2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
44 // VorteX: static frame globals
45 float WFRAME_DONTCHANGE = -1;
46 float WFRAME_FIRE1 = 0;
47 float WFRAME_FIRE2 = 1;
48 float WFRAME_IDLE = 2;
49 float WFRAME_RELOAD = 3;
52 void(float fr, float t, void() func) weapon_thinkf;
54 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
57 ret_x = screenright * v;
59 ret_z = screenforward * v;
63 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
66 vector mi, ma, thisv, myv, ret;
68 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
70 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
72 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
75 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
76 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
77 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
78 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
81 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
82 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
83 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
92 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
93 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
94 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
95 ret_z = thisv_z - myv_z;
99 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
105 if(player.hitplotfh >= 0)
107 lag = ANTILAG_LATENCY(player);
110 if(clienttype(player) != CLIENTTYPE_REAL)
111 lag = 0; // only antilag for clients
113 org = player.origin + player.view_ofs;
114 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
115 if(trace_ent.flags & FL_CLIENT)
117 antilag_takeback(trace_ent, time - lag);
118 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
119 antilag_restore(trace_ent);
120 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
121 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
130 // this function calculates w_shotorg and w_shotdir based on the weapon model
131 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
132 // make sure you call makevectors first (FIXME?)
133 .float prevstrengthsound;
134 .float prevstrengthsoundattempt;
135 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
137 float nudge = 1; // added to traceline target and subtracted from result
138 local float oldsolid;
140 oldsolid = ent.dphitcontentsmask;
141 if(ent.weapon == WEP_CAMPINGRIFLE)
142 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
144 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
147 // passing world, because we do NOT want it to touch dphitcontentsmask
149 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
150 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
156 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
162 if not(inWarmupStage) {
164 w = get_weaponinfo(ent.weapon);
165 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
166 ent.stats_fired[ent.weapon - 1] += maxdamage;
167 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
171 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
173 if(ent.weaponentity.movedir_x > 0)
174 vecs = ent.weaponentity.movedir;
177 if(debug_shotorg != '0 0 0')
178 vecs = debug_shotorg;
180 dv = v_right * -vecs_y + v_up * vecs_z;
181 w_shotorg = ent.origin + ent.view_ofs + dv;
183 // now move the shotorg forward as much as requested if possible
186 if(ent.antilag_debug)
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
189 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
192 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
193 w_shotorg = trace_endpos - v_forward * nudge;
194 // calculate the shotdir from the chosen shotorg
195 w_shotdir = normalize(w_shotend - w_shotorg);
198 if (!ent.cvar_cl_noantilag)
200 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
202 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
203 if (!trace_ent.takedamage)
205 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
206 if (trace_ent.takedamage && trace_ent.classname == "player")
210 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
212 w_shotdir = normalize(trace_ent.origin - w_shotorg);
216 else if(cvar("g_antilag") == 3) // client side hitscan
218 // this part MUST use prydon cursor
219 if (ent.cursor_trace_ent) // client was aiming at someone
220 if (ent.cursor_trace_ent != ent) // just to make sure
221 if (ent.cursor_trace_ent.takedamage) // and that person is killable
222 if (ent.cursor_trace_ent.classname == "player") // and actually a player
224 // verify that the shot would miss without antilag
225 // (avoids an issue where guns would always shoot at their origin)
226 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
227 if (!trace_ent.takedamage)
229 // verify that the shot would hit if altered
230 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
231 if (trace_ent == ent.cursor_trace_ent)
232 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
234 print("antilag fail\n");
240 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
243 ent.punchangle_x = recoil * -1;
247 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
250 if(ent.items & IT_STRENGTH)
253 (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
255 (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
256 ) // prevent insane sound spam
258 sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
259 ent.prevstrengthsound = time;
261 ent.prevstrengthsoundattempt = time;
263 // nudge w_shotend so a trace to w_shotend hits
264 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
267 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
268 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
269 #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)
270 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
271 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
273 void LaserTarget_Think()
280 // list of weapons that will use the laser, and the options that enable it
281 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
284 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
289 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
292 // rocket launcher isn't selected, so no laser target.
