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1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include <client/main.qh>
7         #include <common/constants.qh>
8         #include <common/deathtypes/all.qh>
9         #include <common/physics/movetypes/movetypes.qh>
10         #include <common/stats.qh>
11         #include <common/util.qh>
12         #include <common/weapons/calculations.qc>
13         #include <common/weapons/weapon/_mod.inc>
14         #include <lib/csqcmodel/cl_model.qh>
15         #include <lib/csqcmodel/interpolate.qh>
16         #include <lib/warpzone/anglestransform.qh>
17         #include <lib/warpzone/client.qh>
18         #include <lib/warpzone/common.qh>
19 #elif defined(MENUQC)
20         #include <common/weapons/weapon/_mod.inc>
21 #elif defined(SVQC)
22         #include <common/constants.qh>
23         #include <common/deathtypes/all.qh>
24         #include <common/items/_mod.qh>
25         #include <common/mapinfo.qh>
26         #include <common/monsters/_mod.qh>
27         #include <common/notifications/all.qh>
28         #include <common/stats.qh>
29         #include <common/teams.qh>
30         #include <common/util.qh>
31         #include <common/weapons/calculations.qc>
32         #include <common/weapons/config.qc>
33         #include <common/weapons/config.qh>
34         #include <common/weapons/weapon/_mod.inc>
35         #include <lib/csqcmodel/sv_model.qh>
36         #include <lib/warpzone/anglestransform.qh>
37         #include <lib/warpzone/common.qh>
38         #include <lib/warpzone/server.qh>
39         #include <lib/warpzone/util_server.qh>
40         #include <server/command/_mod.qh>
41         #include <server/hook.qh>
42         #include <server/items/spawning.qh>
43         #include <server/mutators/_mod.qh>
44         #include <server/portals.qh>
45         #include <server/weapons/common.qh>
46         #include <server/weapons/csqcprojectile.qh>
47         #include <server/weapons/tracing.qh>
48 #endif
49
50
51 // WEAPON PLUGIN SYSTEM
52
53 WepSet _WepSet_FromWeapon(int a)
54 {
55         a -= WEP_FIRST;
56         if (REGISTRY_MAX(Weapons) > 24)
57                 if (a >= 24)
58                 {
59                         a -= 24;
60                         if (REGISTRY_MAX(Weapons) > 48)
61                                 if (a >= 24)
62                                 {
63                                         a -= 24;
64                                         return '0 0 1' * BIT(a);
65                                 }
66                         return '0 1 0' * BIT(a);
67                 }
68         return '1 0 0' * BIT(a);
69 }
70 #ifdef SVQC
71         void WriteWepSet(float dst, WepSet w)
72         {
73                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75                 else WriteInt24_t(dst, w.x);
76         }
77 #endif
78 #ifdef CSQC
79         WepSet WepSet_GetFromStat()
80         {
81                 return STAT(WEAPONS);
82         }
83         WepSet WepSet_GetFromStat_InMap()
84         {
85                 return STAT(WEAPONSINMAP);
86         }
87         WepSet ReadWepSet()
88         {
89                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91                 return ReadInt24_t() * '1 0 0';
92         }
93 #endif
94
95 string W_FixWeaponOrder(string order, float complete)
96 {
97         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
98 }
99 string W_NameWeaponOrder_MapFunc(string s)
100 {
101         int i = stof(s);
102         if (s == "0" || i)
103         {
104                 entity wi = REGISTRY_GET(Weapons, i);
105                 if (wi != WEP_Null) return wi.netname;
106         }
107         return s;
108 }
109
110 string W_NameWeaponOrder(string order)
111 {
112         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
113 }
114 string W_NumberWeaponOrder_MapFunc(string s)
115 {
116         if (s == "0" || stof(s)) return s;
117         FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
118         return s;
119 }
120 string W_NumberWeaponOrder(string order)
121 {
122         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
123 }
124
125 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
126 string W_FixWeaponOrder_BuildImpulseList_order;
127 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
128 {
129         float h;
130         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
131         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
132         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
133 }
134 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
135 {
136         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
137         Weapon e1 = REGISTRY_GET(Weapons, si);
138         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
139         Weapon e2 = REGISTRY_GET(Weapons, sj);
140         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
141         if (d != 0) return -d;  // high impulse first!
