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Make consumable items possible to regurgitate. Will not work yet as they apply no...
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1 /*\r
2 ===========================================================================\r
3 \r
4   CLIENT WEAPONSYSTEM CODE\r
5   Bring back W_Weaponframe\r
6 \r
7 ===========================================================================\r
8 */\r
9 \r
10 .float weapon_frametime;\r
11 \r
12 float W_WeaponRateFactor()\r
13 {\r
14         float t;\r
15         t = 1.0 / g_weaponratefactor;\r
16 \r
17         return t;\r
18 }\r
19 \r
20 void W_SwitchWeapon_Force(entity e, float w)\r
21 {\r
22         e.cnt = e.switchweapon;\r
23         e.switchweapon = w;\r
24 }\r
25 \r
26 .float antilag_debug;\r
27 \r
28 // VorteX: static frame globals\r
29 float WFRAME_DONTCHANGE = -1;\r
30 float WFRAME_FIRE1 = 0;\r
31 float WFRAME_FIRE2 = 1;\r
32 float WFRAME_IDLE = 2;\r
33 float WFRAME_RELOAD = 3;\r
34 .float wframe;\r
35 \r
36 void(float fr, float t, void() func) weapon_thinkf;\r
37 \r
38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)\r
39 {\r
40         vector ret;\r
41         ret_x = screenright * v;\r
42         ret_y = screenup * v;\r
43         ret_z = screenforward * v;\r
44         return ret;\r
45 }\r
46 \r
47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)\r
48 {\r
49         float i, j, k;\r
50         vector mi, ma, thisv, myv, ret;\r
51 \r
52         myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);\r
53 \r
54         // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance\r
55 \r
56         for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)\r
57         {\r
58                 thisv = targ.origin;\r
59                 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;\r
60                 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;\r
61                 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;\r
62                 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);\r
63                 if(i || j || k)\r
64                 {\r
65                         if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;\r
66                         if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;\r
67                         //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;\r
68                 }\r
69                 else\r
70                 {\r
71                         // first run\r
72                         mi = ma = thisv;\r
73                 }\r
74         }\r
75 \r
76         thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);\r
77         ret_x = (thisv_x - mi_x) / (ma_x - mi_x);\r
78         ret_y = (thisv_y - mi_y) / (ma_y - mi_y);\r
79         ret_z = thisv_z - myv_z;\r
80         return ret;\r
81 }\r
82 \r
83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)\r
84 {\r
85         vector hitplot;\r
86         vector org;\r
87         float lag;\r
88 \r
89         if(player.hitplotfh >= 0)\r
90         {\r
91                 lag = ANTILAG_LATENCY(player);\r
92                 if(lag < 0.001)\r
93                         lag = 0;\r
94                 if(clienttype(player) != CLIENTTYPE_REAL)\r
95                         lag = 0; // only antilag for clients\r
96 \r
97                 org = player.origin + player.view_ofs;\r
98                 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);\r
99                 if(trace_ent.flags & FL_CLIENT)\r
100                 {\r
101                         antilag_takeback(trace_ent, time - lag);\r
102                         hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);\r
103                         antilag_restore(trace_ent);\r
104                         fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));\r
105                         //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));\r
106                 }\r
107         }\r
108 }\r
109 \r
110 vector w_shotorg;\r
111 vector w_shotdir;\r
112 \r
113 // this function calculates w_shotorg and w_shotdir based on the weapon model\r
114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.\r
115 // make sure you call makevectors first (FIXME?)\r
116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)\r
117 {\r
118         float nudge = 1; // added to traceline target and subtracted from result\r
119         local vector trueaimpoint;\r
120         local float oldsolid;\r
121         vector vecs, dv;\r
122         oldsolid = ent.dphitcontentsmask;\r
123         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
124         if(antilag)\r
125                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
126                 // passing world, because we do NOT want it to touch dphitcontentsmask\r
127         else\r
128                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);\r
129         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
130 \r
131         vector vf, vr, vu;\r
132         vf = v_forward;\r
133         vr = v_right;\r
134         vu = v_up;\r
135         trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support\r
136         v_forward = vf;\r
137         v_right = vr;\r
138         v_up = vu;\r
139 \r
140         // track max damage\r
141         if not(inWarmupStage) {\r
142                 entity w;\r
143                 w = get_weaponinfo(ent.weapon);\r
144                 if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage\r
145                         ent.stats_fired[ent.weapon - 1] += maxdamage;\r
146                         ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);\r
147                 }\r
148         }\r
149 \r
150         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);\r
151 \r
152         if(ent.weaponentity.movedir_x > 0)\r
153         {\r
154                 vecs = ent.weaponentity.movedir;\r
155                 vecs_y = -vecs_y;\r
156         }\r
157         else\r
158                 vecs = '0 0 0';\r
159 \r
160         if(debug_shotorg != '0 0 0')\r
161                 vecs = debug_shotorg;\r
162 \r
163         dv = v_right * vecs_y + v_up * vecs_z;\r
164         w_shotorg = ent.origin + ent.view_ofs + dv;\r
165 \r
166         // now move the shotorg forward as much as requested if possible\r
167         if(antilag)\r
168         {\r
169                 if(ent.antilag_debug)\r
170                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);\r
171                 else\r
172                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
173         }\r
174         else\r
175                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);\r
176         w_shotorg = trace_endpos - v_forward * nudge;\r
177         // calculate the shotdir from the chosen shotorg\r
178         w_shotdir = normalize(trueaimpoint - w_shotorg);\r
179 \r
180         if (antilag)\r
181         if (!ent.cvar_cl_noantilag)\r
182         {\r
183                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original\r
184                 {\r
185                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
186                         if (!trace_ent.takedamage)\r
187                         {\r
188                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));\r
189                                 if (trace_ent.takedamage && trace_ent.classname == "player")\r
190                                 {\r
191                                         entity e;\r
192                                         e = trace_ent;\r
193                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);\r
194                                         if(trace_ent == e)\r
195                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);\r
196                                 }\r
197                         }\r
198                 }\r
199                 else if(cvar("g_antilag") == 3) // client side hitscan\r
200                 {\r
201                         // this part MUST use prydon cursor\r
202                         if (ent.cursor_trace_ent)                 // client was aiming at someone\r
203                         if (ent.cursor_trace_ent != ent)         // just to make sure\r
204                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable\r
205                         if (ent.cursor_trace_ent.classname == "player") // and actually a player\r
206                         {\r
207                                 // verify that the shot would miss without antilag\r
208                                 // (avoids an issue where guns would always shoot at their origin)\r
209                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);\r
210                                 if (!trace_ent.takedamage)\r
211                                 {\r
212                                         // verify that the shot would hit if altered\r
213                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);\r
214                                         if (trace_ent == ent.cursor_trace_ent)\r
215                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);\r
216                                         else\r
217                                                 print("antilag fail\n");\r
218                                 }\r
219                         }\r
220                 }\r
221         }\r
222 \r
223         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
224 \r
225         if (!g_norecoil)\r
226                 ent.punchangle_x -= recoil;\r
227 \r
228         if (snd != "")\r
229         {\r
230                 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
231         }\r
232 \r
233         if (ent.items & IT_STRENGTH && maxdamage)\r
234                 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
235 };\r
236 \r
237 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
238 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
239 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)\r
240 \r
241 .string weaponname;\r
242 \r
243 float CL_Weaponentity_CustomizeEntityForClient()\r
244 {\r
245         self.viewmodelforclient = self.owner;\r