293 if(self.lasertarget != world)
295 remove(self.lasertarget);
296 self.lasertarget = world;
301 if(!self.lasertarget)
303 // we don't have a lasertarget entity, so spawn one
304 //bprint("create laser target\n");
305 e = self.lasertarget = spawn();
306 e.owner = self.owner; // Its owner is my owner
307 e.classname = "laser_target";
308 e.movetype = MOVETYPE_NOCLIP; // don't touch things
309 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
310 e.scale = 1.25; // make it larger
311 e.alpha = 0.25; // transparency
312 e.colormod = '255 0 0' * (1/255) * 8; // change colors
313 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
314 // make it dynamically glow
315 // you should avoid over-using this, as it can slow down the player's computer.
316 e.glow_color = 251; // red color
320 e = self.lasertarget;
322 // move the laser dot to where the player is looking
324 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
325 offset = '0 0 26' + v_right*3;
326 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
327 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
328 if(trace_plane_normal != '0 0 0')
329 e.angles = vectoangles(trace_plane_normal);
331 e.angles = vectoangles(v_forward);
334 float CL_Weaponentity_CustomizeEntityForClient()
336 self.viewmodelforclient = self.owner;
337 if(other.classname == "spectator")
338 if(other.enemy == self.owner)
339 self.viewmodelforclient = other;
343 float qcweaponanimation;
344 vector weapon_offset = '0 -10 0';
345 vector weapon_adjust = '10 0 -15';
346 .vector weapon_morph0origin;
347 .vector weapon_morph0angles;
348 .float weapon_morph0time;
349 .vector weapon_morph1origin;
350 .vector weapon_morph1angles;
351 .float weapon_morph1time;
352 .vector weapon_morph2origin;
353 .vector weapon_morph2angles;
354 .float weapon_morph2time;
355 .vector weapon_morph3origin;
356 .vector weapon_morph3angles;
357 .float weapon_morph3time;
358 .vector weapon_morph4origin;
359 .vector weapon_morph4angles;
360 .float weapon_morph4time;
362 #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)
367 * 1. simple animated model, muzzle flash handling on h_ model:
368 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
370 * shot = muzzle end (shot origin, also used for muzzle flashes)
371 * shell = casings ejection point (must be on the right hand side of the gun)
372 * weapon = attachment for v_tuba.md3
373 * v_tuba.md3 - first and third person model
374 * g_tuba.md3 - pickup model
376 * 2. simple animated model, muzzle flash handling on v_ model:
377 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
379 * weapon = attachment for v_tuba.md3
380 * v_tuba.md3 - first and third person model
382 * shot = muzzle end (shot origin, also used for muzzle flashes)
383 * shell = casings ejection point (must be on the right hand side of the gun)
384 * g_tuba.md3 - pickup model
386 * 3. fully animated model, muzzle flash handling on h_ model:
387 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
389 * shot = muzzle end (shot origin, also used for muzzle flashes)
390 * shell = casings ejection point (must be on the right hand side of the gun)
391 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
392 * v_tuba.md3 - third person model
393 * g_tuba.md3 - pickup model
395 * 4. fully animated model, muzzle flash handling on v_ model:
396 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
398 * shot = muzzle end (shot origin)
399 * shell = casings ejection point (must be on the right hand side of the gun)
400 * v_tuba.md3 - third person model
402 * shot = muzzle end (for muzzle flashes)
403 * g_tuba.md3 - pickup model
407 // self.origin, self.angles
409 // self.movedir, self.view_ofs
413 // call again with ""
415 void CL_WeaponEntity_SetModel(string name)
422 // if there is a child entity, hide it until we're sure we use it
423 if (self.weaponentity)
424 self.weaponentity.model = "";
425 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
426 v_shot_idx = gettagindex(self, "shot"); // used later
428 v_shot_idx = gettagindex(self, "tag_shot");
430 if(qcweaponanimation)
432 self.angles = '0 0 0';
433 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
434 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
435 self.movedir_x += 32;
436 self.spawnorigin = self.movedir;
437 // oldorigin - not calculated here
441 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
442 animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
443 animfile = fopen(animfilename, FILE_READ);
444 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
445 self.anim_fire1 = '0 1 0.01';
446 self.anim_fire2 = '1 1 0.01';
447 self.anim_idle = '2 1 0.01';
448 self.anim_reload = '3 1 0.01';
451 animparseerror = FALSE;
452 self.anim_fire1 = animparseline(animfile);
453 self.anim_fire2 = animparseline(animfile);
454 self.anim_idle = animparseline(animfile);
455 self.anim_reload = animparseline(animfile);