142         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
143         return strstrofs(s, sprintf(" %d ", si), 0)
144                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
145 }
146 string W_FixWeaponOrder_BuildImpulseList(string o)
147 {
148         int i;
149         W_FixWeaponOrder_BuildImpulseList_order = o;
150         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
151                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
152         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
153                 NULL);
154         o = "";
155         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
156                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
157         W_FixWeaponOrder_BuildImpulseList_order = string_null;
158         return substring(o, 1, -1);
159 }
160
161 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
162 {
163         return W_FixWeaponOrder(order, 0);
164 }
165
166 string W_FixWeaponOrder_ForceComplete(string order)
167 {
168         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
169         return W_FixWeaponOrder(order, 1);
170 }
171
172 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
173 {
174         WepSet result = '0 0 0';
175         for (int j = 0; j < n; ++j)
176         {
177                 RandomSelection_Init();
178                 FOREACH(Weapons, it != WEP_Null, {
179                         if (remaining & (it.m_wepset))
180                                 RandomSelection_AddEnt(it, 1, 1);
181                 });
182                 Weapon w = RandomSelection_chosen_ent;
183                 result |= WepSet_FromWeapon(w);
184                 remaining &= ~WepSet_FromWeapon(w);
185         }
186         return result;
187 }
188
189 // TODO: registry handles for below functions
190 string GetAmmoPicture(Resource ammotype)
191 {
192         switch (ammotype)
193         {
194                 case RES_SHELLS:  return ITEM_Shells.m_icon;
195                 case RES_BULLETS: return ITEM_Bullets.m_icon;
196                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
197                 case RES_CELLS:   return ITEM_Cells.m_icon;
198                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
199                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
200                 default: return "";  // wtf, no ammo type?
201         }
202 }
203
204 string GetAmmoName(Resource ammotype)
205 {
206         switch (ammotype)
207         {
208                 case RES_SHELLS:  return ITEM_Shells.m_name;
209                 case RES_BULLETS: return ITEM_Bullets.m_name;
210                 case RES_ROCKETS: return ITEM_Rockets.m_name;
211                 case RES_CELLS:   return ITEM_Cells.m_name;
212                 case RES_PLASMA:  return ITEM_Plasma.m_name;
213                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
214                 default:          return "batteries";
215         }
216 }
217
218 entity GetAmmoItem(Resource ammotype)
219 {
220         switch (ammotype)
221         {
222                 case RES_SHELLS:  return ITEM_Shells;
223                 case RES_BULLETS: return ITEM_Bullets;
224                 case RES_ROCKETS: return ITEM_Rockets;
225                 case RES_CELLS:   return ITEM_Cells;
226                 case RES_PLASMA:  return ITEM_Plasma;
227                 case RES_FUEL:    return ITEM_JetpackFuel;
228         }
229         LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
230         return NULL;
231         // WEAPONTODO: use this generic func to reduce duplication ?
232         // GetAmmoPicture  GetAmmoName  notif_arg_item_wepammo  ammo_pickupevalfunc ?
