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;
18 MUTATOR_CALLHOOK(WeaponRateFactor);
24 void W_SwitchWeapon_Force(entity e, float w)
26 e.cnt = e.switchweapon;
33 // VorteX: static frame globals
34 const float WFRAME_DONTCHANGE = -1;
35 const float WFRAME_FIRE1 = 0;
36 const float WFRAME_FIRE2 = 1;
37 const float WFRAME_IDLE = 2;
38 const float WFRAME_RELOAD = 3;
41 void(float fr, float t, void() func) weapon_thinkf;
43 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
46 ret_x = screenright * v;
48 ret_z = screenforward * v;
52 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
55 vector mi, ma, thisv, myv, ret;
57 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
59 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
61 mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
62 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
65 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
66 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
67 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
68 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
71 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
72 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
73 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
82 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
83 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
84 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
85 ret_z = thisv_z - myv_z;
89 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
95 if(player.hitplotfh >= 0)
97 lag = ANTILAG_LATENCY(player);
100 if (!IS_REAL_CLIENT(player))
101 lag = 0; // only antilag for clients
103 org = player.origin + player.view_ofs;
104 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
105 if(IS_CLIENT(trace_ent) || (trace_ent.flags & FL_MONSTER))
107 antilag_takeback(trace_ent, time - lag);
108 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
109 antilag_restore(trace_ent);
110 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
111 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
120 .float prevstrengthsound;
121 .float prevstrengthsoundattempt;
122 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
124 if((player.items & IT_STRENGTH)
125 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
126 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
128 sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM);
129 player.prevstrengthsound = time;
131 player.prevstrengthsoundattempt = time;
134 // this function calculates w_shotorg and w_shotdir based on the weapon model
135 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
136 // make sure you call makevectors first (FIXME?)
137 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
139 float nudge = 1; // added to traceline target and subtracted from result
142 oldsolid = ent.dphitcontentsmask;
143 if(ent.weapon == WEP_RIFLE)
144 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
149 // passing world, because we do NOT want it to touch dphitcontentsmask
151 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
152 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
158 w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
163 // un-adjust trueaim if shotend is too close
164 if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
165 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
168 if(accuracy_canbegooddamage(ent))
169 accuracy_add(ent, ent.weapon, maxdamage, 0);
171 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
173 if(ent.weaponentity.movedir_x > 0)
174 vecs = ent.weaponentity.movedir;
178 dv = v_right * -vecs_y + v_up * vecs_z;
179 w_shotorg = ent.origin + ent.view_ofs + dv;
181 // now move the shotorg forward as much as requested if possible
184 if(ent.antilag_debug)
185 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
187 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
190 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
191 w_shotorg = trace_endpos - v_forward * nudge;
192 // calculate the shotdir from the chosen shotorg
193 w_shotdir = normalize(w_shotend - w_shotorg);
196 if (!ent.cvar_cl_noantilag)
198 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
200 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
201 if (!trace_ent.takedamage)
203 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
204 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
208 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