458 print("Parse error in ", animfilename, ", some player animations are broken\n");
461 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
462 // if we don't, this is a "real" animated model
463 if(gettagindex(self, "weapon"))
465 if (!self.weaponentity)
466 self.weaponentity = spawn();
467 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
468 setattachment(self.weaponentity, self, "weapon");
470 else if(gettagindex(self, "tag_weapon"))
472 if (!self.weaponentity)
473 self.weaponentity = spawn();
474 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
475 setattachment(self.weaponentity, self, "tag_weapon");
479 if(self.weaponentity)
480 remove(self.weaponentity);
481 self.weaponentity = world;
484 setorigin(self,'0 0 0');
485 self.angles = '0 0 0';
487 self.viewmodelforclient = world;
491 if(v_shot_idx) // v_ model attached to invisible h_ model
493 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
497 idx = gettagindex(self, "shot");
499 idx = gettagindex(self, "tag_shot");
501 self.movedir = gettaginfo(self, idx);
504 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
505 self.movedir = '0 0 0';
509 if(self.weaponentity) // v_ model attached to invisible h_ model
511 idx = gettagindex(self.weaponentity, "shell");
513 idx = gettagindex(self.weaponentity, "tag_shell");
515 self.spawnorigin = gettaginfo(self.weaponentity, idx);
521 idx = gettagindex(self, "shell");
523 idx = gettagindex(self, "tag_shell");
525 self.spawnorigin = gettaginfo(self, idx);
528 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
529 self.spawnorigin = self.movedir;
535 self.oldorigin = '0 0 0'; // use regular attachment
539 if(self.weaponentity)
541 idx = gettagindex(self, "weapon");
543 idx = gettagindex(self, "tag_weapon");
547 idx = gettagindex(self, "handle");
549 idx = gettagindex(self, "tag_handle");
553 self.oldorigin = self.movedir - gettaginfo(self, idx);
557 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");
558 self.oldorigin = '0 0 0'; // there is no way to recover from this
562 self.viewmodelforclient = self.owner;
568 if(self.weaponentity)
569 remove(self.weaponentity);
570 self.weaponentity = world;
571 self.movedir = '0 0 0';
572 self.spawnorigin = '0 0 0';
573 self.oldorigin = '0 0 0';
574 self.anim_fire1 = '0 1 0.01';
575 self.anim_fire2 = '0 1 0.01';
576 self.anim_idle = '0 1 0.01';
577 self.anim_reload = '0 1 0.01';
580 self.view_ofs = '0 0 0';
582 if(self.movedir_x >= 0)
586 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
587 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
589 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
590 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
592 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
594 // check if an instant weapon switch occurred
595 if (qcweaponanimation)
597 if (self.state == WS_READY)
599 self.angles = '0 0 0';
600 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
601 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
605 setorigin(self, self.view_ofs);
606 // reset animstate now
607 self.wframe = WFRAME_IDLE;
608 self.weapon_morph0time = 0;
609 self.weapon_morph1time = 0;
610 self.weapon_morph2time = 0;
611 self.weapon_morph3time = 0;
612 self.weapon_morph4time = 0;
613 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
616 vector CL_Weapon_GetShotOrg(float wpn)
620 wi = get_weaponinfo(wpn);
623 CL_WeaponEntity_SetModel(wi.mdl);
625 CL_WeaponEntity_SetModel("");
631 void CL_Weaponentity_Think()
634 self.nextthink = time;
635 if (intermission_running)
636 self.frame = self.anim_idle_x;
637 if (self.owner.weaponentity != self)
639 if (self.weaponentity)
640 remove(self.weaponentity);
644 if (self.owner.deadflag != DEAD_NO)
647 if (self.weaponentity)
648 self.weaponentity.model = "";
651 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
653 self.cnt = self.owner.weapon;
654 self.dmg = self.owner.modelindex;
655 self.deadflag = self.owner.deadflag;
657 CL_WeaponEntity_SetModel(self.owner.weaponname);
660 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
661 self.effects = self.owner.effects & EFMASK_CHEAP;
662 self.effects &~= EF_LOWPRECISION;
663 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
664 self.effects &~= EF_TELEPORT_BIT;
665 self.effects &~= EF_RESTARTANIM_BIT;
668 if(self.owner.alpha == default_player_alpha)
669 self.alpha = default_weapon_alpha;
670 else if(self.owner.alpha != 0)
671 self.alpha = self.owner.alpha;
675 self.colormap = self.owner.colormap;
676 if (self.weaponentity)
678 self.weaponentity.effects = self.effects;
679 self.weaponentity.alpha = self.alpha;
680 self.weaponentity.colormap = self.colormap;
683 self.angles = '0 0 0';
686 if (self.state == WS_RAISE && !intermission_running)
688 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
689 self.angles_x = -90 * f * f;
690 if (qcweaponanimation)
692 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
693 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