233 }
234
235 #ifdef CSQC
236 int GetAmmoStat(Resource ammotype)
237 {
238         switch (ammotype)
239         {
240                 case RES_SHELLS: return STAT_SHELLS;
241                 case RES_BULLETS: return STAT_NAILS;
242                 case RES_ROCKETS: return STAT_ROCKETS;
243                 case RES_CELLS: return STAT_CELLS;
244                 case RES_PLASMA: return STAT_PLASMA.m_id;
245                 case RES_FUEL: return STAT_FUEL.m_id;
246                 default: return -1;
247         }
248 }
249 #endif
250
251 string W_Sound(string w_snd)
252 {
253         string output = strcat("weapons/", w_snd);
254         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
255         return M_ARGV(1, string);
256 }
257
258 string W_Model(string w_mdl)
259 {
260         string output = strcat("models/weapons/", w_mdl);
261         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
262         return M_ARGV(1, string);
263 }
264
265 #ifdef GAMEQC
266 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
267 {
268         switch (algn)
269         {
270                 default:
271                 case 3:
272                         // right alignment
273                         break;
274                 case 4:
275                         // left
276                         vecs.y = -vecs.y;
277                         break;
278                 case 1:
279                 case 2:
280                         // center
281                         vecs.y = 0;
282                         vecs.z -= 2;
283                         break;
284         }
285         return vecs;
286 }
287
288 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
289 {
290         string s;
291         if (visual)
292         {
293                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
294         }
295         else if (STAT(SHOOTFROMEYE))
296         {
297                 vecs.y = vecs.z = 0;
298         }
299         else if (STAT(SHOOTFROMCENTER))
300         {
301                 vecs.y = 0;
302                 vecs.z -= 2;
303         }
304         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
305         {
306                 vector v = stov(s);
307                 if (y_is_right) v.y = -v.y;
308                 if (v.x != 0) vecs.x = v.x;
309                 vecs.y = v.y;
310                 vecs.z = v.z;
311         }
312         else  // just do the same as top
313         {
314                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
315         }
316
317         return vecs;
318 }
319
320
321 /**
322  * supported formats:
323  *
324  * 1. simple animated model, muzzle flash handling on h_ model:
325  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
326  *      tags:
327  *        shot = muzzle end (shot origin, also used for muzzle flashes)
328  *        shell = casings ejection point (must be on the right hand side of the gun)
329  *        weapon = attachment for v_tuba.md3
330  *    v_tuba.md3 - first and third person model
331  *    g_tuba.md3 - pickup model
332  *
333  * 2. simple animated model, muzzle flash handling on v_ model:
334  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
335  *      tags:
336  *        weapon = attachment for v_tuba.md3
337  *    v_tuba.md3 - first and third person model
338  *      tags:
339  *        shot = muzzle end (shot origin, also used for muzzle flashes)
340  *        shell = casings ejection point (must be on the right hand side of the gun)
341  *    g_tuba.md3 - pickup model
342  *
343  * 3. fully animated model, muzzle flash handling on h_ model:
344  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
345  *      tags:
346  *        shot = muzzle end (shot origin, also used for muzzle flashes)
347  *        shell = casings ejection point (must be on the right hand side of the gun)
348  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
349  *    v_tuba.md3 - third person model
350  *    g_tuba.md3 - pickup model
351  *
352  * 4. fully animated model, muzzle flash handling on v_ model:
353  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
354  *      tags:
355  *        shot = muzzle end (shot origin)
356  *        shell = casings ejection point (must be on the right hand side of the gun)
357  *    v_tuba.md3 - third person model
358  *      tags:
359  *        shot = muzzle end (for muzzle flashes)
360  *    g_tuba.md3 - pickup model
361  *
362  * writes:
363  *   this.origin, this.angles
364  *   this.weaponchild
365  *   this.movedir, this.view_ofs, this.movedir_aligned
366  *   this.spawnorigin (SVQC only)
367  *   attachment stuff
368  *   anim stuff
369  * to free:
370  *   call again with ""
371  *   remove the ent
372  */
373 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
374 {
375         if (name == "")
376         {
377                 vector oldmin = this.mins, oldmax = this.maxs;
378                 setmodel(this, MDL_Null);
379                 setsize(this, oldmin, oldmax);
380                 if (this.weaponchild) delete(this.weaponchild);
381                 this.weaponchild = NULL;
382                 this.movedir = '0 0 0';
383 #ifdef SVQC
384                 this.spawnorigin = '0 0 0';
385 #endif
386                 this.oldorigin = '0 0 0';
387                 this.anim_fire1  = '0 1 0.01';
388                 this.anim_fire2  = '0 1 0.01';
389                 this.anim_idle   = '0 1 0.01';
390                 this.anim_reload = '0 1 0.01';
391         }
392         else
393         {
394                 // if there is a child entity, hide it until we're sure we use it
395                 if (this.weaponchild) this.weaponchild.model = "";
396                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
397                 int v_shot_idx;  // used later