210 w_shotdir = normalize(trace_ent.origin - w_shotorg);
214 else if(autocvar_g_antilag == 3) // client side hitscan
216 // this part MUST use prydon cursor
217 if (ent.cursor_trace_ent) // client was aiming at someone
218 if (ent.cursor_trace_ent != ent) // just to make sure
219 if (ent.cursor_trace_ent.takedamage) // and that person is killable
220 if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
222 // verify that the shot would miss without antilag
223 // (avoids an issue where guns would always shoot at their origin)
224 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
225 if (!trace_ent.takedamage)
227 // verify that the shot would hit if altered
228 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
229 if (trace_ent == ent.cursor_trace_ent)
230 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
232 print("antilag fail\n");
238 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
240 if (!autocvar_g_norecoil)
241 ent.punchangle_x = recoil * -1;
245 sound (ent, chan, snd, VOL_BASE, ATTEN_NORM);
246 W_PlayStrengthSound(ent);
249 // nudge w_shotend so a trace to w_shotend hits
250 w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
253 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
254 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
255 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
256 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
257 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
259 float CL_Weaponentity_CustomizeEntityForClient()
261 self.viewmodelforclient = self.owner;
263 if(other.enemy == self.owner)
264 self.viewmodelforclient = other;
271 * 1. simple animated model, muzzle flash handling on h_ model:
272 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
274 * shot = muzzle end (shot origin, also used for muzzle flashes)
275 * shell = casings ejection point (must be on the right hand side of the gun)
276 * weapon = attachment for v_tuba.md3
277 * v_tuba.md3 - first and third person model
278 * g_tuba.md3 - pickup model
280 * 2. simple animated model, muzzle flash handling on v_ model:
281 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
283 * weapon = attachment for v_tuba.md3
284 * v_tuba.md3 - first and third person model
286 * shot = muzzle end (shot origin, also used for muzzle flashes)
287 * shell = casings ejection point (must be on the right hand side of the gun)
288 * g_tuba.md3 - pickup model
290 * 3. fully animated model, muzzle flash handling on h_ model:
291 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
293 * shot = muzzle end (shot origin, also used for muzzle flashes)
294 * shell = casings ejection point (must be on the right hand side of the gun)
295 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
296 * v_tuba.md3 - third person model
297 * g_tuba.md3 - pickup model
299 * 4. fully animated model, muzzle flash handling on v_ model:
300 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
302 * shot = muzzle end (shot origin)
303 * shell = casings ejection point (must be on the right hand side of the gun)
304 * v_tuba.md3 - third person model
306 * shot = muzzle end (for muzzle flashes)
307 * g_tuba.md3 - pickup model
311 // self.origin, self.angles
313 // self.movedir, self.view_ofs
317 // call again with ""
319 void CL_WeaponEntity_SetModel(string name)
324 // if there is a child entity, hide it until we're sure we use it
325 if (self.weaponentity)
326 self.weaponentity.model = "";
327 setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
328 v_shot_idx = gettagindex(self, "shot"); // used later
330 v_shot_idx = gettagindex(self, "tag_shot");
332 setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
333 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
334 self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
335 self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
336 self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
337 self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
339 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
340 // if we don't, this is a "real" animated model
341 if(gettagindex(self, "weapon"))
343 if (!self.weaponentity)
344 self.weaponentity = spawn();
345 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
346 setattachment(self.weaponentity, self, "weapon");
348 else if(gettagindex(self, "tag_weapon"))
350 if (!self.weaponentity)
351 self.weaponentity = spawn();
352 setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