696 else if (self.state == WS_DROP && !intermission_running)
698 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
699 self.angles_x = -90 * f * f;
700 if (qcweaponanimation)
702 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
703 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
706 else if (self.state == WS_CLEAR)
709 self.angles_x = -90 * f * f;
710 if (qcweaponanimation)
712 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
713 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
716 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
718 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
719 f = 1 - pow(1 - f, 3);
720 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
721 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
723 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
725 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
726 f = 1 - pow(1 - f, 3);
727 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
728 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
730 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
732 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
733 f = 1 - pow(1 - f, 3);
734 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
735 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
737 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
739 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
740 f = 1 - pow(1 - f, 3);
741 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
742 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
744 else if (qcweaponanimation)
746 // begin a new idle morph
747 self.owner.weapon_morph0time = time;
748 self.owner.weapon_morph0angles = self.angles;
749 self.owner.weapon_morph0origin = self.origin;
757 // turn gun to the left to look at it
759 self.owner.weapon_morph1time = time + t * 0.2;
760 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
761 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');
762 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
764 self.owner.weapon_morph2time = time + t * 0.6;
765 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
766 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');
767 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
769 self.owner.weapon_morph3time = time + t;
770 self.owner.weapon_morph3angles = '0 0 0';
771 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');
772 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
776 // raise the gun a bit
778 self.owner.weapon_morph1time = time + t * 0.2;
779 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
780 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');
781 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
783 self.owner.weapon_morph2time = time + t * 0.5;
784 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
785 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');
786 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
788 self.owner.weapon_morph3time = time + t;
789 self.owner.weapon_morph3angles = '0 0 0';
790 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');
791 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
797 self.owner.weapon_morph1time = time + t * 0.3;
798 self.owner.weapon_morph1angles = randomvec() * 6;
799 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');
800 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
802 self.owner.weapon_morph2time = time + t * 0.7;
803 self.owner.weapon_morph2angles = randomvec() * 6;
804 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');
805 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
807 self.owner.weapon_morph3time = time + t;
808 self.owner.weapon_morph3angles = '0 0 0';
809 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');
810 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
814 // hold it mostly steady
815 t = random() * 6 + 4;
816 self.owner.weapon_morph1time = time + t * 0.2;
817 self.owner.weapon_morph1angles = randomvec() * 1;
818 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');
819 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
821 self.owner.weapon_morph2time = time + t * 0.5;
822 self.owner.weapon_morph2angles = randomvec() * 1;
823 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');
824 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
826 self.owner.weapon_morph3time = time + t * 0.7;
827 self.owner.weapon_morph3angles = randomvec() * 1;
828 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');
829 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
832 self.owner.weapon_morph4time = time + t;
833 self.owner.weapon_morph4angles = '0 0 0';
834 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');
835 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
839 // create or update the lasertarget entity
843 void CL_ExteriorWeaponentity_Think()
847 self.nextthink = time;
848 if (self.owner.exteriorweaponentity != self)