246         if(other.classname == "spectator")\r
247                 if(other.enemy == self.owner)\r
248                         self.viewmodelforclient = other;\r
249         return TRUE;\r
250 }\r
251 \r
252 float CL_ExteriorWeaponentity_CustomizeEntityForClient()\r
253 {\r
254         // hide the exterior weapon entity of a predator from their prey\r
255         // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
256         if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
257                 return TRUE;\r
258 \r
259         float chase;\r
260         chase = other.cvar_chase_active;\r
261 \r
262         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
263                 other = other.enemy; // also do this for the player we are spectating\r
264 \r
265         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
266         if(other.predator == self.owner)\r
267         {\r
268                 setmodel(self, "");\r
269                 return TRUE;\r
270         }\r
271 \r
272         self.effects &~= EF_NODEPTHTEST;\r
273         if not(self.owner.stat_eaten)\r
274                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
275         else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
276         {\r
277                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
278                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
279         }\r
280         else\r
281                 setmodel(self, ""); // hide prey's weapon model\r
282         return TRUE;\r
283 }\r
284 \r
285 float qcweaponanimation;\r
286 vector weapon_offset = '0 -10 0';\r
287 vector weapon_adjust = '10 0 -15';\r
288 .vector weapon_morph0origin;\r
289 .vector weapon_morph0angles;\r
290 .float  weapon_morph0time;\r
291 .vector weapon_morph1origin;\r
292 .vector weapon_morph1angles;\r
293 .float  weapon_morph1time;\r
294 .vector weapon_morph2origin;\r
295 .vector weapon_morph2angles;\r
296 .float  weapon_morph2time;\r
297 .vector weapon_morph3origin;\r
298 .vector weapon_morph3angles;\r
299 .float  weapon_morph3time;\r
300 .vector weapon_morph4origin;\r
301 .vector weapon_morph4angles;\r
302 .float  weapon_morph4time;\r
303 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)\r
304 \r
305 /*\r
306  * supported formats:\r
307  *\r
308  * 1. simple animated model, muzzle flash handling on h_ model:\r
309  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
310  *      tags:\r
311  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
312  *        shell = casings ejection point (must be on the right hand side of the gun)\r
313  *        weapon = attachment for v_tuba.md3\r
314  *    v_tuba.md3 - first and third person model\r
315  *    g_tuba.md3 - pickup model\r
316  *\r
317  * 2. simple animated model, muzzle flash handling on v_ model:\r
318  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation\r
319  *      tags:\r
320  *        weapon = attachment for v_tuba.md3\r
321  *    v_tuba.md3 - first and third person model\r
322  *      tags:\r
323  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
324  *        shell = casings ejection point (must be on the right hand side of the gun)\r
325  *    g_tuba.md3 - pickup model\r
326  *\r
327  * 3. fully animated model, muzzle flash handling on h_ model:\r
328  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
329  *      tags:\r
330  *        shot = muzzle end (shot origin, also used for muzzle flashes)\r
331  *        shell = casings ejection point (must be on the right hand side of the gun)\r
332  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)\r
333  *    v_tuba.md3 - third person model\r
334  *    g_tuba.md3 - pickup model\r
335  *\r
336  * 4. fully animated model, muzzle flash handling on v_ model:\r
337  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model\r
338  *      tags:\r
339  *        shot = muzzle end (shot origin)\r
340  *        shell = casings ejection point (must be on the right hand side of the gun)\r
341  *    v_tuba.md3 - third person model\r
342  *      tags:\r
343  *        shot = muzzle end (for muzzle flashes)\r
344  *    g_tuba.md3 - pickup model\r
345  */\r
346 \r
347 void CL_Weaponentity_Think()\r
348 {\r
349         float tb, v_shot_idx;\r
350         self.nextthink = time;\r
351         if (intermission_running)\r
352                 self.frame = self.anim_idle_x;\r
353         if (self.owner.weaponentity != self)\r
354         {\r
355                 if (self.weaponentity)\r
356                         remove(self.weaponentity);\r
357                 remove(self);\r
358                 return;\r
359         }\r
360         if (self.owner.deadflag != DEAD_NO)\r
361         {\r
362                 self.model = "";\r
363                 if (self.weaponentity)\r
364                         self.weaponentity.model = "";\r
365                 return;\r
366         }\r
367         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
368         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
369         {\r
370                 self.cnt = self.owner.weapon;\r
371                 self.dmg = self.owner.modelindex;\r
372                 self.deadflag = self.owner.deadflag;\r
373 \r
374                 string animfilename;\r
375                 float animfile;\r
376                 if (self.owner.weaponname != "")\r
377                 {\r
378                         // if there is a child entity, hide it until we're sure we use it\r
379                         if (self.weaponentity)\r
380                                 self.weaponentity.model = "";\r
381                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
382                         v_shot_idx = gettagindex(self, "shot"); // used later\r
383                         if(!v_shot_idx)\r
384                                 v_shot_idx = gettagindex(self, "tag_shot");\r
385 \r
386                         if(qcweaponanimation)\r
387                         {\r
388                                 self.angles = '0 0 0';\r
389                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
390                                 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;\r
391                                 self.movedir_x += 32;\r
392                                 self.spawnorigin = self.movedir;\r
393                                 // oldorigin - not calculated here\r
394                         }\r
395                         else\r
396                         {\r
397                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
398                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
399                                 animfile = fopen(animfilename, FILE_READ);\r
400                                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
401                                 self.anim_fire1  = '0 1 0.01';\r
402                                 self.anim_fire2  = '1 1 0.01';\r
403                                 self.anim_idle   = '2 1 0.01';\r
404                                 self.anim_reload = '3 1 0.01';\r
405                                 if (animfile >= 0)\r
406                                 {\r
407                                         animparseerror = FALSE;\r
408                                         self.anim_fire1  = animparseline(animfile);\r
409                                         self.anim_fire2  = animparseline(animfile);\r
410                                         self.anim_idle   = animparseline(animfile);\r
411                                         self.anim_reload = animparseline(animfile);\r
412                                         fclose(animfile);\r
413                                         if (animparseerror)\r
414                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");\r
415                                 }\r
416 \r
417                                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
418                                 // if we don't, this is a "real" animated model\r
419                                 if(gettagindex(self, "weapon"))\r
420                                 {\r
421                                         if (!self.weaponentity)\r
422                                                 self.weaponentity = spawn();\r
423                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
424                                         setattachment(self.weaponentity, self, "weapon");\r
425                                 }\r
426                                 else if(gettagindex(self, "tag_weapon"))\r
427                                 {\r
428                                         if (!self.weaponentity)\r
429                                                 self.weaponentity = spawn();\r
430                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter\r
431                                         setattachment(self.weaponentity, self, "tag_weapon");\r
432                                 }\r
433                                 else\r
434                                 {\r
435                                         if(self.weaponentity)\r
436                                                 remove(self.weaponentity);\r
437                                         self.weaponentity = world;\r
438                                 }\r
439 \r
440                                 setorigin(self,'0 0 0');\r
441                                 self.angles = '0 0 0';\r
442                                 self.frame = 0;\r
443                                 self.viewmodelforclient = world;\r
444 \r
445                                 float idx;\r
446 \r
447                                 if(v_shot_idx) // v_ model attached to invisible h_ model\r
448                                 {\r
449                                         self.movedir = gettaginfo(self.weaponentity, v_shot_idx);\r
450                                 }\r
451                                 else\r
452                                 {\r
453                                         idx = gettagindex(self, "shot");\r
454                                         if(!idx)\r