398                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
399
400                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
401                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
402                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
403                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
404                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
405                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
406
407                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
408                 // if we don't, this is a "real" animated model
409                 string t;
410                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
411                 {
412                         if (!this.weaponchild)
413                         {
414                                 this.weaponchild = new(weaponchild);
415 #ifdef CSQC
416                                 this.weaponchild.drawmask = MASK_NORMAL;
417                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
418 #endif
419                         }
420                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
421                         setsize(this.weaponchild, '0 0 0', '0 0 0');
422                         setattachment(this.weaponchild, this, t);
423                 }
424                 else
425                 {
426                         if (this.weaponchild) delete(this.weaponchild);
427                         this.weaponchild = NULL;
428                 }
429
430                 setsize(this, '0 0 0', '0 0 0');
431                 setorigin(this, '0 0 0');
432                 this.angles = '0 0 0';
433                 this.frame = 0;
434 #ifdef SVQC
435                 this.viewmodelforclient = NULL;
436 #else
437                 this.renderflags &= ~RF_VIEWMODEL;
438 #endif
439                 if (v_shot_idx)  // v_ model attached to invisible h_ model
440                 {
441                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
442                 }
443                 else
444                 {
445                         int idx;
446                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
447                         {
448                                 this.movedir = gettaginfo(this, idx);
449                         }
450                         else
451                         {
452                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
453                                         this.model);
454                                 this.movedir = '0 0 0';
455                         }
456                 }
457 #ifdef SVQC
458                 {
459                         int idx = 0;
460                         // v_ model attached to invisible h_ model
461                         if (this.weaponchild
462                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
463                         {
464                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
465                         }
466                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
467                         {
468                                 this.spawnorigin = gettaginfo(this, idx);
469                         }
470                         else
471                         {
472                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
473                                         this.model);
474                                 this.spawnorigin = this.movedir;
475                         }
476                 }
477 #endif
478                 if (v_shot_idx)
479                 {
480                         this.oldorigin = '0 0 0';  // use regular attachment
481                 }
482                 else
483                 {
484                         int idx;
485                         if (this.weaponchild)
486                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
487                         else
488                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
489                         if (idx)
490                         {
491                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
492                         }
493                         else
494                         {
495                                 LOG_WARNF(
496                                         "weapon model %s does not support the 'handle' tag "
497                                         "and neither does the v_ model support the 'shot' tag, "
498                                         "will display muzzle flashes TOTALLY wrong\n",
499                                         this.model);
500                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
501                         }
502                 }
503
504 #ifdef SVQC
505                 this.viewmodelforclient = this.owner;
506 #else
507                 this.renderflags |= RF_VIEWMODEL;
508 #endif
509         }
510
511         this.view_ofs = '0 0 0';
512         this.movedir_aligned = this.movedir;
513
514         if (this.movedir.x >= 0)
515         {
516                 //int algn = STAT(GUNALIGN, this.owner);
517                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
518         #ifdef SVQC
519                 this.m_gunalign = algn;
520         #endif
521                 vector v = this.movedir;
522                 this.movedir = shotorg_adjust(v, false, false, algn);
523                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
524                 this.view_ofs = this.movedir_aligned - v;
525         }
526
527         // shotorg_adjust can give negative .x from shootfromfixedorigin
528         // recheck .x here due to it
529         if (this.movedir.x >= 0)