853 if (self.owner.deadflag != DEAD_NO)
858 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
860 self.cnt = self.owner.weapon;
861 self.dmg = self.owner.modelindex;
862 self.deadflag = self.owner.deadflag;
863 if (self.owner.weaponname != "")
864 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
868 if((tag_found = gettagindex(self.owner, "tag_weapon")))
870 self.tag_index = tag_found;
871 self.tag_entity = self.owner;
874 setattachment(self, self.owner, "bip01 r hand");
876 // if that didn't find a tag, hide the exterior weapon model
880 self.effects = self.owner.effects;
881 if(sv_pitch_min == sv_pitch_max)
882 self.effects |= EF_LOWPRECISION;
884 self.effects &~= EF_LOWPRECISION;
885 self.effects = self.effects & EFMASK_CHEAP; // eat performance
886 if(self.owner.alpha == default_player_alpha)
887 self.alpha = default_weapon_alpha;
888 else if(self.owner.alpha != 0)
889 self.alpha = self.owner.alpha;
893 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
897 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
899 ang_y = self.owner.v_angle_y;
901 var vector v = v_forward;
902 var float t = self.tag_entity.frame1time;
903 var float f = self.tag_entity.frame;
904 self.tag_entity.frame1time = time;
905 self.tag_entity.frame = self.tag_entity.anim_idle_x;
906 gettaginfo(self.tag_entity, self.tag_index);
907 self.tag_entity.frame1time = t;
908 self.tag_entity.frame = f;
909 // untransform v according to this coordinate space
914 self.angles = vectoangles(w);
918 ang_x = -/* don't ask */ang_x;
922 self.colormap = self.owner.colormap;
925 // spawning weaponentity for client
926 void CL_SpawnWeaponentity()
928 self.weaponentity = spawn();
929 self.weaponentity.classname = "weaponentity";
930 self.weaponentity.solid = SOLID_NOT;
931 self.weaponentity.owner = self;
932 setmodel(self.weaponentity, ""); // precision set when changed
933 setorigin(self.weaponentity, '0 0 0');
934 self.weaponentity.angles = '0 0 0';
935 self.weaponentity.viewmodelforclient = self;
936 self.weaponentity.flags = 0;
937 self.weaponentity.think = CL_Weaponentity_Think;
938 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
939 self.weaponentity.nextthink = time;
941 self.exteriorweaponentity = spawn();
942 self.exteriorweaponentity.classname = "exteriorweaponentity";
943 self.exteriorweaponentity.solid = SOLID_NOT;
944 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
945 self.exteriorweaponentity.owner = self;
946 setorigin(self.exteriorweaponentity, '0 0 0');
947 self.exteriorweaponentity.angles = '0 0 0';
948 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
949 self.exteriorweaponentity.nextthink = time;
952 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
955 WriteByte(MSG_ONE, SVC_TEMPENTITY);
956 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
957 WriteByte(MSG_ONE, wpn);
958 WriteString(MSG_ONE, wpnname);
959 WriteByte(MSG_ONE, type);
962 .float hasweapon_complain_spam;
964 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
966 local float weaponbit, f;
967 local entity oldself;
969 if(time < self.hasweapon_complain_spam)
972 self.hasweapon_complain_spam = time + 0.2;
974 if (wpn < WEP_FIRST || wpn > WEP_LAST)
977 sprint(self, "Invalid weapon\n");
980 weaponbit = W_WeaponBit(wpn);
981 if (cl.weapons & weaponbit)
985 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
993 f = weapon_action(wpn, WR_CHECKAMMO1);
994 f = f + weapon_action(wpn, WR_CHECKAMMO2);
996 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
998 if(wpn == WEP_MINE_LAYER)
999 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1007 if(clienttype(cl) == CLIENTTYPE_REAL)
1009 play2(cl, "weapons/unavailable.wav");
1010 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
1011 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
1021 // Report Proper Weapon Status / Modified Weapon Ownership Message
1022 if(weaponsInMap & weaponbit)
1024 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
1025 Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
1027 if(cvar("g_showweaponspawns"))
1032 e = get_weaponinfo(wpn);
1035 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
1037 if(e.classname == "droppedweapon")
1039 if not(e.flags & FL_ITEM)
1041 WaypointSprite_Spawn(
1054 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
1055 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
1058 play2(cl, "weapons/unavailable.wav");
1066 if (self.weapon != -1)
1068 if (self.weaponentity)
1070 self.weaponentity.state = WS_CLEAR;
1071 self.weaponentity.effects = 0;
1077 if (self.weaponentity)
1078 self.weaponentity.state = WS_READY;
1079 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
1082 // Setup weapon for client (after this raise frame will be launched)
1083 void weapon_setup(float windex)
1086 qcweaponanimation = cvar("sv_qcweaponanimation");
1087 e = get_weaponinfo(windex);
1088 self.items &~= IT_AMMO;
1089 self.items = self.items | e.items;