455                                                 idx = gettagindex(self, "tag_shot");\r
456                                         if(idx)\r
457                                                 self.movedir = gettaginfo(self, idx);\r
458                                         else\r
459                                         {\r
460                                                 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");\r
461                                                 self.movedir = '0 0 0';\r
462                                         }\r
463                                 }\r
464 \r
465                                 if(self.weaponentity) // v_ model attached to invisible h_ model\r
466                                 {\r
467                                         idx = gettagindex(self.weaponentity, "shell");\r
468                                         if(!idx)\r
469                                                 idx = gettagindex(self.weaponentity, "tag_shell");\r
470                                         if(idx)\r
471                                                 self.spawnorigin = gettaginfo(self.weaponentity, idx);\r
472                                 }\r
473                                 else\r
474                                         idx = 0;\r
475                                 if(!idx)\r
476                                 {\r
477                                         idx = gettagindex(self, "shell");\r
478                                         if(!idx)\r
479                                                 idx = gettagindex(self, "tag_shell");\r
480                                         if(idx)\r
481                                                 self.spawnorigin = gettaginfo(self, idx);\r
482                                         else\r
483                                         {\r
484                                                 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");\r
485                                                 self.spawnorigin = self.movedir;\r
486                                         }\r
487                                 }\r
488 \r
489                                 if(v_shot_idx)\r
490                                 {\r
491                                         self.oldorigin = '0 0 0'; // use regular attachment\r
492                                 }\r
493                                 else\r
494                                 {\r
495                                         if(self.weaponentity)\r
496                                         {\r
497                                                 idx = gettagindex(self, "weapon");\r
498                                                 if(!idx)\r
499                                                         idx = gettagindex(self, "tag_weapon");\r
500                                         }\r
501                                         else\r
502                                         {\r
503                                                 idx = gettagindex(self, "handle");\r
504                                                 if(!idx)\r
505                                                         idx = gettagindex(self, "tag_handle");\r
506                                         }\r
507                                         if(idx)\r
508                                         {\r
509                                                 self.oldorigin = self.movedir - gettaginfo(self, idx);\r
510                                         }\r
511                                         else\r
512                                         {\r
513                                                 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");\r
514                                                 self.oldorigin = '0 0 0'; // there is no way to recover from this\r
515                                         }\r
516                                 }\r
517 \r
518                                 self.viewmodelforclient = self.owner;\r
519                         }\r
520                 }\r
521                 else\r
522                 {\r
523                         self.model = "";\r
524                         if(self.weaponentity)\r
525                                 remove(self.weaponentity);\r
526                         self.weaponentity = world;\r
527                         self.movedir = '0 0 0';\r
528                         self.spawnorigin = '0 0 0';\r
529                         self.oldorigin = '0 0 0';\r
530                         self.anim_fire1  = '0 1 0.01';\r
531                         self.anim_fire2  = '0 1 0.01';\r
532                         self.anim_idle   = '0 1 0.01';\r
533                         self.anim_reload = '0 1 0.01';\r
534                 }\r
535 \r
536                 self.view_ofs = '0 0 0';\r
537 \r
538                 if(self.movedir_x >= 0)\r
539                 {\r
540                         vector v0;\r
541                         v0 = self.movedir;\r
542                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);\r
543                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;\r
544                 }\r
545                 self.owner.stat_shotorg = compressShotOrigin(self.movedir);\r
546                 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly\r
547 \r
548                 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount\r
549 \r
550                 // check if an instant weapon switch occurred\r
551                 if (qcweaponanimation)\r
552                 {\r
553                         if (self.state == WS_READY)\r
554                         {\r
555                                 self.angles = '0 0 0';\r
556                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
557                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
558                         }\r
559                 }\r
560                 else\r
561                         setorigin(self, self.view_ofs);\r
562                 // reset animstate now\r
563                 self.wframe = WFRAME_IDLE;\r
564                 self.weapon_morph0time = 0;\r
565                 self.weapon_morph1time = 0;\r
566                 self.weapon_morph2time = 0;\r
567                 self.weapon_morph3time = 0;\r
568                 self.weapon_morph4time = 0;\r
569                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
570         }\r
571 \r
572         tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));\r
573         self.effects = self.owner.effects & EFMASK_CHEAP;\r
574         self.effects &~= EF_LOWPRECISION;\r
575         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it\r
576         self.effects &~= EF_TELEPORT_BIT;\r
577         self.effects &~= EF_RESTARTANIM_BIT;\r
578         self.effects |= tb;\r
579 \r
580         if(self.owner.alpha == default_player_alpha)\r
581                 self.alpha = default_weapon_alpha;\r
582         else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
583                 self.alpha = self.owner.alpha;\r
584         else\r
585                 self.alpha = 1;\r
586 \r
587         self.colormap = self.owner.colormap;\r
588         self.colormod = self.owner.colormod;\r
589         self.glowmod = self.owner.weaponentity_glowmod;\r
590         if (self.weaponentity)\r
591         {\r
592                 self.weaponentity.effects = self.effects;\r
593                 self.weaponentity.alpha = self.alpha;\r
594                 self.weaponentity.colormap = self.colormap;\r
595                 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
596                 self.weaponentity.glowmod = self.glowmod;\r
597         }\r
598 \r
599         self.angles = '0 0 0';\r
600         local float f;\r
601         f = 0;\r
602         if (self.state == WS_RAISE && !intermission_running)\r
603         {\r
604                 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
605                 self.angles_x = -90 * f * f;\r
606                 if (qcweaponanimation)\r
607                 {\r
608                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
609                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
610                 }\r
611         }\r
612         else if (self.state == WS_DROP && !intermission_running)\r
613         {\r
614                 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");\r
615                 self.angles_x = -90 * f * f;\r
616                 if (qcweaponanimation)\r
617                 {\r
618                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
619                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
620                 }\r
621         }\r
622         else if (self.state == WS_CLEAR)\r
623         {\r
624                 f = 1;\r
625                 self.angles_x = -90 * f * f;\r
626                 if (qcweaponanimation)\r
627                 {\r
628                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');\r
629                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));\r
630                 }\r
631         }\r
632         else if (qcweaponanimation && time < self.owner.weapon_morph1time)\r
633         {\r
634                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);\r
635                 f = 1 - pow(1 - f, 3);\r
636                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;\r
637                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);\r
638         }\r
639         else if (qcweaponanimation && time < self.owner.weapon_morph2time)\r
640         {\r
641                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);\r
642                 f = 1 - pow(1 - f, 3);\r
643                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;\r
644                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);\r
645         }\r
646         else if (qcweaponanimation && time < self.owner.weapon_morph3time)\r
647         {\r
648                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);\r
649                 f = 1 - pow(1 - f, 3);\r