530         {
531                 int compressed_shotorg = compressShotOrigin(this.movedir);
532                 // make them match perfectly
533         #ifdef SVQC
534                 // null during init
535                 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
536         #endif
537                 this.movedir = decompressShotOrigin(compressed_shotorg);
538         }
539         else
540         {
541                 // don't support negative x shotorgs
542                 this.movedir = '0 0 0';
543
544                 // reset _aligned here too even though as a side effect
545                 // g_shootfromfixedorigin can make it reset
546                 // it'd be only slightly better if it was checked individually
547                 this.movedir_aligned = '0 0 0';
548
549         #ifdef SVQC
550                 // null during init
551                 if (this.owner) STAT(SHOTORG, this.owner) = 0;
552         #endif
553         }
554
555 #ifdef SVQC
556         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
557 #endif
558
559         // check if an instant weapon switch occurred
560         setorigin(this, this.view_ofs);
561         if (!_anim) return;
562         // reset animstate now
563         this.wframe = WFRAME_IDLE;
564         setanim(this, this.anim_idle, true, false, true);
565 }
566 #endif
567
568 #ifdef GAMEQC
569
570 REGISTER_NET_TEMP(wframe)
571 #ifdef CSQC
572 NET_HANDLE(wframe, bool isNew)
573 {
574         WFRAME fr = ReadByte();
575         float t = ReadFloat();
576         int slot = ReadByte();
577         bool restartanim = ReadByte();
578         entity wepent = viewmodels[slot];
579         if(fr == WFRAME_IDLE)
580                 wepent.animstate_looping = false; // we don't need to enforce idle animation
581         else
582         {
583                 vector a = '0 0 0';
584                 switch(fr)
585                 {
586                         default:
587                         case WFRAME_IDLE: a = wepent.anim_idle; break;
588                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
589                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
590                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
591                 }
592                 a.z *= t;
593                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
594         }
595         wepent.state = ReadByte();
596         wepent.weapon_nextthink = ReadFloat();
597         switch (wepent.state)
598         {
599                 case WS_RAISE:
600                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
601                         break;
602                 case WS_DROP:
603                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
604                         break;
605                 default:
606                         wepent.weapon_switchdelay = 0;
607                         break;
608         }
609         return true;
610 }
611 #endif
612
613 #ifdef SVQC
614 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
615 {
616         if (!IS_REAL_CLIENT(actor)) return;
617         int channel = MSG_ONE;
618         msg_entity = actor;
619         WriteHeader(channel, wframe);
620         WriteByte(channel, wepframe);
621         WriteFloat(channel, attackrate);
622         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
623         WriteByte(channel, restartanim);
624         WriteByte(channel, weaponentity.state);
625         WriteFloat(channel, weaponentity.weapon_nextthink);
626 }
627 #endif
628
629 REGISTER_NET_C2S(w_whereis)
630 #ifdef SVQC
631 void Weapon_whereis(Weapon this, entity cl);
632 NET_HANDLE(w_whereis, bool)
633 {
634         Weapon wpn = ReadRegistered(Weapons);
635         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
636         return true;
637 }
638 #else
639 void w_whereis(Weapon this)
640 {
641         int channel = MSG_C2S;
642         WriteHeader(channel, w_whereis);
643         WriteRegistered(Weapons, channel, this);
644 }
645 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
646 {
647         switch (request)
648         {
649                 case CMD_REQUEST_COMMAND:
650                 {
651                         string s = argv(1);
652                         if (s == "all")
653                         {
654                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
655                                 return;
656                         }
657                         if (s == "unowned")
658                         {
659                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
660                                 return;
661                         }
662                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
663                         {
664                                 w_whereis(it);
665                                 return;
666                         });
667                 }
668                 default:
669                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
670                 case CMD_REQUEST_USAGE:
671                 {
672                         LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
673                         LOG_HELP("  Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
674                         return;
675                 }
676         }
677 }
678 #endif
679
680 #ifdef SVQC
681 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
682 {
683         flash.owner = actor;
684         flash.angles_z = random() * 360;
685
686         entity view = actor.(weaponentity);
687         entity exterior = actor.exteriorweaponentity;
688
689         if (view.oldorigin.x > 0)
690         {
691                 setattachment(flash, exterior, "");