1091 // the two weapon entities will notice this has changed and update their models
1092 self.weapon = windex;
1093 self.weaponname = e.mdl;
1094 self.bulletcounter = 0;
1097 // perform weapon to attack (weaponstate and attack_finished check is here)
1098 void W_SwitchToOtherWeapon(entity pl)
1100 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
1102 w = W_WeaponBit(pl.weapon);
1104 ww = w_getbestweapon(pl);
1107 W_SwitchWeapon_Force(pl, ww);
1109 float weapon_prepareattack_checkammo(float secondary)
1111 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1112 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1114 // always keep the Mine Layer if we placed mines, so that we can detonate them
1116 if(self.weapon == WEP_MINE_LAYER)
1117 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
1120 if(self.weapon == self.switchweapon) // only play once BEFORE starting to switch weapons
1121 sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
1123 W_SwitchToOtherWeapon(self);
1128 .float race_penalty;
1129 float weapon_prepareattack_check(float secondary, float attacktime)
1131 if(!weapon_prepareattack_checkammo(secondary))
1134 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1135 //if all players readied up and the countdown is running
1136 if(time < game_starttime || time < self.race_penalty) {
1140 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1143 // do not even think about shooting if switching
1144 if(self.switchweapon != self.weapon)
1149 // don't fire if previous attack is not finished
1150 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
1152 // don't fire while changing weapon
1153 if (self.weaponentity.state != WS_READY)
1159 float weapon_prepareattack_do(float secondary, float attacktime)
1161 self.weaponentity.state = WS_INUSE;
1163 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1165 // if the weapon hasn't been firing continuously, reset the timer
1168 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1170 ATTACK_FINISHED(self) = time;
1171 //dprint("resetting attack finished to ", ftos(time), "\n");
1173 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1175 self.bulletcounter += 1;
1176 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1179 float weapon_prepareattack(float secondary, float attacktime)
1181 if(weapon_prepareattack_check(secondary, attacktime))
1183 weapon_prepareattack_do(secondary, attacktime);
1190 void weapon_thinkf(float fr, float t, void() func)
1196 if(fr == WFRAME_DONTCHANGE)
1198 fr = self.weaponentity.wframe;
1199 restartanim = FALSE;
1201 else if (fr == WFRAME_IDLE)
1202 restartanim = FALSE;
1210 if (self.weaponentity)
1212 self.weaponentity.wframe = fr;
1213 if (qcweaponanimation)
1215 if (fr != WFRAME_IDLE)
1217 self.weapon_morph0time = time;
1218 self.weapon_morph0angles = self.weaponentity.angles;
1219 self.weapon_morph0origin = self.weaponentity.origin;
1221 self.weapon_morph1angles = '0 0 0';
1222 self.weapon_morph1time = time + t;
1223 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1224 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1226 self.weapon_morph2angles = '0 0 0';
1227 self.weapon_morph2time = time + t;
1228 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1229 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1231 self.weapon_morph3angles = '0 0 0';
1232 self.weapon_morph3time = time + t;
1233 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1234 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1236 self.weapon_morph4angles = '0 0 0';
1237 self.weapon_morph4time = time + t;
1238 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1239 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1241 if (fr == WFRAME_FIRE1)
1243 self.weapon_morph1angles = '5 0 0';
1244 self.weapon_morph1time = time + t * 0.1;
1245 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1246 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1247 self.weapon_morph4time = time + t + 1; // delay idle effect
1249 else if (fr == WFRAME_FIRE2)
1251 self.weapon_morph1angles = '10 0 0';
1252 self.weapon_morph1time = time + t * 0.1;
1253 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1254 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1255 self.weapon_morph4time = time + t + 1; // delay idle effect
1257 else if (fr == WFRAME_RELOAD)
1259 self.weapon_morph1time = time + t * 0.05;
1260 self.weapon_morph1angles = '-10 40 0';
1261 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1262 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1264 self.weapon_morph2time = time + t * 0.15;
1265 self.weapon_morph2angles = '-10 40 5';
1266 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1267 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1269 self.weapon_morph3time = time + t * 0.25;
1270 self.weapon_morph3angles = '-10 40 0';
1271 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1272 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1278 if (fr == WFRAME_IDLE)