650                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;\r
651                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);\r
652         }\r
653         else if (qcweaponanimation && time < self.owner.weapon_morph4time)\r
654         {\r
655                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);\r
656                 f = 1 - pow(1 - f, 3);\r
657                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;\r
658                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);\r
659         }\r
660         else if (qcweaponanimation)\r
661         {\r
662                 // begin a new idle morph\r
663                 self.owner.weapon_morph0time   = time;\r
664                 self.owner.weapon_morph0angles = self.angles;\r
665                 self.owner.weapon_morph0origin = self.origin;\r
666 \r
667                 float r;\r
668                 float t;\r
669 \r
670                 r = random();\r
671                 if (r < 0.1)\r
672                 {\r
673                         // turn gun to the left to look at it\r
674                         t = 2;\r
675                         self.owner.weapon_morph1time   = time + t * 0.2;\r
676                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';\r
677                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
678                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
679 \r
680                         self.owner.weapon_morph2time   = time + t * 0.6;\r
681                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';\r
682                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
683                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
684 \r
685                         self.owner.weapon_morph3time   = time + t;\r
686                         self.owner.weapon_morph3angles = '0 0 0';\r
687                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
688                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
689                 }\r
690                 else if (r < 0.2)\r
691                 {\r
692                         // raise the gun a bit\r
693                         t = 2;\r
694                         self.owner.weapon_morph1time   = time + t * 0.2;\r
695                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';\r
696                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
697                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
698 \r
699                         self.owner.weapon_morph2time   = time + t * 0.5;\r
700                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';\r
701                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
702                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
703 \r
704                         self.owner.weapon_morph3time   = time + t;\r
705                         self.owner.weapon_morph3angles = '0 0 0';\r
706                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
707                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
708                 }\r
709                 else if (r < 0.3)\r
710                 {\r
711                         // tweak it a bit\r
712                         t = 5;\r
713                         self.owner.weapon_morph1time   = time + t * 0.3;\r
714                         self.owner.weapon_morph1angles = randomvec() * 6;\r
715                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
716                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
717 \r
718                         self.owner.weapon_morph2time   = time + t * 0.7;\r
719                         self.owner.weapon_morph2angles = randomvec() * 6;\r
720                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
721                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
722 \r
723                         self.owner.weapon_morph3time   = time + t;\r
724                         self.owner.weapon_morph3angles = '0 0 0';\r
725                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
726                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
727                 }\r
728                 else\r
729                 {\r
730                         // hold it mostly steady\r
731                         t = random() * 6 + 4;\r
732                         self.owner.weapon_morph1time   = time + t * 0.2;\r
733                         self.owner.weapon_morph1angles = randomvec() * 1;\r
734                         makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');\r
735                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);\r
736 \r
737                         self.owner.weapon_morph2time   = time + t * 0.5;\r
738                         self.owner.weapon_morph2angles = randomvec() * 1;\r
739                         makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');\r
740                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);\r
741 \r
742                         self.owner.weapon_morph3time   = time + t * 0.7;\r
743                         self.owner.weapon_morph3angles = randomvec() * 1;\r
744                         makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');\r
745                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);\r
746                 }\r
747 \r
748                 self.owner.weapon_morph4time   = time + t;\r
749                 self.owner.weapon_morph4angles = '0 0 0';\r
750                 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');\r
751                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);\r
752 \r
753         }\r
754 \r
755         // if we are a micro or macro, size the weapon model accordingly\r
756         if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
757         if(self.model != "")\r
758         {\r
759                 self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
760                 if(self.weaponentity.scale < 0.1)\r
761                         self.weaponentity.scale = 0.1; // stuff breaks if scale is smaller than this\r
762                 self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
763         }\r
764 };\r
765 \r
766 void CL_ExteriorWeaponentity_Think()\r
767 {\r
768         float tag_found;\r
769         vector ang;\r
770         self.nextthink = time;\r
771         if (self.owner.exteriorweaponentity != self)\r
772         {\r
773                 remove(self);\r
774                 return;\r
775         }\r
776         if (self.owner.deadflag != DEAD_NO)\r
777         {\r
778                 self.model = "";\r
779                 return;\r
780         }\r
781         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
782         if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
783         {\r
784                 self.cnt = self.owner.weapon;\r
785                 self.dmg = self.owner.modelindex;\r
786                 self.deadflag = self.owner.deadflag;\r
787                 if (self.owner.weaponname != "")\r
788                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below\r
789                 else\r
790                         self.model = "";\r
791 \r
792                 if((tag_found = gettagindex(self.owner, "tag_weapon")))\r
793                 {\r
794                         self.tag_index = tag_found;\r
795                         self.tag_entity = self.owner;\r
796                 }\r
797                 else\r
798                         setattachment(self, self.owner, "bip01 r hand");\r
799 \r
800                 // if that didn't find a tag, hide the exterior weapon model\r
801                 if (!self.tag_index)\r
802                         self.model = "";\r
803         }\r
804         self.effects = self.owner.effects;\r
805         if(sv_pitch_min == sv_pitch_max)\r
806                 self.effects |= EF_LOWPRECISION;\r
807         else\r
808                 self.effects &~= EF_LOWPRECISION;\r
809         self.effects = self.effects & EFMASK_CHEAP; // eat performance\r
810         if(self.owner.alpha == default_player_alpha)\r
811                 self.alpha = default_weapon_alpha;\r
812         else if(self.owner.alpha != 0)\r
813                 self.alpha = self.owner.alpha;\r
814         else\r
815                 self.alpha = 1;\r
816         self.colormod = self.owner.colormod; // used by the regurgitating colors\r
817 \r
818         ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
819         ang_y = 0;\r
820         ang_z = 0;\r
821 \r
822         if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward\r
823         {\r
824                 ang_y = self.owner.v_angle_y;\r
825                 makevectors(ang);\r
826                 var vector v = v_forward;\r
827                 var float t = self.tag_entity.frame1time;\r
828                 var float f = self.tag_entity.frame;\r
829                 self.tag_entity.frame1time = time;\r
830                 self.tag_entity.frame = self.tag_entity.anim_idle_x;\r
831                 gettaginfo(self.tag_entity, self.tag_index);\r
832                 self.tag_entity.frame1time = t;\r
833                 self.tag_entity.frame = f;\r
834                 // untransform v according to this coordinate space\r
835                 vector w;\r
836                 w_x = v_forward * v;\r
837                 w_y = -v_right * v;\r
838                 w_z = v_up * v;\r
839                 self.angles = vectoangles(w);\r
840         }\r
841         else\r
842         {\r
843                 ang_x = -/* don't ask */ang_x;\r
844                 self.angles = ang;\r
845         }\r
846 \r
847         // if we are a micro or macro, size the weapon model accordingly\r
848         if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
849         if(self.model != "")\r
850         {\r
851                 self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
852                 self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
853         }\r
854 \r
855         self.colormap = self.owner.colormap;\r
856         self.glowmod = self.owner.weaponentity_glowmod;\r