353 setattachment(self.weaponentity, self, "tag_weapon");
357 if(self.weaponentity)
358 remove(self.weaponentity);
359 self.weaponentity = world;
362 setorigin(self,'0 0 0');
363 self.angles = '0 0 0';
365 self.viewmodelforclient = world;
369 if(v_shot_idx) // v_ model attached to invisible h_ model
371 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
375 idx = gettagindex(self, "shot");
377 idx = gettagindex(self, "tag_shot");
379 self.movedir = gettaginfo(self, idx);
382 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
383 self.movedir = '0 0 0';
387 if(self.weaponentity) // v_ model attached to invisible h_ model
389 idx = gettagindex(self.weaponentity, "shell");
391 idx = gettagindex(self.weaponentity, "tag_shell");
393 self.spawnorigin = gettaginfo(self.weaponentity, idx);
399 idx = gettagindex(self, "shell");
401 idx = gettagindex(self, "tag_shell");
403 self.spawnorigin = gettaginfo(self, idx);
406 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
407 self.spawnorigin = self.movedir;
413 self.oldorigin = '0 0 0'; // use regular attachment
417 if(self.weaponentity)
419 idx = gettagindex(self, "weapon");
421 idx = gettagindex(self, "tag_weapon");
425 idx = gettagindex(self, "handle");
427 idx = gettagindex(self, "tag_handle");
431 self.oldorigin = self.movedir - gettaginfo(self, idx);
435 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");
436 self.oldorigin = '0 0 0'; // there is no way to recover from this
440 self.viewmodelforclient = self.owner;
445 if(self.weaponentity)
446 remove(self.weaponentity);
447 self.weaponentity = world;
448 self.movedir = '0 0 0';
449 self.spawnorigin = '0 0 0';
450 self.oldorigin = '0 0 0';
451 self.anim_fire1 = '0 1 0.01';
452 self.anim_fire2 = '0 1 0.01';
453 self.anim_idle = '0 1 0.01';
454 self.anim_reload = '0 1 0.01';
457 self.view_ofs = '0 0 0';
459 if(self.movedir_x >= 0)
463 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
464 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
466 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
467 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
469 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
471 // check if an instant weapon switch occurred
472 setorigin(self, self.view_ofs);
473 // reset animstate now
474 self.wframe = WFRAME_IDLE;
475 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
478 vector CL_Weapon_GetShotOrg(float wpn)
482 wi = get_weaponinfo(wpn);
485 CL_WeaponEntity_SetModel(wi.mdl);
487 CL_WeaponEntity_SetModel("");
493 void CL_Weaponentity_Think()
496 self.nextthink = time;
497 if (intermission_running)
498 self.frame = self.anim_idle_x;
499 if (self.owner.weaponentity != self)
501 if (self.weaponentity)
502 remove(self.weaponentity);
506 if (self.owner.deadflag != DEAD_NO)
509 if (self.weaponentity)
510 self.weaponentity.model = "";
513 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
515 self.weaponname = self.owner.weaponname;
516 self.dmg = self.owner.modelindex;
517 self.deadflag = self.owner.deadflag;
519 CL_WeaponEntity_SetModel(self.owner.weaponname);
522 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
523 self.effects = self.owner.effects & EFMASK_CHEAP;
524 self.effects &= ~EF_LOWPRECISION;
525 self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
526 self.effects &= ~EF_TELEPORT_BIT;
527 self.effects &= ~EF_RESTARTANIM_BIT;
530 if(self.owner.alpha == default_player_alpha)
531 self.alpha = default_weapon_alpha;
532 else if(self.owner.alpha != 0)
533 self.alpha = self.owner.alpha;
537 self.glowmod = self.owner.weaponentity_glowmod;
538 self.colormap = self.owner.colormap;
539 if (self.weaponentity)
541 self.weaponentity.effects = self.effects;
542 self.weaponentity.alpha = self.alpha;
543 self.weaponentity.colormap = self.colormap;
544 self.weaponentity.glowmod = self.glowmod;
547 self.angles = '0 0 0';
549 float f = (self.owner.weapon_nextthink - time);
550 if (self.state == WS_RAISE && !intermission_running)
552 entity newwep = get_weaponinfo(self.owner.switchweapon);
553 f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
554 //printf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time));
555 self.angles_x = -90 * f * f;
557 else if (self.state == WS_DROP && !intermission_running)
559 entity oldwep = get_weaponinfo(self.owner.weapon);
560 f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
561 //printf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time));
562 self.angles_x = -90 * f * f;