1279 a = self.weaponentity.anim_idle;
1280 else if (fr == WFRAME_FIRE1)
1281 a = self.weaponentity.anim_fire1;
1282 else if (fr == WFRAME_FIRE2)
1283 a = self.weaponentity.anim_fire2;
1284 else if (fr == WFRAME_RELOAD)
1285 a = self.weaponentity.anim_reload;
1286 a_z *= g_weaponratefactor;
1287 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1295 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1297 backtrace("Tried to override initial weapon think function - should this really happen?");
1300 t *= W_WeaponRateFactor();
1302 // VorteX: haste can be added here
1303 if (self.weapon_think == w_ready)
1305 self.weapon_nextthink = time;
1306 //dprint("started firing at ", ftos(time), "\n");
1308 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1310 self.weapon_nextthink = time;
1311 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1313 self.weapon_nextthink = self.weapon_nextthink + t;
1314 self.weapon_think = func;
1315 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1319 if (!self.crouch) // shoot anim stands up, this looks bad
1322 anim = self.anim_shoot;
1323 anim_z = anim_y / (t + sys_frametime);
1324 setanim(self, anim, FALSE, TRUE, TRUE);
1328 void weapon_boblayer1(float spd, vector org)
1330 // VorteX: haste can be added here
1333 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1341 mvelocity = mvelocity * g_weaponspeedfactor;
1343 mdirection = normalize(mvelocity);
1344 mspeed = vlen(mvelocity);
1346 nstyle = cvar("g_projectiles_newton_style");
1349 // absolute velocity
1350 outvelocity = mvelocity;
1352 else if(nstyle == 1)
1354 // true Newtonian projectiles
1355 outvelocity = pvelocity + mvelocity;
1357 else if(nstyle == 2)
1359 // true Newtonian projectiles with automatic aim adjustment
1361 // solve: |outspeed * mdirection - pvelocity| = mspeed
1362 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1363 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1367 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1368 // velocity without mdirection component > mspeed
1369 // fire at smallest possible mspeed that works?
1370 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1373 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1375 outspeed = solution_y; // the larger one
1378 //outspeed = 0; // slowest possible shot
1379 outspeed = solution_x; // the real part (that is, the average!)
1380 //dprint("impossible shot, adjusting\n");
1383 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1384 outvelocity = mdirection * outspeed;
1386 else if(nstyle == 3)
1388 // pseudo-Newtonian:
1389 outspeed = mspeed + mdirection * pvelocity;
1390 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1391 outvelocity = mdirection * outspeed;
1393 else if(nstyle == 4)
1396 outspeed = mspeed + vlen(pvelocity);
1397 outvelocity = mdirection * outspeed;
1400 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1405 void W_AttachToShotorg(entity flash, vector offset)
1409 flash.angles_z = random() * 360;
1410 if(qcweaponanimation)
1412 setorigin(flash, w_shotorg + w_shotdir * 50);
1413 flash.angles = vectoangles(w_shotdir);
1414 flash.angles_z = random() * 360;
1418 if(gettagindex(self.weaponentity, "shot"))
1419 setattachment(flash, self.weaponentity, "shot");
1421 setattachment(flash, self.weaponentity, "tag_shot");
1422 setorigin(flash, offset);
1425 copyentity(flash, xflash);
1427 flash.viewmodelforclient = self;
1429 if(self.weaponentity.oldorigin_x > 0)
1431 setattachment(xflash, self.exteriorweaponentity, "");
1432 setorigin(xflash, self.weaponentity.oldorigin + offset);
1436 if(gettagindex(self.exteriorweaponentity, "shot"))
1437 setattachment(xflash, self.exteriorweaponentity, "shot");
1439 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1440 setorigin(xflash, offset);
1445 vector cliptoplane(vector v, vector p)
1447 return v - (v * p) * p;
1450 vector solve_cubic_pq(float p, float q)
1453 D = q*q/4.0 + p*p*p/27.0;
1457 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1458 u = sqrt(-4.0/3.0 * p);
1459 // a in range 0..pi/3
1466 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1468 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1481 return '1 1 0' * v + '0 0 1' * u;
1483 return '0 1 1' * v + '1 0 0' * u;
1488 u = cbrt(-q/2.0 + sqrt(D));
1489 v = cbrt(-q/2.0 - sqrt(D));
1490 return '1 1 1' * (u + v);
1493 vector solve_cubic_abcd(float a, float b, float c, float d)
1499 p = (9*a*c - 3*b*b);
1500 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1501 v = solve_cubic_pq(p, q);
1502 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1504 v += '1 0 -1' * (v_z - v_x); // swap x, z
1508 vector findperpendicular(vector v)
1514 return normalize(cliptoplane(p, v));
1517 vector W_CalculateProjectileSpread(vector forward, float spread)
1523 spread *= g_weaponspreadfactor;
1526 sstyle = cvar("g_projectiles_spread_style");
1530 // this is the baseline for the spread value!