857         self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
858 };\r
859 \r
860 // spawning weaponentity for client\r
861 void CL_SpawnWeaponentity()\r
862 {\r
863         self.weaponentity = spawn();\r
864         self.weaponentity.classname = "weaponentity";\r
865         self.weaponentity.solid = SOLID_NOT;\r
866         self.weaponentity.owner = self;\r
867         setmodel(self.weaponentity, ""); // precision set when changed\r
868         setorigin(self.weaponentity, '0 0 0');\r
869         self.weaponentity.angles = '0 0 0';\r
870         self.weaponentity.viewmodelforclient = self;\r
871         self.weaponentity.flags = 0;\r
872         self.weaponentity.think = CL_Weaponentity_Think;\r
873         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;\r
874         self.weaponentity.nextthink = time;\r
875 \r
876         self.exteriorweaponentity = spawn();\r
877         self.exteriorweaponentity.classname = "exteriorweaponentity";\r
878         self.exteriorweaponentity.solid = SOLID_NOT;\r
879         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;\r
880         self.exteriorweaponentity.owner = self;\r
881         setorigin(self.exteriorweaponentity, '0 0 0');\r
882         self.exteriorweaponentity.angles = '0 0 0';\r
883         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;\r
884         self.exteriorweaponentity.nextthink = time;\r
885 };\r
886 \r
887 .float hasweapon_complain_spam;\r
888 \r
889 float client_hasweapon(entity cl, float wpn, float andammo, float complain)\r
890 {\r
891         local float weaponbit;\r
892         //local float weaponbit, f;\r
893         //local entity oldself;\r
894 \r
895         if(time < self.hasweapon_complain_spam)\r
896                 complain = 0;\r
897         if(complain)\r
898                 self.hasweapon_complain_spam = time + 0.2;\r
899 \r
900         if (wpn < WEP_FIRST || wpn > WEP_LAST)\r
901         {\r
902                 if (complain)\r
903                         sprint(self, "Invalid weapon\n");\r
904                 return FALSE;\r
905         }\r
906         weaponbit = W_WeaponBit(wpn);\r
907         if (cl.weapons & weaponbit)\r
908         {\r
909                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
910                 /*if (andammo)\r
911                 {\r
912                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)\r
913                         {\r
914                                 f = 1;\r
915                         }\r
916                         else\r
917                         {\r
918                                 oldself = self;\r
919                                 self = cl;\r
920                                 f = weapon_action(wpn, WR_CHECKAMMO1);\r
921                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);\r
922                                 self = oldself;\r
923                         }\r
924                         if (!f)\r
925                         {\r
926                                 if (complain)\r
927                                 if(clienttype(cl) == CLIENTTYPE_REAL)\r
928                                 {\r
929                                         play2(cl, "misc/unavailable.wav");\r
930                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));\r
931                                 }\r
932                                 return FALSE;\r
933                         }\r
934                 }*/\r
935                 return TRUE;\r
936         }\r
937         if (complain)\r
938         {\r
939                 // DRESK - 3/16/07\r
940                 // Report Proper Weapon Status / Modified Weapon Ownership Message\r
941                 if(weaponsInMap & weaponbit)\r
942                 {\r
943                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );\r
944 \r
945                         if(cvar("g_showweaponspawns"))\r
946                         {\r
947                                 entity e;\r
948                                 string s;\r
949 \r
950                                 e = get_weaponinfo(wpn);\r
951                                 s = e.model2;\r
952 \r
953                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )\r
954                                 {\r
955                                         if(e.classname == "droppedweapon")\r
956                                                 continue;\r
957                                         if not(e.flags & FL_ITEM)\r
958                                                 continue;\r
959                                         WaypointSprite_Spawn(\r
960                                                 s,\r
961                                                 1, 0,\r
962                                                 world, e.origin,\r
963                                                 self, 0,\r
964                                                 world, enemy,\r
965                                                 0\r
966                                         );\r
967                                 }\r
968                         }\r
969                 }\r
970                 else\r
971                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );\r
972 \r
973                 play2(cl, "misc/unavailable.wav");\r
974         }\r
975         return FALSE;\r
976 };\r
977 \r
978 // Weapon subs\r
979 void w_clear()\r
980 {\r
981         if (self.weapon != -1)\r
982                 self.weapon = 0;\r
983         if (self.weaponentity)\r
984         {\r
985                 self.weaponentity.state = WS_CLEAR;\r
986                 self.weaponentity.effects = 0;\r
987         }\r
988 };\r
989 \r
990 void w_ready()\r
991 {\r
992         if (self.weaponentity)\r
993                 self.weaponentity.state = WS_READY;\r
994         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);\r
995 };\r
996 \r
997 // Setup weapon for client (after this raise frame will be launched)\r
998 void weapon_setup(float windex)\r
999 {\r
1000         entity e;\r
1001         qcweaponanimation = cvar("sv_qcweaponanimation");\r
1002         e = get_weaponinfo(windex);\r
1003         self.items &~= IT_AMMO;\r
1004         self.items = self.items | e.items;\r
1005 \r
1006         // the two weapon entities will notice this has changed and update their models\r
1007         self.weapon = windex;\r
1008         self.weaponname = e.mdl;\r
1009 };\r
1010 \r
1011 // perform weapon to attack (weaponstate and attack_finished check is here)\r
1012 void W_SwitchToOtherWeapon(entity pl)\r
1013 {\r
1014         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
1015         float w, ww;\r
1016         w = W_WeaponBit(pl.weapon);\r
1017         pl.weapons &~= w;\r
1018         ww = w_getbestweapon(pl);\r
1019         pl.weapons |= w;\r
1020         if(ww)\r
1021                 W_SwitchWeapon_Force(pl, ww);\r
1022 }\r
1023 \r
1024 .float prevdryfire;\r
1025 float weapon_prepareattack_checkammo(float secondary)\r
1026 {\r
1027         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1028         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
1029         {\r
1030                 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
1031                 {\r
1032                         sound (self, CHAN_AUTO, "misc/unavailable.wav", VOL_BASE, ATTN_NORM);\r
1033                         self.prevdryfire = time;\r
1034                 }\r
1035 \r
1036                 // since we don't have an infinite ammo weapon in vore tournament, allow switching to the grabber even when it has no ammo\r
1037                 //W_SwitchToOtherWeapon(self);\r
1038                 return FALSE;\r
1039         }\r
1040         return TRUE;\r
1041 }\r
1042 .float race_penalty;\r
1043 float weapon_prepareattack_check(float secondary, float attacktime)\r
1044 {\r
1045         if(!weapon_prepareattack_checkammo(secondary))\r
1046                 return FALSE;\r
1047 \r
1048         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
1049         //if all players readied up and the countdown is running\r
1050         if(time < game_starttime || time < self.race_penalty) {\r
1051                 return FALSE;\r
1052         }\r
1053 \r
1054         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused\r
1055                 return FALSE;\r
1056 \r
1057         // do not even think about shooting if switching\r
1058         if(self.switchweapon != self.weapon)\r
1059                 return FALSE;\r
1060 \r
1061         if(attacktime >= 0)\r
1062         {\r
1063                 // don't fire if previous attack is not finished\r
1064                 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)\r
1065                         return FALSE;\r
1066                 // don't fire while changing weapon\r
1067                 if (self.weaponentity.state != WS_READY)\r
1068                         return FALSE;\r
1069         }\r
1070 \r
1071         return TRUE;\r
1072 }\r
1073 float weapon_prepareattack_do(float secondary, float attacktime)\r
1074 {\r
1075         self.weaponentity.state = WS_INUSE;\r
1076 \r
1077         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
1078 \r
1079         // if the weapon hasn't been firing continuously, reset the timer\r
1080         if(attacktime >= 0)\r
1081         {\r
1082                 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)\r
1083                 {\r
1084                         ATTACK_FINISHED(self) = time;\r
1085                         //dprint("resetting attack finished to ", ftos(time), "\n");\r
1086                 }\r
1087                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
1088         }\r
1089         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
1090         return TRUE;\r
1091 }\r
1092 float weapon_prepareattack(float secondary, float attacktime)\r
1093 {\r
1094         if(weapon_prepareattack_check(secondary, attacktime))\r
1095         {\r
1096                 weapon_prepareattack_do(secondary, attacktime);\r
1097                 return TRUE;\r
1098         }\r
1099         else\r
1100                 return FALSE;\r
1101 }\r
1102 \r