564 else if (self.state == WS_CLEAR)
567 self.angles_x = -90 * f * f;
571 void CL_ExteriorWeaponentity_Think()
574 self.nextthink = time;
575 if (self.owner.exteriorweaponentity != self)
580 if (self.owner.deadflag != DEAD_NO)
585 if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
587 self.weaponname = self.owner.weaponname;
588 self.dmg = self.owner.modelindex;
589 self.deadflag = self.owner.deadflag;
590 if (self.owner.weaponname != "")
591 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
595 if((tag_found = gettagindex(self.owner, "tag_weapon")))
597 self.tag_index = tag_found;
598 self.tag_entity = self.owner;
601 setattachment(self, self.owner, "bip01 r hand");
603 self.effects = self.owner.effects;
604 self.effects |= EF_LOWPRECISION;
605 self.effects = self.effects & EFMASK_CHEAP; // eat performance
606 if(self.owner.alpha == default_player_alpha)
607 self.alpha = default_weapon_alpha;
608 else if(self.owner.alpha != 0)
609 self.alpha = self.owner.alpha;
613 self.glowmod = self.owner.weaponentity_glowmod;
614 self.colormap = self.owner.colormap;
616 CSQCMODEL_AUTOUPDATE();
619 // spawning weaponentity for client
620 void CL_SpawnWeaponentity()
622 self.weaponentity = spawn();
623 self.weaponentity.classname = "weaponentity";
624 self.weaponentity.solid = SOLID_NOT;
625 self.weaponentity.owner = self;
626 setmodel(self.weaponentity, ""); // precision set when changed
627 setorigin(self.weaponentity, '0 0 0');
628 self.weaponentity.angles = '0 0 0';
629 self.weaponentity.viewmodelforclient = self;
630 self.weaponentity.flags = 0;
631 self.weaponentity.think = CL_Weaponentity_Think;
632 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
633 self.weaponentity.nextthink = time;
635 self.exteriorweaponentity = spawn();
636 self.exteriorweaponentity.classname = "exteriorweaponentity";
637 self.exteriorweaponentity.solid = SOLID_NOT;
638 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
639 self.exteriorweaponentity.owner = self;
640 setorigin(self.exteriorweaponentity, '0 0 0');
641 self.exteriorweaponentity.angles = '0 0 0';
642 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
643 self.exteriorweaponentity.nextthink = time;
646 entity oldself = self;
647 self = self.exteriorweaponentity;
648 CSQCMODEL_AUTOINIT();
653 void Send_WeaponComplain (entity e, float wpn, string wpnname, float type)
656 WriteByte(MSG_ONE, SVC_TEMPENTITY);
657 WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
658 WriteByte(MSG_ONE, wpn);
659 WriteString(MSG_ONE, wpnname);
660 WriteByte(MSG_ONE, type);
663 .float hasweapon_complain_spam;
665 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
670 if(time < self.hasweapon_complain_spam)
673 self.hasweapon_complain_spam = time + 0.2;
675 if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
678 if (wpn < WEP_FIRST || wpn > WEP_LAST)
681 sprint(self, "Invalid weapon\n");
684 if (cl.weapons & WepSet_FromWeapon(wpn))
688 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
696 f = weapon_action(wpn, WR_CHECKAMMO1);
697 f = f + weapon_action(wpn, WR_CHECKAMMO2);
699 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
701 if(wpn == WEP_MINE_LAYER)
702 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
710 if(IS_REAL_CLIENT(cl))
712 play2(cl, "weapons/unavailable.wav");
713 Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
723 // Report Proper Weapon Status / Modified Weapon Ownership Message
724 if (weaponsInMap & WepSet_FromWeapon(wpn))
726 Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
728 if(autocvar_g_showweaponspawns)
733 e = get_weaponinfo(wpn);
736 for(e = world; (e = findfloat(e, weapon, wpn)); )
738 if(e.classname == "droppedweapon")
740 if (!(e.flags & FL_ITEM))
742 WaypointSprite_Spawn(
749 RADARICON_NONE, '0 0 0'
756 Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
759 play2(cl, "weapons/unavailable.wav");
767 if (self.weapon != -1)
770 self.switchingweapon = 0;
772 if (self.weaponentity)
774 self.weaponentity.state = WS_CLEAR;
775 self.weaponentity.effects = 0;
781 if (self.weaponentity)
782 self.weaponentity.state = WS_READY;
783 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
786 // Setup weapon for client (after this raise frame will be launched)
787 void weapon_setup(float windex)
790 e = get_weaponinfo(windex);
791 self.items &= ~IT_AMMO;
792 self.items = self.items | (e.items & IT_AMMO);
794 // the two weapon entities will notice this has changed and update their models
795 self.weapon = windex;
