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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_values(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 #define shotorg_adjust shotorg_adjust_values
321
322 /**
323  * supported formats:
324  *
325  * 1. simple animated model, muzzle flash handling on h_ model:
326  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
327  *      tags:
328  *        shot = muzzle end (shot origin, also used for muzzle flashes)
329  *        shell = casings ejection point (must be on the right hand side of the gun)
330  *        weapon = attachment for v_tuba.md3
331  *    v_tuba.md3 - first and third person model
332  *    g_tuba.md3 - pickup model
333  *
334  * 2. simple animated model, muzzle flash handling on v_ model:
335  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
336  *      tags:
337  *        weapon = attachment for v_tuba.md3
338  *    v_tuba.md3 - first and third person model
339  *      tags:
340  *        shot = muzzle end (shot origin, also used for muzzle flashes)
341  *        shell = casings ejection point (must be on the right hand side of the gun)
342  *    g_tuba.md3 - pickup model
343  *
344  * 3. fully animated model, muzzle flash handling on h_ model:
345  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
346  *      tags:
347  *        shot = muzzle end (shot origin, also used for muzzle flashes)
348  *        shell = casings ejection point (must be on the right hand side of the gun)
349  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
350  *    v_tuba.md3 - third person model
351  *    g_tuba.md3 - pickup model
352  *
353  * 4. fully animated model, muzzle flash handling on v_ model:
354  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
355  *      tags:
356  *        shot = muzzle end (shot origin)
357  *        shell = casings ejection point (must be on the right hand side of the gun)
358  *    v_tuba.md3 - third person model
359  *      tags:
360  *        shot = muzzle end (for muzzle flashes)
361  *    g_tuba.md3 - pickup model
362  *
363  * writes:
364  *   this.origin, this.angles
365  *   this.weaponchild
366  *   this.movedir, this.view_ofs, this.movedir_aligned
367  *   this.spawnorigin (SVQC only)
368  *   attachment stuff
369  *   anim stuff
370  * to free:
371  *   call again with ""
372  *   remove the ent
373  */
374 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
375 {
376         if (name == "")
377         {
378                 vector oldmin = this.mins, oldmax = this.maxs;
379                 setmodel(this, MDL_Null);
380                 setsize(this, oldmin, oldmax);
381                 if (this.weaponchild) delete(this.weaponchild);
382                 this.weaponchild = NULL;
383                 this.movedir = '0 0 0';
384 #ifdef SVQC
385                 this.spawnorigin = '0 0 0';
386 #endif
387                 this.oldorigin = '0 0 0';
388                 this.anim_fire1  = '0 1 0.01';
389                 this.anim_fire2  = '0 1 0.01';
390                 this.anim_idle   = '0 1 0.01';
391                 this.anim_reload = '0 1 0.01';
392         }
393         else
394         {
395                 // if there is a child entity, hide it until we're sure we use it
396                 if (this.weaponchild) this.weaponchild.model = "";
397                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
398                 int v_shot_idx;  // used later
399                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
400
401                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
402                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
403                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
404                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
405                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
406                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
407
408                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
409                 // if we don't, this is a "real" animated model
410                 string t;
411                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
412                 {
413                         if (!this.weaponchild)
414                         {
415                                 this.weaponchild = new(weaponchild);
416 #ifdef CSQC
417                                 this.weaponchild.drawmask = MASK_NORMAL;
418                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
419 #endif
420                         }
421                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
422                         setsize(this.weaponchild, '0 0 0', '0 0 0');
423                         setattachment(this.weaponchild, this, t);
424                 }
425                 else
426                 {
427                         if (this.weaponchild) delete(this.weaponchild);
428                         this.weaponchild = NULL;
429                 }
430
431                 setsize(this, '0 0 0', '0 0 0');
432                 setorigin(this, '0 0 0');
433                 this.angles = '0 0 0';
434                 this.frame = 0;
435 #ifdef SVQC
436                 this.viewmodelforclient = NULL;
437 #else
438                 this.renderflags &= ~RF_VIEWMODEL;
439 #endif
440                 if (v_shot_idx)  // v_ model attached to invisible h_ model
441                 {
442                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
443                 }
444                 else
445                 {
446                         int idx;
447                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
448                         {
449                                 this.movedir = gettaginfo(this, idx);
450                         }
451                         else
452                         {
453                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
454                                         this.model);
455                                 this.movedir = '0 0 0';
456                         }
457                 }
458 #ifdef SVQC
459                 {
460                         int idx = 0;
461                         // v_ model attached to invisible h_ model
462                         if (this.weaponchild
463                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
464                         {
465                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
466                         }
467                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
468                         {
469                                 this.spawnorigin = gettaginfo(this, idx);
470                         }
471                         else
472                         {
473                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
474                                         this.model);