1531 // standard deviation: sqrt(2/5)
1532 // density function: sqrt(1-r^2)
1533 return forward + randomvec() * spread;
1535 else if(sstyle == 1)
1537 // same thing, basically
1538 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1540 else if(sstyle == 2)
1542 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1543 sigma = spread * 0.89442719099991587855; // match baseline stddev
1544 v1 = findperpendicular(forward);
1545 v2 = cross(forward, v1);
1546 // random point on unit circle
1547 dx = random() * 2 * M_PI;
1550 // radius in our dist function
1553 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1555 else if(sstyle == 3) // gauss 3d
1557 sigma = spread * 0.44721359549996; // match baseline stddev
1558 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1560 v1_x += gsl_ran_gaussian(sigma);
1561 v1_y += gsl_ran_gaussian(sigma);
1562 v1_z += gsl_ran_gaussian(sigma);
1565 else if(sstyle == 4) // gauss 2d
1567 sigma = spread * 0.44721359549996; // match baseline stddev
1568 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1569 v1_x = gsl_ran_gaussian(sigma);
1570 v1_y = gsl_ran_gaussian(sigma);
1571 v1_z = gsl_ran_gaussian(sigma);
1572 return normalize(forward + cliptoplane(v1, forward));
1574 else if(sstyle == 5) // 1-r
1576 sigma = spread * 1.154700538379252; // match baseline stddev
1577 v1 = findperpendicular(forward);
1578 v2 = cross(forward, v1);
1579 // random point on unit circle
1580 dx = random() * 2 * M_PI;
1583 // radius in our dist function
1585 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1586 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1588 else if(sstyle == 6) // 1-r^2
1590 sigma = spread * 1.095445115010332; // match baseline stddev
1591 v1 = findperpendicular(forward);
1592 v2 = cross(forward, v1);
1593 // random point on unit circle
1594 dx = random() * 2 * M_PI;
1597 // radius in our dist function
1601 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1603 else if(sstyle == 7) // (1-r) (2-r)
1605 sigma = spread * 1.224744871391589; // match baseline stddev
1606 v1 = findperpendicular(forward);
1607 v2 = cross(forward, v1);
1608 // random point on unit circle
1609 dx = random() * 2 * M_PI;
1612 // radius in our dist function
1616 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1619 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)!");
1622 * how to derive falloff functions:
1623 * rho(r) := (2-r) * (1-r);
1626 * rhor(r) := r * rho(r);
1627 * cr(t) := integrate(rhor(r), r, a, t);
1628 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1629 * variance : scr(b) / cr(b);
1630 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1631 * sqrt(0.4 / variance), numer;
1637 float mspercallsstyle;
1638 float mspercallcount;
1640 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
1642 if(missile.owner == world)
1643 error("Unowned missile");
1645 dir = dir + upDir * (pUpSpeed / pSpeed);
1646 dir_z += pZSpeed / pSpeed;
1647 pSpeed *= vlen(dir);
1648 dir = normalize(dir);
1651 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
1653 mspercallsum = mspercallcount = 0;
1654 mspercallsstyle = cvar("g_projectiles_spread_style");
1656 mspercallsum -= gettime(GETTIME_HIRES);
1658 dir = W_CalculateProjectileSpread(dir, spread);
1660 mspercallsum += gettime(GETTIME_HIRES);
1661 mspercallcount += 1;
1662 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1665 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
1668 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1670 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
1673 #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"))
1674 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))