796 self.switchingweapon = windex; // to make sure
797 self.weaponname = e.mdl;
798 self.bulletcounter = 0;
801 // perform weapon to attack (weaponstate and attack_finished check is here)
802 void W_SwitchToOtherWeapon(entity pl)
804 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
807 if(pl.weapons & WepSet_FromWeapon(w))
809 pl.weapons &= ~WepSet_FromWeapon(w);
810 ww = w_getbestweapon(pl);
811 pl.weapons |= WepSet_FromWeapon(w);
814 ww = w_getbestweapon(pl);
816 W_SwitchWeapon_Force(pl, ww);
821 float weapon_prepareattack_checkammo(float secondary)
823 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
824 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
826 // always keep the Mine Layer if we placed mines, so that we can detonate them
828 if(self.weapon == WEP_MINE_LAYER)
829 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
832 if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
834 sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
835 self.prevdryfire = time;
838 if(weapon_action(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
840 if(time - self.prevwarntime > 1)
846 ITEM_WEAPON_PRIMORSEC,
852 self.prevwarntime = time;
854 else // this weapon is totally unable to fire, switch to another one
856 W_SwitchToOtherWeapon(self);
864 float weapon_prepareattack_check(float secondary, float attacktime)
866 if(!weapon_prepareattack_checkammo(secondary))
869 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
870 //if all players readied up and the countdown is running
871 if(time < game_starttime || time < self.race_penalty) {
875 if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
878 // do not even think about shooting if switching
879 if(self.switchweapon != self.weapon)
884 // don't fire if previous attack is not finished
885 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
887 // don't fire while changing weapon
888 if (self.weaponentity.state != WS_READY)
894 float weapon_prepareattack_do(float secondary, float attacktime)
896 self.weaponentity.state = WS_INUSE;
898 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
900 // if the weapon hasn't been firing continuously, reset the timer
903 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
905 ATTACK_FINISHED(self) = time;
906 //dprint("resetting attack finished to ", ftos(time), "\n");
908 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
910 self.bulletcounter += 1;
911 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
914 float weapon_prepareattack(float secondary, float attacktime)
916 if(weapon_prepareattack_check(secondary, attacktime))
918 weapon_prepareattack_do(secondary, attacktime);
925 void weapon_thinkf(float fr, float t, void() func)
931 if(fr == WFRAME_DONTCHANGE)
933 fr = self.weaponentity.wframe;
936 else if (fr == WFRAME_IDLE)
945 if (self.weaponentity)
947 self.weaponentity.wframe = fr;
949 if (fr == WFRAME_IDLE)
950 a = self.weaponentity.anim_idle;
951 else if (fr == WFRAME_FIRE1)
952 a = self.weaponentity.anim_fire1;
953 else if (fr == WFRAME_FIRE2)
954 a = self.weaponentity.anim_fire2;
955 else // if (fr == WFRAME_RELOAD)
956 a = self.weaponentity.anim_reload;
957 a_z *= g_weaponratefactor;
958 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
965 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
967 backtrace("Tried to override initial weapon think function - should this really happen?");
970 t *= W_WeaponRateFactor();
972 // VorteX: haste can be added here
973 if (self.weapon_think == w_ready)
975 self.weapon_nextthink = time;
976 //dprint("started firing at ", ftos(time), "\n");
978 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
980 self.weapon_nextthink = time;
981 //dprint("reset weapon animation timer at ", ftos(time), "\n");
983 self.weapon_nextthink = self.weapon_nextthink + t;
984 self.weapon_think = func;
985 //dprint("next ", ftos(self.weapon_nextthink), "\n");
987 if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
989 if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
990 animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
992 animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
996 if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
997 self.anim_upper_action = 0;
1001 void weapon_boblayer1(float spd, vector org)
1003 // VorteX: haste can be added here
1006 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
1012 mvelocity = mvelocity * g_weaponspeedfactor;
1014 mdirection = normalize(mvelocity);
