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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 Resource GetAmmoTypeFromNum(int i)
237 {
238         switch (i)
239         {
240                 case 0: return RES_SHELLS;
241                 case 1: return RES_BULLETS;
242                 case 2: return RES_ROCKETS;
243                 case 3: return RES_CELLS;
244                 case 4: return RES_PLASMA;
245                 case 5: return RES_FUEL;
246                 default: return RES_NONE;
247         }
248 }
249
250 int GetAmmoStat(Resource ammotype)
251 {
252         switch (ammotype)
253         {
254                 case RES_SHELLS: return STAT_SHELLS;
255                 case RES_BULLETS: return STAT_NAILS;
256                 case RES_ROCKETS: return STAT_ROCKETS;
257                 case RES_CELLS: return STAT_CELLS;
258                 case RES_PLASMA: return STAT_PLASMA.m_id;
259                 case RES_FUEL: return STAT_FUEL.m_id;
260                 default: return -1;
261         }
262 }
263 #endif
264
265 string W_Sound(string w_snd)
266 {
267         string output = strcat("weapons/", w_snd);
268         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
269         return M_ARGV(1, string);
270 }
271
272 string W_Model(string w_mdl)
273 {
274         string output = strcat("models/weapons/", w_mdl);
275         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
276         return M_ARGV(1, string);
277 }
278
279 #ifdef GAMEQC
280 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
281 {
282         switch (algn)
283         {
284                 default:
285                 case 3:
286                         // right alignment
287                         break;
288                 case 4:
289                         // left
290                         vecs.y = -vecs.y;
291                         break;
292                 case 1:
293                 case 2:
294                         // center
295                         vecs.y = 0;
296                         vecs.z -= 2;
297                         break;
298         }
299         return vecs;
300 }
301
302 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
303 {
304         string s;
305         if (visual)
306         {
307                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
308         }
309         else if (STAT(SHOOTFROMEYE))
310         {
311                 vecs.y = vecs.z = 0;
312         }
313         else if (STAT(SHOOTFROMCENTER))
314         {
315                 vecs.y = 0;
316                 vecs.z -= 2;
317         }
318         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
319         {
320                 vector v = stov(s);
321                 if (y_is_right) v.y = -v.y;
322                 if (v.x != 0) vecs.x = v.x;
323                 vecs.y = v.y;
324                 vecs.z = v.z;
325         }
326         else  // just do the same as top
327         {
328                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
329         }
330
331         return vecs;
332 }
333
334 #define shotorg_adjust shotorg_adjust_values
335
336 /**
337  * supported formats:
338  *
339  * 1. simple animated model, muzzle flash handling on h_ model:
340  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
341  *      tags:
342  *        shot = muzzle end (shot origin, also used for muzzle flashes)
343  *        shell = casings ejection point (must be on the right hand side of the gun)
344  *        weapon = attachment for v_tuba.md3
345  *    v_tuba.md3 - first and third person model
346  *    g_tuba.md3 - pickup model
347  *
348  * 2. simple animated model, muzzle flash handling on v_ model:
349  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
350  *      tags:
351  *        weapon = attachment for v_tuba.md3
352  *    v_tuba.md3 - first and third person model
353  *      tags:
354  *        shot = muzzle end (shot origin, also used for muzzle flashes)
355  *        shell = casings ejection point (must be on the right hand side of the gun)
356  *    g_tuba.md3 - pickup model
357  *
358  * 3. fully animated model, muzzle flash handling on h_ model:
359  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
360  *      tags:
361  *        shot = muzzle end (shot origin, also used for muzzle flashes)
362  *        shell = casings ejection point (must be on the right hand side of the gun)
363  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
364  *    v_tuba.md3 - third person model
365  *    g_tuba.md3 - pickup model
366  *
367  * 4. fully animated model, muzzle flash handling on v_ model:
368  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
369  *      tags:
370  *        shot = muzzle end (shot origin)
371  *        shell = casings ejection point (must be on the right hand side of the gun)
372  *    v_tuba.md3 - third person model
373  *      tags:
374  *        shot = muzzle end (for muzzle flashes)
375  *    g_tuba.md3 - pickup model
376  *
377  * writes:
378  *   this.origin, this.angles
379  *   this.weaponchild
380  *   this.movedir, this.view_ofs, this.movedir_aligned
381  *   this.spawnorigin (SVQC only)
382  *   attachment stuff
383  *   anim stuff
384  * to free:
385  *   call again with ""
386  *   remove the ent
387  */
388 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
389 {
390         if (name == "")
391         {
392                 vector oldmin = this.mins, oldmax = this.maxs;
393                 setmodel(this, MDL_Null);
394                 setsize(this, oldmin, oldmax);
395                 if (this.weaponchild) delete(this.weaponchild);
396                 this.weaponchild = NULL;
397                 this.movedir = '0 0 0';
398 #ifdef SVQC
399                 this.spawnorigin = '0 0 0';
