.(weaponentity);
676         entity exterior = actor.exteriorweaponentity;
677
678         if (view.oldorigin.x > 0)
679         {
680                 setattachment(flash, exterior, "");
681                 setorigin(flash, view.oldorigin + offset);
682         }
683         else
684         {
685                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
686                 else setattachment(flash, exterior, "tag_shot");
687                 setorigin(flash, offset);
688         }
689 }
690 #elif defined(CSQC)
691 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
692 {
693         flash.owner = wepent;
694         flash.angles_z = random() * 360;
695
696         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
697         else setattachment(flash, wepent, "tag_shot");
698         setorigin(flash, offset);
699 }
700 #endif
701
702 void W_MuzzleFlash_Model_Think(entity this)
703 {
704         this.frame += 2;
705         this.scale *= 0.5;
706         this.alpha -= 0.25;
707         this.nextthink = time + 0.05;
708
709         if(this.alpha <= 0)
710         {
711                 setthink(this, SUB_Remove);
712                 this.nextthink = time;
713                 this.realowner.muzzle_flash = NULL;
714                 return;
715         }
716 }
717
718 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
719 {
720         if(wepent.muzzle_flash == NULL)
721                 wepent.muzzle_flash = spawn();
722
723         entity flash = wepent.muzzle_flash;
724         setmodel(flash, muzzlemodel); // precision set below
725
726         flash.scale = 0.75;
727         setthink(flash, W_MuzzleFlash_Model_Think);
728         flash.nextthink = time + 0.02;
729         flash.frame = 2;
730         flash.alpha = 0.75;
731         flash.angles_z = random() * 180;
732         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
733         flash.owner = flash.realowner = wepent;
734
735 #ifdef CSQC
736         flash.drawmask = MASK_NORMAL;
737 #endif
738 }
739
740 REGISTER_NET_TEMP(w_muzzleflash)
741
742 #ifdef SVQC
743 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
744 {
745         // don't show an exterior muzzle effect for the off-hand
746         if(weaponslot(weaponentity) == 0)
747         {
748                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
749
750                 if(thiswep.m_muzzlemodel != MDL_Null)
751                 {
752                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
753                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
754                 }
755         }
756
757         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
758         {
759                 if(!IS_REAL_CLIENT(it))
760                         continue;
761                 int channel = MSG_ONE;
762                 msg_entity = it;
763                 WriteHeader(channel, w_muzzleflash);
764                 WriteByte(channel, thiswep.m_id);
765                 WriteByte(channel, weaponslot(weaponentity));
766                 WriteVector(channel, shotorg);
767         });
768 }
769 #elif defined(CSQC)
770 NET_HANDLE(w_muzzleflash, bool isNew)
771 {
772         return = true;
773         int weapon_id = ReadByte();
774         int slot = ReadByte();
775         vector sv_shotorg = ReadVector();
776
777         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
778         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
779         vector forward, right, up;
780         MAKE_VECTORS(viewangles, forward, right, up);
781
782         if(autocvar_chase_active)
783         {
784                 // in third person mode, show the muzzle flash from the server side weapon position
785                 // we don't have a view model to reference in this case
786                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
787                 return;
788         }
789         if(!autocvar_r_drawviewmodel) return;
790
791         entity wepent = viewmodels[slot];
792         // get the local player entity to calculate shot origin
793         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
794         if(!rlplayer)
795                 rlplayer = csqcplayer; // fall back to the global
796
797         vector md = wepent.movedir_aligned;
798         vector vecs = ((md.x > 0) ? md : '0 0 0');
799         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
800         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
801
802         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
803
804         if(thiswep.m_muzzlemodel != MDL_Null)
805         {
806                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
807                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
808         }
809 }
810 #endif
811
812
813 #endif
814
815 #endif