1015 mspeed = vlen(mvelocity);
1017 outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
1022 void W_AttachToShotorg(entity flash, vector offset)
1026 flash.angles_z = random() * 360;
1028 if(gettagindex(self.weaponentity, "shot"))
1029 setattachment(flash, self.weaponentity, "shot");
1031 setattachment(flash, self.weaponentity, "tag_shot");
1032 setorigin(flash, offset);
1035 copyentity(flash, xflash);
1037 flash.viewmodelforclient = self;
1039 if(self.weaponentity.oldorigin_x > 0)
1041 setattachment(xflash, self.exteriorweaponentity, "");
1042 setorigin(xflash, self.weaponentity.oldorigin + offset);
1046 if(gettagindex(self.exteriorweaponentity, "shot"))
1047 setattachment(xflash, self.exteriorweaponentity, "shot");
1049 setattachment(xflash, self.exteriorweaponentity, "tag_shot");
1050 setorigin(xflash, offset);
1054 vector cliptoplane(vector v, vector p)
1056 return v - (v * p) * p;
1059 vector solve_cubic_pq(float p, float q)
1062 D = q*q/4.0 + p*p*p/27.0;
1066 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
1067 u = sqrt(-4.0/3.0 * p);
1068 // a in range 0..pi/3
1075 '1 0 0' * cos(a + 2.0/3.0*M_PI)
1077 '0 1 0' * cos(a + 4.0/3.0*M_PI)
1090 return '1 1 0' * v + '0 0 1' * u;
1092 return '0 1 1' * v + '1 0 0' * u;
1097 u = cbrt(-q/2.0 + sqrt(D));
1098 v = cbrt(-q/2.0 - sqrt(D));
1099 return '1 1 1' * (u + v);
1102 vector solve_cubic_abcd(float a, float b, float c, float d)
1108 p = (9*a*c - 3*b*b);
1109 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
1110 v = solve_cubic_pq(p, q);
1111 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
1113 v += '1 0 -1' * (v_z - v_x); // swap x, z
1117 vector findperpendicular(vector v)
1123 return normalize(cliptoplane(p, v));
1126 vector W_CalculateProjectileSpread(vector forward, float spread)
1129 vector v1 = '0 0 0', v2;
1132 spread *= g_weaponspreadfactor;
1135 sstyle = autocvar_g_projectiles_spread_style;
1139 // this is the baseline for the spread value!
1140 // standard deviation: sqrt(2/5)
1141 // density function: sqrt(1-r^2)
1142 return forward + randomvec() * spread;
1144 else if(sstyle == 1)
1146 // same thing, basically
1147 return normalize(forward + cliptoplane(randomvec() * spread, forward));
1149 else if(sstyle == 2)
1151 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
1152 sigma = spread * 0.89442719099991587855; // match baseline stddev
1153 v1 = findperpendicular(forward);
1154 v2 = cross(forward, v1);
1155 // random point on unit circle
1156 dx = random() * 2 * M_PI;
1159 // radius in our dist function
1162 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1164 else if(sstyle == 3) // gauss 3d
1166 sigma = spread * 0.44721359549996; // match baseline stddev
1167 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1169 v1_x += gsl_ran_gaussian(sigma);
1170 v1_y += gsl_ran_gaussian(sigma);
1171 v1_z += gsl_ran_gaussian(sigma);
1174 else if(sstyle == 4) // gauss 2d
1176 sigma = spread * 0.44721359549996; // match baseline stddev
1177 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
1178 v1_x = gsl_ran_gaussian(sigma);
1179 v1_y = gsl_ran_gaussian(sigma);
1180 v1_z = gsl_ran_gaussian(sigma);
1181 return normalize(forward + cliptoplane(v1, forward));
1183 else if(sstyle == 5) // 1-r
1185 sigma = spread * 1.154700538379252; // match baseline stddev
1186 v1 = findperpendicular(forward);
1187 v2 = cross(forward, v1);
1188 // random point on unit circle
1189 dx = random() * 2 * M_PI;
1192 // radius in our dist function
1194 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
1195 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1197 else if(sstyle == 6) // 1-r^2
1199 sigma = spread * 1.095445115010332; // match baseline stddev
1200 v1 = findperpendicular(forward);
1201 v2 = cross(forward, v1);
1202 // random point on unit circle
1203 dx = random() * 2 * M_PI;
1206 // radius in our dist function
1210 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1212 else if(sstyle == 7) // (1-r) (2-r)
1214 sigma = spread * 1.224744871391589; // match baseline stddev
1215 v1 = findperpendicular(forward);
1216 v2 = cross(forward, v1);
1217 // random point on unit circle
1218 dx = random() * 2 * M_PI;
1221 // radius in our dist function
1225 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
1228 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)!");
1231 * how to derive falloff functions:
1232 * rho(r) := (2-r) * (1-r);
1235 * rhor(r) := r * rho(r);
1236 * cr(t) := integrate(rhor(r), r, a, t);