400 #endif
401                 this.oldorigin = '0 0 0';
402                 this.anim_fire1  = '0 1 0.01';
403                 this.anim_fire2  = '0 1 0.01';
404                 this.anim_idle   = '0 1 0.01';
405                 this.anim_reload = '0 1 0.01';
406         }
407         else
408         {
409                 // if there is a child entity, hide it until we're sure we use it
410                 if (this.weaponchild) this.weaponchild.model = "";
411                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
412                 int v_shot_idx;  // used later
413                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
414
415                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
416                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
417                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
418                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
419                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
420                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
421
422                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
423                 // if we don't, this is a "real" animated model
424                 string t;
425                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
426                 {
427                         if (!this.weaponchild)
428                         {
429                                 this.weaponchild = new(weaponchild);
430 #ifdef CSQC
431                                 this.weaponchild.drawmask = MASK_NORMAL;
432                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
433 #endif
434                         }
435                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
436                         setsize(this.weaponchild, '0 0 0', '0 0 0');
437                         setattachment(this.weaponchild, this, t);
438                 }
439                 else
440                 {
441                         if (this.weaponchild) delete(this.weaponchild);
442                         this.weaponchild = NULL;
443                 }
444
445                 setsize(this, '0 0 0', '0 0 0');
446                 setorigin(this, '0 0 0');
447                 this.angles = '0 0 0';
448                 this.frame = 0;
449 #ifdef SVQC
450                 this.viewmodelforclient = NULL;
451 #else
452                 this.renderflags &= ~RF_VIEWMODEL;
453 #endif
454                 if (v_shot_idx)  // v_ model attached to invisible h_ model
455                 {
456                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
457                 }
458                 else
459                 {
460                         int idx;
461                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
462                         {
463                                 this.movedir = gettaginfo(this, idx);
464                         }
465                         else
466                         {
467                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
468                                         this.model);
469                                 this.movedir = '0 0 0';
470                         }
471                 }
472 #ifdef SVQC
473                 {
474                         int idx = 0;
475                         // v_ model attached to invisible h_ model
476                         if (this.weaponchild
477                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
478                         {
479                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
480                         }
481                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
482                         {
483                                 this.spawnorigin = gettaginfo(this, idx);
484                         }
485                         else
486                         {
487                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
488                                         this.model);
489                                 this.spawnorigin = this.movedir;
490                         }
491                 }
492 #endif
493                 if (v_shot_idx)
494                 {
495                         this.oldorigin = '0 0 0';  // use regular attachment
496                 }
497                 else
498                 {
499                         int idx;
500                         if (this.weaponchild)
501                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
502                         else
503                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
504                         if (idx)
505                         {
506                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
507                         }
508                         else
509                         {
510                                 LOG_WARNF(
511                                         "weapon model %s does not support the 'handle' tag "
512                                         "and neither does the v_ model support the 'shot' tag, "
513                                         "will display muzzle flashes TOTALLY wrong\n",
514                                         this.model);
515                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
516                         }
517                 }
518
519 #ifdef SVQC
520                 this.viewmodelforclient = this.owner;
521 #else
522                 this.renderflags |= RF_VIEWMODEL;
523 #endif
524         }
525
526         this.view_ofs = '0 0 0';
527         this.movedir_aligned = this.movedir;
528
529         if (this.movedir.x >= 0)