1103 void weapon_thinkf(float fr, float t, void() func)\r
1104 {\r
1105         vector a;\r
1106         vector of, or, ou;\r
1107         float restartanim;\r
1108 \r
1109         if(fr == WFRAME_DONTCHANGE)\r
1110         {\r
1111                 fr = self.weaponentity.wframe;\r
1112                 restartanim = FALSE;\r
1113         }\r
1114         else if (fr == WFRAME_IDLE)\r
1115                 restartanim = FALSE;\r
1116         else\r
1117                 restartanim = TRUE;\r
1118 \r
1119         of = v_forward;\r
1120         or = v_right;\r
1121         ou = v_up;\r
1122 \r
1123         if (self.weaponentity)\r
1124         {\r
1125                 self.weaponentity.wframe = fr;\r
1126                 if (qcweaponanimation)\r
1127                 {\r
1128                         if (fr != WFRAME_IDLE)\r
1129                         {\r
1130                                 self.weapon_morph0time = time;\r
1131                                 self.weapon_morph0angles = self.weaponentity.angles;\r
1132                                 self.weapon_morph0origin = self.weaponentity.origin;\r
1133 \r
1134                                 self.weapon_morph1angles = '0 0 0';\r
1135                                 self.weapon_morph1time = time + t;\r
1136                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1137                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1138 \r
1139                                 self.weapon_morph2angles = '0 0 0';\r
1140                                 self.weapon_morph2time = time + t;\r
1141                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1142                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1143 \r
1144                                 self.weapon_morph3angles = '0 0 0';\r
1145                                 self.weapon_morph3time = time + t;\r
1146                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1147                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1148 \r
1149                                 self.weapon_morph4angles = '0 0 0';\r
1150                                 self.weapon_morph4time = time + t;\r
1151                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');\r
1152                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1153 \r
1154                                 if (fr == WFRAME_FIRE1)\r
1155                                 {\r
1156                                         self.weapon_morph1angles = '5 0 0';\r
1157                                         self.weapon_morph1time = time + t * 0.1;\r
1158                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1159                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1160                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1161                                 }\r
1162                                 else if (fr == WFRAME_FIRE2)\r
1163                                 {\r
1164                                         self.weapon_morph1angles = '10 0 0';\r
1165                                         self.weapon_morph1time = time + t * 0.1;\r
1166                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1167                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1168                                         self.weapon_morph4time = time + t + 1; // delay idle effect\r
1169                                 }\r
1170                                 else if (fr == WFRAME_RELOAD)\r
1171                                 {\r
1172                                         self.weapon_morph1time = time + t * 0.05;\r
1173                                         self.weapon_morph1angles = '-10 40 0';\r
1174                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');\r
1175                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1176 \r
1177                                         self.weapon_morph2time = time + t * 0.15;\r
1178                                         self.weapon_morph2angles = '-10 40 5';\r
1179                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');\r
1180                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1181 \r
1182                                         self.weapon_morph3time = time + t * 0.25;\r
1183                                         self.weapon_morph3angles = '-10 40 0';\r
1184                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');\r
1185                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);\r
1186                                 }\r
1187                         }\r
1188                 }\r
1189                 else\r
1190                 {\r
1191                         if (fr == WFRAME_IDLE)\r
1192                                 a = self.weaponentity.anim_idle;\r
1193                         else if (fr == WFRAME_FIRE1)\r
1194                                 a = self.weaponentity.anim_fire1;\r
1195                         else if (fr == WFRAME_FIRE2)\r
1196                                 a = self.weaponentity.anim_fire2;\r
1197                         else if (fr == WFRAME_RELOAD)\r
1198                                 a = self.weaponentity.anim_reload;\r
1199                         a_z *= g_weaponratefactor;\r
1200                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);\r
1201                 }\r
1202         }\r
1203 \r
1204         v_forward = of;\r
1205         v_right = or;\r
1206         v_up = ou;\r
1207 \r
1208         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)\r
1209         {\r
1210                 backtrace("Tried to override initial weapon think function - should this really happen?");\r
1211         }\r
1212 \r
1213         t *= W_WeaponRateFactor();\r
1214 \r
1215         // VorteX: haste can be added here\r
1216         if (self.weapon_think == w_ready)\r
1217         {\r
1218                 self.weapon_nextthink = time;\r
1219                 //dprint("started firing at ", ftos(time), "\n");\r
1220         }\r
1221         if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)\r
1222         {\r
1223                 self.weapon_nextthink = time;\r
1224                 //dprint("reset weapon animation timer at ", ftos(time), "\n");\r
1225         }\r
1226         self.weapon_nextthink = self.weapon_nextthink + t;\r
1227         self.weapon_think = func;\r
1228         //dprint("next ", ftos(self.weapon_nextthink), "\n");\r
1229 \r
1230         if (restartanim)\r
1231         if (t)\r
1232         if (!self.crouch) // shoot anim stands up, this looks bad\r
1233         {\r
1234                 local vector anim;\r
1235                 anim = self.anim_shoot;\r
1236                 anim_z = anim_y / (t + sys_frametime);\r
1237                 setanim(self, anim, FALSE, TRUE, TRUE);\r
1238         }\r
1239 };\r
1240 \r
1241 void weapon_boblayer1(float spd, vector org)\r
1242 {\r
1243         // VorteX: haste can be added here\r
1244 };\r
1245 \r
1246 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)\r
1247 {\r
1248         vector mdirection;\r
1249         float mspeed;\r
1250         float outspeed;\r
1251         float nstyle;\r
1252         vector outvelocity;\r
1253 \r
1254         mvelocity = mvelocity * g_weaponspeedfactor;\r
1255 \r
1256         mdirection = normalize(mvelocity);\r
1257         mspeed = vlen(mvelocity);\r
1258 \r
1259         nstyle = cvar("g_projectiles_newton_style");\r
1260         if(nstyle == 0)\r
1261         {\r
1262                 // absolute velocity\r
1263                 outvelocity = mvelocity;\r
1264         }\r
1265         else if(nstyle == 1)\r
1266         {\r
1267                 // true Newtonian projectiles\r
1268                 outvelocity = pvelocity + mvelocity;\r
1269         }\r
1270         else if(nstyle == 2)\r
1271         {\r
1272                 // true Newtonian projectiles with automatic aim adjustment\r
1273                 //\r
1274                 // solve: |outspeed * mdirection - pvelocity| = mspeed\r
1275                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0\r
1276                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)\r
1277                 // PLUS SIGN!\r
1278                 // not defined?\r
1279                 // then...\r
1280                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2\r
1281                 // velocity without mdirection component > mspeed\r
1282                 // fire at smallest possible mspeed that works?\r
1283                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed\r
1284 \r
1285                 vector solution;\r
1286                 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);\r
1287                 if(solution_z)\r
1288                         outspeed = solution_y; // the larger one\r
1289                 else\r
1290                 {\r
1291                         //outspeed = 0; // slowest possible shot\r
1292                         outspeed = solution_x; // the real part (that is, the average!)\r
1293                         //dprint("impossible shot, adjusting\n");\r
1294                 }\r
1295 \r
1296                 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));\r
1297                 outvelocity = mdirection * outspeed;\r
1298         }\r
1299         else if(nstyle == 3)\r
1300         {\r
1301                 // pseudo-Newtonian:\r
1302                 outspeed = mspeed + mdirection * pvelocity;\r
1303                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);\r
1304                 outvelocity = mdirection * outspeed;\r
1305         }\r
1306         else if(nstyle == 4)\r
1307         {\r
1308                 // tZorkian:\r
1309                 outspeed = mspeed + vlen(pvelocity);\r
1310                 outvelocity = mdirection * outspeed;\r
1311         }\r
1312         else\r
1313                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");\r
1314 \r
1315         return outvelocity;\r
1316 }\r
1317 \r
1318 void W_AttachToShotorg(entity flash, vector offset)\r
1319 {\r
1320         entity xflash;\r
1321         flash.owner = self;\r