692                 setorigin(flash, view.oldorigin + offset);
693         }
694         else
695         {
696                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
697                 else setattachment(flash, exterior, "tag_shot");
698                 setorigin(flash, offset);
699         }
700 }
701 #elif defined(CSQC)
702 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
703 {
704         flash.owner = wepent;
705         flash.angles_z = random() * 360;
706
707         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
708         else setattachment(flash, wepent, "tag_shot");
709         setorigin(flash, offset);
710 }
711 #endif
712
713 void W_MuzzleFlash_Model_Think(entity this)
714 {
715         this.frame += 2;
716         this.scale *= 0.5;
717         this.alpha -= 0.25;
718         this.nextthink = time + 0.05;
719
720         if(this.alpha <= 0)
721         {
722                 setthink(this, SUB_Remove);
723                 this.nextthink = time;
724                 this.realowner.muzzle_flash = NULL;
725                 return;
726         }
727 }
728
729 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
730 {
731         if(wepent.muzzle_flash == NULL)
732                 wepent.muzzle_flash = spawn();
733
734         entity flash = wepent.muzzle_flash;
735         setmodel(flash, muzzlemodel); // precision set below
736
737         flash.scale = 0.75;
738         setthink(flash, W_MuzzleFlash_Model_Think);
739         flash.nextthink = time + 0.02;
740         flash.frame = 2;
741         flash.alpha = 0.75;
742         flash.angles_z = random() * 180;
743         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
744         flash.owner = flash.realowner = wepent;
745
746 #ifdef CSQC
747         flash.drawmask = MASK_NORMAL;
748 #endif
749 }
750
751 REGISTER_NET_TEMP(w_muzzleflash)
752
753 #ifdef SVQC
754 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
755 {
756         // don't show an exterior muzzle effect for the off-hand
757         if(weaponslot(weaponentity) == 0)
758         {
759                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
760
761                 if(thiswep.m_muzzlemodel != MDL_Null)
762                 {
763                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
764                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
765                 }
766         }
767
768         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
769         {
770                 if(!IS_REAL_CLIENT(it))
771                         continue;
772                 int channel = MSG_ONE;
773                 msg_entity = it;
774                 WriteHeader(channel, w_muzzleflash);
775                 WriteByte(channel, thiswep.m_id);
776                 WriteByte(channel, weaponslot(weaponentity));
777                 WriteVector(channel, shotorg);
778         });
779 }
780 #elif defined(CSQC)
781 NET_HANDLE(w_muzzleflash, bool isNew)
782 {
783         return = true;
784         int weapon_id = ReadByte();
785         int slot = ReadByte();
786         vector sv_shotorg = ReadVector();
787
788         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
789         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
790         vector forward, right, up;
791         MAKE_VECTORS(viewangles, forward, right, up);
792
793         if(autocvar_chase_active)
794         {
795                 // in third person mode, show the muzzle flash from the server side weapon position
796                 // we don't have a view model to reference in this case
797                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
798                 return;
799         }
800         if(!autocvar_r_drawviewmodel) return;
801
802         entity wepent = viewmodels[slot];
803         // get the local player entity to calculate shot origin
804         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
805         if(!rlplayer)
806                 rlplayer = csqcplayer; // fall back to the global
807
808         vector md = wepent.movedir_aligned;
809         vector dv = forward * md.x + right * -md.y + up * md.z;
810         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
811
812         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
813
814         if(thiswep.m_muzzlemodel != MDL_Null)
815         {
816                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
817                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
818         }
819 }
820 #endif
821
822
823 #endif
824
825 #endif
826
827 #ifdef SVQC
828 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
829 {
830         string o = W_FixWeaponOrder_ForceComplete(wo);
831         strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
832         return o;
833 }
834 #endif
835
836 #ifdef CSQC
837 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
838 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
839 #endif
840
841 #ifdef GAMEQC
842 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
843 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
844 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
845 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
846 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
847 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
848 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
849 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
850 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
852 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
853 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
854 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
855 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
856 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
857 #endif