530         {
531                 //int algn = STAT(GUNALIGN, this.owner);
532                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
533         #ifdef SVQC
534                 this.m_gunalign = algn;
535         #endif
536                 vector v = this.movedir;
537                 this.movedir = shotorg_adjust(v, false, false, algn);
538                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
539                 this.view_ofs = this.movedir_aligned - v;
540         }
541         int compressed_shotorg = compressShotOrigin(this.movedir);
542         // make them match perfectly
543 #ifdef SVQC
544         // null during init
545         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
546 #endif
547         this.movedir = decompressShotOrigin(compressed_shotorg);
548
549 #ifdef SVQC
550         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
551 #endif
552
553         // check if an instant weapon switch occurred
554         setorigin(this, this.view_ofs);
555         if (!_anim) return;
556         // reset animstate now
557         this.wframe = WFRAME_IDLE;
558         setanim(this, this.anim_idle, true, false, true);
559 }
560 #endif
561
562 #ifdef GAMEQC
563
564 REGISTER_NET_TEMP(wframe)
565 #ifdef CSQC
566 NET_HANDLE(wframe, bool isNew)
567 {
568         WFRAME fr = ReadByte();
569         float t = ReadFloat();
570         int slot = ReadByte();
571         bool restartanim = ReadByte();
572         entity wepent = viewmodels[slot];
573         if(fr == WFRAME_IDLE)
574                 wepent.animstate_looping = false; // we don't need to enforce idle animation
575         else
576         {
577                 vector a = '0 0 0';
578                 switch(fr)
579                 {
580                         default:
581                         case WFRAME_IDLE: a = wepent.anim_idle; break;
582                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
583                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
584                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
585                 }
586                 a.z *= t;
587                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
588         }
589         wepent.state = ReadByte();
590         wepent.weapon_nextthink = ReadFloat();
591         switch (wepent.state)
592         {
593                 case WS_RAISE:
594                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
595                         break;
596                 case WS_DROP:
597                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
598                         break;
599                 default:
600                         wepent.weapon_switchdelay = 0;
601                         break;
602         }
603         return true;
604 }
605 #endif
606
607 #ifdef SVQC
608 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
609 {
610         if (!IS_REAL_CLIENT(actor)) return;
611         int channel = MSG_ONE;
612         msg_entity = actor;
613         WriteHeader(channel, wframe);
614         WriteByte(channel, wepframe);
615         WriteFloat(channel, attackrate);
616         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
617         WriteByte(channel, restartanim);
618         WriteByte(channel, weaponentity.state);
619         WriteFloat(channel, weaponentity.weapon_nextthink);
620 }
621 #endif
622
623 REGISTER_NET_C2S(w_whereis)
624 #ifdef SVQC
625 void Weapon_whereis(Weapon this, entity cl);
626 NET_HANDLE(w_whereis, bool)
627 {
628         Weapon wpn = ReadRegistered(Weapons);
629         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
630         return true;
631 }
632 #else
633 void w_whereis(Weapon this)
634 {
635         int channel = MSG_C2S;
636         WriteHeader(channel, w_whereis);
637         WriteRegistered(Weapons, channel, this);
638 }
639 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
640 {
641         switch (request)
642         {
643                 case CMD_REQUEST_COMMAND:
644                 {
645                         string s = argv(1);
646                         if (s == "all")
647                         {
648                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
649                                 return;
650                         }
651                         if (s == "unowned")
652                         {
653                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
654                                 return;
655                         }
656                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
657                         {
658                                 w_whereis(it);
659                                 return;
660                         });
661                 }
662                 default:
663                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
664                 case CMD_REQUEST_USAGE:
665                 {
666                         LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
667                         LOG_HELP("  Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
668                         return;
669                 }
670         }
671 }
672 #endif
673
674 #ifdef SVQC
675 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
676 {
677         flash.owner = actor;
678         flash.angles_z = random() * 360;
679
680         entity view = actor.(weaponentity);
681         entity exterior = actor.exteriorweaponentity;
682
683         if (view.oldorigin.x > 0)
684         {
685                 setattachment(flash, exterior, "");
686                 setorigin(flash, view.oldorigin + offset);
687         }
688         else
689         {