475                                 this.spawnorigin = this.movedir;
476                         }
477                 }
478 #endif
479                 if (v_shot_idx)
480                 {
481                         this.oldorigin = '0 0 0';  // use regular attachment
482                 }
483                 else
484                 {
485                         int idx;
486                         if (this.weaponchild)
487                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
488                         else
489                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
490                         if (idx)
491                         {
492                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
493                         }
494                         else
495                         {
496                                 LOG_WARNF(
497                                         "weapon model %s does not support the 'handle' tag "
498                                         "and neither does the v_ model support the 'shot' tag, "
499                                         "will display muzzle flashes TOTALLY wrong\n",
500                                         this.model);
501                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
502                         }
503                 }
504
505 #ifdef SVQC
506                 this.viewmodelforclient = this.owner;
507 #else
508                 this.renderflags |= RF_VIEWMODEL;
509 #endif
510         }
511
512         this.view_ofs = '0 0 0';
513         this.movedir_aligned = this.movedir;
514
515         if (this.movedir.x >= 0)
516         {
517                 //int algn = STAT(GUNALIGN, this.owner);
518                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
519         #ifdef SVQC
520                 this.m_gunalign = algn;
521         #endif
522                 vector v = this.movedir;
523                 this.movedir = shotorg_adjust(v, false, false, algn);
524                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
525                 this.view_ofs = this.movedir_aligned - v;
526         }
527
528         // shotorg_adjust can give negative .x from shootfromfixedorigin
529         // recheck .x here due to it
530         if (this.movedir.x >= 0)
531         {
532                 int compressed_shotorg = compressShotOrigin(this.movedir);
533                 // make them match perfectly
534         #ifdef SVQC
535                 // null during init
536                 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
537         #endif
538                 this.movedir = decompressShotOrigin(compressed_shotorg);
539         }
540         else
541         {
542                 // don't support negative x shotorgs
543                 this.movedir = '0 0 0';
544
545                 // reset _aligned here too even though as a side effect
546                 // g_shootfromfixedorigin can make it reset
547                 // it'd be only slightly better if it was checked individually
548                 this.movedir_aligned = '0 0 0';
549
550         #ifdef SVQC
551                 // null during init
552                 if (this.owner) STAT(SHOTORG, this.owner) = 0;
553         #endif
554         }
555
556 #ifdef SVQC
557         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
558 #endif
559
560         // check if an instant weapon switch occurred
561         setorigin(this, this.view_ofs);
562         if (!_anim) return;
563         // reset animstate now
564         this.wframe = WFRAME_IDLE;
565         setanim(this, this.anim_idle, true, false, true);
566 }
567 #endif
568
569 #ifdef GAMEQC
570
571 REGISTER_NET_TEMP(wframe)
572 #ifdef CSQC
573 NET_HANDLE(wframe, bool isNew)
574 {
575         WFRAME fr = ReadByte();
576         float t = ReadFloat();
577         int slot = ReadByte();
578         bool restartanim = ReadByte();
579         entity wepent = viewmodels[slot];
580         if(fr == WFRAME_IDLE)
581                 wepent.animstate_looping = false; // we don't need to enforce idle animation
582         else
583         {
584                 vector a = '0 0 0';
585                 switch(fr)
586                 {
587                         default:
588                         case WFRAME_IDLE: a = wepent.anim_idle; break;
589                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
590                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
591                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
592                 }
593                 a.z *= t;
594                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
595         }
596         wepent.state = ReadByte();
597         wepent.weapon_nextthink = ReadFloat();
598         switch (wepent.state)
599         {
600                 case WS_RAISE:
601                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
602                         break;
603                 case WS_DROP:
604                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
605                         break;
606                 default:
607                         wepent.weapon_switchdelay = 0;
608                         break;
609         }
610         return true;
611 }
612 #endif
613
614 #ifdef SVQC
615 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
616 {
617         if (!IS_REAL_CLIENT(actor)) return;
618         int channel = MSG_ONE;
619         msg_entity = actor;
620         WriteHeader(channel, wframe);
621         WriteByte(channel, wepframe);
622         WriteFloat(channel, attackrate);
623         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
624         WriteByte(channel, restartanim);
625         WriteByte(channel, weaponentity.state);
626         WriteFloat(channel, weaponentity.weapon_nextthink);
627 }
628 #endif
629
630 REGISTER_NET_C2S(w_whereis)
631 #ifdef SVQC
632 void Weapon_whereis(Weapon this, entity cl);
633 NET_HANDLE(w_whereis, bool)
634 {
635         Weapon wpn = ReadRegistered(Weapons);
636         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
637         return true;
638 }
639 #else
640 void w_whereis(Weapon this)
641 {
642         int channel = MSG_C2S;
643         WriteHeader(channel, w_whereis);
644         WriteRegistered(Weapons, channel, this);
645 }
646 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
647 {
648         switch (request)
649         {
650                 case CMD_REQUEST_COMMAND:
651                 {
652                         string s = argv(1);
653                         if (s == "all")
654                         {
655                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
656                                 return;
657                         }
658                         if (s == "unowned")
659                         {
660                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