1237 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
1238 * variance : scr(b) / cr(b);
1239 * solve(cr(r) = rand * cr(b), r), programmmode:false;
1240 * sqrt(0.4 / variance), numer;
1246 float mspercallsstyle;
1247 float mspercallcount;
1249 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
1251 if(missile.owner == world)
1252 error("Unowned missile");
1254 dir = dir + upDir * (pUpSpeed / pSpeed);
1255 dir_z += pZSpeed / pSpeed;
1256 pSpeed *= vlen(dir);
1257 dir = normalize(dir);
1260 if(autocvar_g_projectiles_spread_style != mspercallsstyle)
1262 mspercallsum = mspercallcount = 0;
1263 mspercallsstyle = autocvar_g_projectiles_spread_style;
1265 mspercallsum -= gettime(GETTIME_HIRES);
1267 dir = W_CalculateProjectileSpread(dir, spread);
1269 mspercallsum += gettime(GETTIME_HIRES);
1270 mspercallcount += 1;
1271 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
1274 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
1277 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
1279 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
1282 #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"), FALSE)
1283 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
1285 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
1287 if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
1290 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
1293 self.clip_load -= ammo_use;
1294 self.(weapon_load[self.weapon]) = self.clip_load;
1297 self.(self.current_ammo) -= ammo_use;
1300 // weapon reloading code
1302 .float reload_ammo_amount, reload_ammo_min, reload_time;
1303 .float reload_complain;
1304 .string reload_sound;
1306 void W_ReloadedAndReady()
1308 // finish the reloading process, and do the ammo transfer
1310 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
1312 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
1313 if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
1314 self.clip_load = self.reload_ammo_amount;
1317 while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
1319 self.clip_load += 1;
1320 self.(self.current_ammo) -= 1;
1323 self.(weapon_load[self.weapon]) = self.clip_load;
1325 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1326 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1327 // so your weapon is disabled for a few seconds without reason
1329 //ATTACK_FINISHED(self) -= self.reload_time - 1;
1334 void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
1336 // set global values to work with
1338 self.reload_ammo_min = sent_ammo_min;
1339 self.reload_ammo_amount = sent_ammo_amount;
1340 self.reload_time = sent_time;
1341 self.reload_sound = sent_sound;
1343 // check if we meet the necessary conditions to reload
1346 e = get_weaponinfo(self.weapon);
1348 // don't reload weapons that don't have the RELOADABLE flag
1349 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
1351 dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
1355 // return if reloading is disabled for this weapon
1356 if(!self.reload_ammo_amount)
1359 // our weapon is fully loaded, no need to reload
1360 if (self.clip_load >= self.reload_ammo_amount)
1363 // no ammo, so nothing to load
1364 if(!self.(self.current_ammo) && self.reload_ammo_min)
1365 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1367 if(IS_REAL_CLIENT(self) && self.reload_complain < time)
1369 play2(self, "weapons/unavailable.wav");
1370 sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
1371 self.reload_complain = time + 1;
1373 // switch away if the amount of ammo is not enough to keep using this weapon
1374 if (!(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)))
1376 self.clip_load = -1; // reload later
1377 W_SwitchToOtherWeapon(self);
1382 if (self.weaponentity)
1384 if (self.weaponentity.wframe == WFRAME_RELOAD)
1387 // allow switching away while reloading, but this will cause a new reload!
1388 self.weaponentity.state = WS_READY;
1391 // now begin the reloading process
1393 sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
1395 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1396 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1397 // so your weapon is disabled for a few seconds without reason
1399 //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
1401 weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
1403 if(self.clip_load < 0)
1405 self.old_clip_load = self.clip_load;
1406 self.clip_load = self.(weapon_load[self.weapon]) = -1;