690                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
691                 else setattachment(flash, exterior, "tag_shot");
692                 setorigin(flash, offset);
693         }
694 }
695 #elif defined(CSQC)
696 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
697 {
698         flash.owner = wepent;
699         flash.angles_z = random() * 360;
700
701         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
702         else setattachment(flash, wepent, "tag_shot");
703         setorigin(flash, offset);
704 }
705 #endif
706
707 void W_MuzzleFlash_Model_Think(entity this)
708 {
709         this.frame += 2;
710         this.scale *= 0.5;
711         this.alpha -= 0.25;
712         this.nextthink = time + 0.05;
713
714         if(this.alpha <= 0)
715         {
716                 setthink(this, SUB_Remove);
717                 this.nextthink = time;
718                 this.realowner.muzzle_flash = NULL;
719                 return;
720         }
721 }
722
723 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
724 {
725         if(wepent.muzzle_flash == NULL)
726                 wepent.muzzle_flash = spawn();
727
728         entity flash = wepent.muzzle_flash;
729         setmodel(flash, muzzlemodel); // precision set below
730
731         flash.scale = 0.75;
732         setthink(flash, W_MuzzleFlash_Model_Think);
733         flash.nextthink = time + 0.02;
734         flash.frame = 2;
735         flash.alpha = 0.75;
736         flash.angles_z = random() * 180;
737         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
738         flash.owner = flash.realowner = wepent;
739
740 #ifdef CSQC
741         flash.drawmask = MASK_NORMAL;
742 #endif
743 }
744
745 REGISTER_NET_TEMP(w_muzzleflash)
746
747 #ifdef SVQC
748 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
749 {
750         // don't show an exterior muzzle effect for the off-hand
751         if(weaponslot(weaponentity) == 0)
752         {
753                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
754
755                 if(thiswep.m_muzzlemodel != MDL_Null)
756                 {
757                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
758                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
759                 }
760         }
761
762         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
763         {
764                 if(!IS_REAL_CLIENT(it))
765                         continue;
766                 int channel = MSG_ONE;
767                 msg_entity = it;
768                 WriteHeader(channel, w_muzzleflash);
769                 WriteByte(channel, thiswep.m_id);
770                 WriteByte(channel, weaponslot(weaponentity));
771                 WriteVector(channel, shotorg);
772         });
773 }
774 #elif defined(CSQC)
775 NET_HANDLE(w_muzzleflash, bool isNew)
776 {
777         return = true;
778         int weapon_id = ReadByte();
779         int slot = ReadByte();
780         vector sv_shotorg = ReadVector();
781
782         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
783         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
784         vector forward, right, up;
785         MAKE_VECTORS(viewangles, forward, right, up);
786
787         if(autocvar_chase_active)
788         {
789                 // in third person mode, show the muzzle flash from the server side weapon position
790                 // we don't have a view model to reference in this case
791                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
792                 return;
793         }
794         if(!autocvar_r_drawviewmodel) return;
795
796         entity wepent = viewmodels[slot];
797         // get the local player entity to calculate shot origin
798         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
799         if(!rlplayer)
800                 rlplayer = csqcplayer; // fall back to the global
801
802         vector md = wepent.movedir_aligned;
803         vector vecs = ((md.x > 0) ? md : '0 0 0');
804         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
805         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
806
807         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
808
809         if(thiswep.m_muzzlemodel != MDL_Null)
810         {
811                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
812                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
813         }
814 }
815 #endif
816
817
818 #endif
819
820 #endif
821
822 #ifdef SVQC
823 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
824 {
825         string o = W_FixWeaponOrder_ForceComplete(wo);
826         strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
827         return o;
828 }
829 #endif
830
831 #ifdef CSQC
832 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
833 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
834 #endif
835
836 #ifdef GAMEQC
837 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
838 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
839 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
840 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
841 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
842 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
843 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
844 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
845 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
846 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
847 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
848 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
849 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
850 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
852 #endif