1322         flash.angles_z = random() * 360;\r
1323         if(qcweaponanimation)\r
1324         {\r
1325                 setorigin(flash, w_shotorg + w_shotdir * 50);\r
1326                 flash.angles = vectoangles(w_shotdir);\r
1327                 flash.angles_z = random() * 360;\r
1328         }\r
1329         else\r
1330         {\r
1331                 setattachment(flash, self.weaponentity, "shot");\r
1332                 setorigin(flash, offset);\r
1333 \r
1334                 xflash = spawn();\r
1335                 copyentity(flash, xflash);\r
1336 \r
1337                 flash.viewmodelforclient = self;\r
1338 \r
1339                 if(self.weaponentity.oldorigin_x > 0)\r
1340                 {\r
1341                         setattachment(xflash, self.exteriorweaponentity, "");\r
1342                         setorigin(xflash, self.weaponentity.oldorigin + offset);\r
1343                 }\r
1344                 else\r
1345                 {\r
1346                         setattachment(xflash, self.exteriorweaponentity, "shot");\r
1347                 }\r
1348         }\r
1349 }\r
1350 \r
1351 vector cliptoplane(vector v, vector p)\r
1352 {\r
1353         return v - (v * p) * p;\r
1354 }\r
1355 \r
1356 vector solve_cubic_pq(float p, float q)\r
1357 {\r
1358         float D, u, v, a;\r
1359         D = q*q/4.0 + p*p*p/27.0;\r
1360         if(D < 0)\r
1361         {\r
1362                 // irreducibilis\r
1363                 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));\r
1364                 u = sqrt(-4.0/3.0 * p);\r
1365                 // a in range 0..pi/3\r
1366                 // cos(a)\r
1367                 // cos(a + 2pi/3)\r
1368                 // cos(a + 4pi/3)\r
1369                 return\r
1370                         u *\r
1371                         (\r
1372                                 '1 0 0' * cos(a + 2.0/3.0*M_PI)\r
1373                                 +\r
1374                                 '0 1 0' * cos(a + 4.0/3.0*M_PI)\r
1375                                 +\r
1376                                 '0 0 1' * cos(a)\r
1377                         );\r
1378         }\r
1379         else if(D == 0)\r
1380         {\r
1381                 // simple\r
1382                 if(p == 0)\r
1383                         return '0 0 0';\r
1384                 u = 3*q/p;\r
1385                 v = -u/2;\r
1386                 if(u >= v)\r
1387                         return '1 1 0' * v + '0 0 1' * u;\r
1388                 else\r
1389                         return '0 1 1' * v + '1 0 0' * u;\r
1390         }\r
1391         else\r
1392         {\r
1393                 // cardano\r
1394                 u = cbrt(-q/2.0 + sqrt(D));\r
1395                 v = cbrt(-q/2.0 - sqrt(D));\r
1396                 return '1 1 1' * (u + v);\r
1397         }\r
1398 }\r
1399 vector solve_cubic_abcd(float a, float b, float c, float d)\r
1400 {\r
1401         // y = 3*a*x + b\r
1402         // x = (y - b) / 3a\r
1403         float p, q;\r
1404         vector v;\r
1405         p = (9*a*c - 3*b*b);\r
1406         q = (27*a*a*d - 9*a*b*c + 2*b*b*b);\r
1407         v = solve_cubic_pq(p, q);\r
1408         v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));\r
1409         if(a < 0)\r
1410                 v += '1 0 -1' * (v_z - v_x); // swap x, z\r
1411         return v;\r
1412 }\r
1413 \r
1414 vector findperpendicular(vector v)\r
1415 {\r
1416         vector p;\r
1417         p_x = v_z;\r
1418         p_y = -v_x;\r
1419         p_z = v_y;\r
1420         return normalize(cliptoplane(p, v));\r
1421 }\r
1422 \r
1423 vector W_CalculateProjectileSpread(vector forward, float spread)\r
1424 {\r
1425         float sigma;\r
1426         vector v1, v2;\r
1427         float dx, dy, r;\r
1428         float sstyle;\r
1429         spread *= g_weaponspreadfactor;\r
1430         if(spread <= 0)\r
1431                 return forward;\r
1432         sstyle = cvar("g_projectiles_spread_style");\r
1433         \r
1434         if(sstyle == 0)\r
1435         {\r
1436                 // this is the baseline for the spread value!\r
1437                 // standard deviation: sqrt(2/5)\r
1438                 // density function: sqrt(1-r^2)\r
1439                 return forward + randomvec() * spread;\r
1440         }\r
1441         else if(sstyle == 1)\r
1442         {\r
1443                 // same thing, basically\r
1444                 return normalize(forward + cliptoplane(randomvec() * spread, forward));\r
1445         }\r
1446         else if(sstyle == 2)\r
1447         {\r
1448                 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)\r
1449                 sigma = spread * 0.89442719099991587855; // match baseline stddev\r
1450                 v1 = findperpendicular(forward);\r
1451                 v2 = cross(forward, v1);\r
1452                 // random point on unit circle\r
1453                 dx = random() * 2 * M_PI;\r
1454                 dy = sin(dx);\r
1455                 dx = cos(dx);\r
1456                 // radius in our dist function\r
1457                 r = random();\r
1458                 r = sqrt(r);\r
1459                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1460         }\r
1461         else if(sstyle == 3) // gauss 3d\r
1462         {\r
1463                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1464                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1465                 v1 = forward;\r
1466                 v1_x += gsl_ran_gaussian(sigma);\r
1467                 v1_y += gsl_ran_gaussian(sigma);\r
1468                 v1_z += gsl_ran_gaussian(sigma);\r
1469                 return v1;\r
1470         }\r
1471         else if(sstyle == 4) // gauss 2d\r
1472         {\r
1473                 sigma = spread * 0.44721359549996; // match baseline stddev\r
1474                 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right\r
1475                 v1_x = gsl_ran_gaussian(sigma);\r
1476                 v1_y = gsl_ran_gaussian(sigma);\r
1477                 v1_z = gsl_ran_gaussian(sigma);\r
1478                 return normalize(forward + cliptoplane(v1, forward));\r
1479         }\r
1480         else if(sstyle == 5) // 1-r\r
1481         {\r
1482                 sigma = spread * 1.154700538379252; // match baseline stddev\r
1483                 v1 = findperpendicular(forward);\r
1484                 v2 = cross(forward, v1);\r
1485                 // random point on unit circle\r
1486                 dx = random() * 2 * M_PI;\r
1487                 dy = sin(dx);\r
1488                 dx = cos(dx);\r
1489                 // radius in our dist function\r
1490                 r = random();\r
1491                 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';\r
1492                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1493         }\r
1494         else if(sstyle == 6) // 1-r^2\r
1495         {\r
1496                 sigma = spread * 1.095445115010332; // match baseline stddev\r
1497                 v1 = findperpendicular(forward);\r
1498                 v2 = cross(forward, v1);\r
1499                 // random point on unit circle\r
1500                 dx = random() * 2 * M_PI;\r
1501                 dy = sin(dx);\r
1502                 dx = cos(dx);\r
1503                 // radius in our dist function\r
1504                 r = random();\r
1505                 r = sqrt(1 - r);\r
1506                 r = sqrt(1 - r);\r
1507                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1508         }\r
1509         else if(sstyle == 7) // (1-r) (2-r)\r
1510         {\r
1511                 sigma = spread * 1.224744871391589; // match baseline stddev\r
1512                 v1 = findperpendicular(forward);\r
1513                 v2 = cross(forward, v1);\r
1514                 // random point on unit circle\r
1515                 dx = random() * 2 * M_PI;\r
1516                 dy = sin(dx);\r
1517                 dx = cos(dx);\r
1518                 // radius in our dist function\r
1519                 r = random();\r
1520                 r = 1 - sqrt(r);\r
1521                 r = 1 - sqrt(r);\r
1522                 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);\r
1523         }\r
1524         else\r
1525                 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)!");\r
1526         return '0 0 0';\r
1527         /*\r
1528          * how to derive falloff functions:\r
1529          * rho(r) := (2-r) * (1-r);\r
1530          * a : 0;\r
1531          * b : 1;\r
1532          * rhor(r) := r * rho(r);\r
1533          * cr(t) := integrate(rhor(r), r, a, t);\r
1534          * scr(t) := integrate(rhor(r) * r^2, r, a, t);\r
1535          * variance : scr(b) / cr(b);\r
1536          * solve(cr(r) = rand * cr(b), r), programmmode:false;\r
1537          * sqrt(0.4 / variance), numer;\r
1538          */\r
1539 }\r
1540 \r
1541 #if 0\r
1542 float mspercallsum;\r
1543 float mspercallsstyle;\r
1544 float mspercallcount;\r
1545 #endif\r
1546 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)\r
1547 {\r
1548         if(missile.owner == world)\r
1549                 error("Unowned missile");\r
1550 \r
1551         dir = dir + upDir * (pUpSpeed / pSpeed);\r
1552         dir_z += pZSpeed / pSpeed;\r
1553         pSpeed *= vlen(dir);\r
1554         dir = normalize(dir);\r
1555 \r
1556 #if 0\r
1557         if(cvar("g_projectiles_spread_style") != mspercallsstyle)\r
1558         {\r
1559                 mspercallsum = mspercallcount = 0;\r
1560                 mspercallsstyle = cvar("g_projectiles_spread_style");\r
1561         }\r
1562         mspercallsum -= gettime(GETTIME_HIRES);\r
1563 #endif\r
1564         dir = W_CalculateProjectileSpread(dir, spread);\r
1565 #if 0\r
1566         mspercallsum += gettime(GETTIME_HIRES);\r
1567         mspercallcount += 1;\r
1568         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");\r
1569 #endif\r
1570 \r
1571         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);\r
1572 }\r
1573 \r
1574 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)\r
1575 {\r
1576         W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);\r
1577 }\r