661                                 return;
662                         }
663                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
664                         {
665                                 w_whereis(it);
666                                 return;
667                         });
668                 }
669                 default:
670                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
671                 case CMD_REQUEST_USAGE:
672                 {
673                         LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
674                         LOG_HELP("  Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
675                         return;
676                 }
677         }
678 }
679 #endif
680
681 #ifdef SVQC
682 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
683 {
684         flash.owner = actor;
685         flash.angles_z = random() * 360;
686
687         entity view = actor.(weaponentity);
688         entity exterior = actor.exteriorweaponentity;
689
690         if (view.oldorigin.x > 0)
691         {
692                 setattachment(flash, exterior, "");
693                 setorigin(flash, view.oldorigin + offset);
694         }
695         else
696         {
697                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
698                 else setattachment(flash, exterior, "tag_shot");
699                 setorigin(flash, offset);
700         }
701 }
702 #elif defined(CSQC)
703 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
704 {
705         flash.owner = wepent;
706         flash.angles_z = random() * 360;
707
708         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
709         else setattachment(flash, wepent, "tag_shot");
710         setorigin(flash, offset);
711 }
712 #endif
713
714 void W_MuzzleFlash_Model_Think(entity this)
715 {
716         this.frame += 2;
717         this.scale *= 0.5;
718         this.alpha -= 0.25;
719         this.nextthink = time + 0.05;
720
721         if(this.alpha <= 0)
722         {
723                 setthink(this, SUB_Remove);
724                 this.nextthink = time;
725                 this.realowner.muzzle_flash = NULL;
726                 return;
727         }
728 }
729
730 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
731 {
732         if(wepent.muzzle_flash == NULL)
733                 wepent.muzzle_flash = spawn();
734
735         entity flash = wepent.muzzle_flash;
736         setmodel(flash, muzzlemodel); // precision set below
737
738         flash.scale = 0.75;
739         setthink(flash, W_MuzzleFlash_Model_Think);
740         flash.nextthink = time + 0.02;
741         flash.frame = 2;
742         flash.alpha = 0.75;
743         flash.angles_z = random() * 180;
744         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
745         flash.owner = flash.realowner = wepent;
746
747 #ifdef CSQC
748         flash.drawmask = MASK_NORMAL;
749 #endif
750 }
751
752 REGISTER_NET_TEMP(w_muzzleflash)
753
754 #ifdef SVQC
755 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
756 {
757         // don't show an exterior muzzle effect for the off-hand
758         if(weaponslot(weaponentity) == 0)
759         {
760                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
761
762                 if(thiswep.m_muzzlemodel != MDL_Null)
763                 {
764                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
765                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
766                 }
767         }
768
769         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
770         {
771                 if(!IS_REAL_CLIENT(it))
772                         continue;
773                 int channel = MSG_ONE;
774                 msg_entity = it;
775                 WriteHeader(channel, w_muzzleflash);
776                 WriteByte(channel, thiswep.m_id);
777                 WriteByte(channel, weaponslot(weaponentity));
778                 WriteVector(channel, shotorg);
779         });
780 }
781 #elif defined(CSQC)
782 NET_HANDLE(w_muzzleflash, bool isNew)
783 {
784         return = true;
785         int weapon_id = ReadByte();
786         int slot = ReadByte();
787         vector sv_shotorg = ReadVector();
788
789         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
790         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
791         vector forward, right, up;
792         MAKE_VECTORS(viewangles, forward, right, up);
793
794         if(autocvar_chase_active)
795         {
796                 // in third person mode, show the muzzle flash from the server side weapon position
797                 // we don't have a view model to reference in this case
798                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
799                 return;
800         }
801         if(!autocvar_r_drawviewmodel) return;
802
803         entity wepent = viewmodels[slot];
804         // get the local player entity to calculate shot origin
805         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
806         if(!rlplayer)
807                 rlplayer = csqcplayer; // fall back to the global
808
809         vector md = wepent.movedir_aligned;
810         vector dv = forward * md.x + right * -md.y + up * md.z;
811         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
812
813         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
814
815         if(thiswep.m_muzzlemodel != MDL_Null)
816         {
817                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
818                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
819         }
820 }
821 #endif
822
823
824 #endif
825
826 #endif
827
828 #ifdef SVQC
829 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
830 {
831         string o = W_FixWeaponOrder_ForceComplete(wo);
832         strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
833         return o;
834 }
835 #endif
836
837 #ifdef CSQC
838 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
839 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
840 #endif
841
842 #ifdef GAMEQC
843 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
844 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
845 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
846 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
847 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
848 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
849 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
850 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
852 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
853 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
854 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
855 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
856 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
857 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
858 #endif