1578 \r
1579 #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"))\r
1580 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
1581 \r
1582 void W_DisplayDigitThink()\r
1583 {\r
1584         self.nextthink = time;\r
1585 \r
1586         // the owner has switched to another weapon, remove the digits\r
1587         if(self.weapon != self.owner.weapon)\r
1588         {\r
1589                 self.nextthink = 0;\r
1590                 remove(self);\r
1591                 self = world;\r
1592                 return;\r
1593         }\r
1594 \r
1595         entity gun;\r
1596         if(self.dmg) // exterior weapon\r
1597         {\r
1598                 // keep the digit attached to the same bone as the gun\r
1599                 setattachment(self, self.owner, "bip01 r hand");\r
1600                 gun = self.owner.exteriorweaponentity;\r
1601         }\r
1602         else // view weapon\r
1603         {\r
1604                 // keep the digit attached to the same bone as the gun\r
1605                 // TODO: Does this work with self-animated weapons too?\r
1606                 if(gettagindex(self.owner.weaponentity, "weapon"))\r
1607                         setattachment(self, self.owner.weaponentity, "weapon");\r
1608                 else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
1609                         setattachment(self, self.owner.weaponentity, "tag_weapon");\r
1610                 gun = self.owner.weaponentity.weaponentity;\r
1611         }\r
1612 \r
1613         // copy all properties of the weapon to the digit\r
1614         self.origin = gun.origin;\r
1615         self.angles = gun.angles;\r
1616         self.scale = gun.scale;\r
1617         self.effects = gun.effects;\r
1618         self.alpha = gun.alpha;\r
1619         self.colormap = gun.colormap;\r
1620         self.colormod = gun.colormod; // used by the regurgitating colors\r
1621         self.glowmod = gun.glowmod;\r
1622 \r
1623         string txt;\r
1624         if(self.team) // weapon load display\r
1625         {\r
1626                 if(self.owner.weapon_load[self.owner.weapon] <= 0)\r
1627                 {\r
1628                         self.skin = 11; // unavailable digit\r
1629                         return;\r
1630                 }\r
1631                 else\r
1632                 {\r
1633                         txt = ftos(floor(self.owner.weapon_load[self.owner.weapon]));\r
1634                         txt = substring(txt, self.cnt - 1, 1);\r
1635                 }\r
1636         }\r
1637         else // ammo display\r
1638         {\r
1639                 txt = ftos(floor(self.owner.(self.owner.current_ammo)));\r
1640                 txt = substring(txt, self.cnt - 1, 1);\r
1641         }\r
1642 \r
1643         if((!txt || txt == ""))\r
1644                 self.skin = 10; // empty digit\r
1645         else\r
1646                 self.skin = stof(txt);\r
1647 }\r
1648 \r
1649 void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
1650 {\r
1651         entity digit, e;\r
1652         digit = spawn();\r
1653         digit.owner = own;\r
1654         digit.weapon = own.weapon;\r
1655         digit.dmg = exterior;\r
1656         digit.team = load;\r
1657         digit.cnt = num;\r
1658         e = get_weaponinfo(digit.weapon);\r
1659 \r
1660         if(load)\r
1661         {\r
1662                 // weapon load digit\r
1663                 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
1664         }\r
1665         else\r
1666         {\r
1667                 // ammo count digit\r
1668                 setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
1669         }\r
1670         digit.think = W_DisplayDigitThink;\r
1671         digit.nextthink = time;\r
1672 }\r
1673 \r
1674 void W_Display(entity own, float load_num, float ammo_num)\r
1675 {\r
1676         float i;\r
1677         for(i = 1; i <= load_num; i++)\r
1678         {\r
1679                 W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
1680                 W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
1681         }\r
1682         for(i = 1; i <= ammo_num; i++)\r
1683         {\r
1684                 W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
1685                 W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
1686         }\r
1687 }\r
1688 \r
1689 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
1690 {\r
1691         if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
1692                 return;\r
1693 \r
1694         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
1695         if(ammo_reload)\r
1696         {\r
1697                 self.clip_load -= ammo_use;\r
1698                 self.(weapon_load[self.weapon]) = self.clip_load;\r
1699         }\r
1700         else\r
1701                 self.(self.current_ammo) -= ammo_use;\r
1702 }\r
1703 \r
1704 // weapon reloading code\r
1705 \r
1706 .float reload_ammo_amount, reload_ammo_min, reload_time;\r
1707 .float reload_complain;\r
1708 .string reload_sound;\r
1709 \r
1710 void W_ReloadedAndReady()\r
1711 {\r
1712         // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
1713         if(self.stat_eaten)\r
1714         {\r
1715                 self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1716                 w_ready(); // don't keep executing each frame\r
1717                 return;\r
1718         }\r
1719 \r
1720         // finish the reloading process, and do the ammo transfer\r
1721 \r
1722         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
1723 \r
1724         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
1725         if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1726                 self.clip_load = self.reload_ammo_amount;\r
1727         else\r
1728         {\r
1729                 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
1730                 {\r
1731                         self.clip_load += 1;\r
1732                         self.(self.current_ammo) -= 1;\r
1733                 }\r
1734         }\r
1735         self.(weapon_load[self.weapon]) = self.clip_load;\r
1736 \r
1737         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1738         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1739         // so your weapon is disabled for a few seconds without reason\r
1740 \r
1741         //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
1742 \r
1743         w_ready();\r
1744 }\r
1745 \r
1746 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
1747 {\r
1748         // if we are inside the stomach, don't allow reloading\r
1749         if(self.stat_eaten)\r
1750                 return;\r
1751 \r
1752         // set global values to work with\r
1753         self.reload_ammo_min = sent_ammo_min;\r
1754         self.reload_ammo_amount = sent_ammo_amount;\r
1755         self.reload_time = sent_time;\r
1756         self.reload_sound = sent_sound;\r
1757 \r
1758         // check if we meet the necessary conditions to reload\r
1759 \r
1760         entity e;\r
1761         e = get_weaponinfo(self.weapon);\r
1762 \r
1763         // don't reload weapons that don't have the RELOADABLE flag\r
1764         if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
1765         {\r
1766                 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
1767                 return;\r
1768         }\r
1769         // return if reloading is disabled for this weapon\r
1770         if(!self.reload_ammo_amount)\r
1771                 return;\r
1772         // our weapon is fully loaded, no need to reload\r
1773         if (self.clip_load >= self.reload_ammo_amount)\r
1774                 return;\r
1775         // no ammo, so nothing to load\r
1776         if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
1777         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1778         {\r
1779                 if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
1780                 {\r
1781                         play2(self, "misc/unavailable.wav");\r
1782                         sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
1783                         self.reload_complain = time + 1;\r
1784                 }\r
1785                 // switch away if the amount of ammo is not enough to keep using this weapon\r
1786                 // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
1787                 /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
1788                 {\r
1789                         self.clip_load = -1; // reload later\r
1790                         W_SwitchToOtherWeapon(self);\r
1791                 }*/\r
1792                 return;\r
1793         }\r
1794 \r
1795         if (self.weaponentity)\r
1796         {\r
1797                 if (self.weaponentity.wframe == WFRAME_RELOAD)\r
1798                         return;\r
1799 \r
1800                 // allow switching away while reloading, but this will cause a new reload!\r
1801                 self.weaponentity.state = WS_READY;\r
1802         }\r
1803 \r
1804         // now begin the reloading process\r
1805 \r
1806         // weapon reload effects\r
1807         if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
1808         {\r
1809                 vector org;\r
1810                 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
1811                 SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
1812                 pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
1813         }\r
1814         sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
1815 \r
1816         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
1817         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
1818         // so your weapon is disabled for a few seconds without reason\r
1819 \r
1820         //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
1821 \r
1822         weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
1823 \r
1824         if(self.clip_load < 0)\r
1825                 self.clip_load = 0;\r
1826         self.old_clip_load = self.clip_load;\r
1827         self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
1828 }