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q3compat: Fix null function crash when a weapon has no ammo_type
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include "../constants.qh"
7         #include "../stats.qh"
8         #include <lib/warpzone/anglestransform.qh>
9         #include <lib/warpzone/common.qh>
10         #include <lib/warpzone/client.qh>
11         #include "../util.qh"
12         #include <client/autocvars.qh>
13         #include "../deathtypes/all.qh"
14         #include <lib/csqcmodel/interpolate.qh>
15         #include "../physics/movetypes/movetypes.qh"
16         #include <client/main.qh>
17         #include <lib/csqcmodel/cl_model.qh>
18 #elif defined(MENUQC)
19 #elif defined(SVQC)
20         #include <common/items/_mod.qh>
21         #include <lib/warpzone/anglestransform.qh>
22         #include <lib/warpzone/common.qh>
23         #include <lib/warpzone/util_server.qh>
24         #include <lib/warpzone/server.qh>
25         #include "../constants.qh"
26         #include "../stats.qh"
27         #include "../teams.qh"
28         #include <common/util.qh>
29         #include "../monsters/_mod.qh"
30         #include "config.qh"
31         #include <server/weapons/common.qh>
32         #include <server/weapons/csqcprojectile.qh>
33         #include <server/weapons/tracing.qh>
34         #include <server/items/spawning.qh>
35         #include <server/autocvars.qh>
36         #include "../notifications/all.qh"
37         #include "../deathtypes/all.qh"
38         #include <server/mutators/_mod.qh>
39         #include "../mapinfo.qh"
40         #include <server/command/_mod.qh>
41         #include <lib/csqcmodel/sv_model.qh>
42         #include <server/portals.qh>
43 #include <server/hook.qh>
44 #endif
45 #ifdef GAMEQC
46         #include "calculations.qc"
47 #endif
48 #ifdef SVQC
49         #include "config.qc"
50 #endif
51
52 #include "weapon/_mod.inc"
53
54
55 // WEAPON PLUGIN SYSTEM
56
57 WepSet _WepSet_FromWeapon(int a)
58 {
59         a -= WEP_FIRST;
60         if (REGISTRY_MAX(Weapons) > 24)
61                 if (a >= 24)
62                 {
63                         a -= 24;
64                         if (REGISTRY_MAX(Weapons) > 48)
65                                 if (a >= 24)
66                                 {
67                                         a -= 24;
68                                         return '0 0 1' * (2 ** a);
69                                 }
70                         return '0 1 0' * (2 ** a);
71                 }
72         return '1 0 0' * (2 ** a);
73 }
74 #ifdef SVQC
75         void WriteWepSet(float dst, WepSet w)
76         {
77                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
78                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
79                 else WriteInt24_t(dst, w.x);
80         }
81 #endif
82 #ifdef CSQC
83         WepSet WepSet_GetFromStat()
84         {
85                 return STAT(WEAPONS);
86         }
87         WepSet WepSet_GetFromStat_InMap()
88         {
89                 return STAT(WEAPONSINMAP);
90         }
91         WepSet ReadWepSet()
92         {
93                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
94                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
95                 return ReadInt24_t() * '1 0 0';
96         }
97 #endif
98
99 string W_FixWeaponOrder(string order, float complete)
100 {
101         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102 }
103 string W_NameWeaponOrder_MapFunc(string s)
104 {
105         int i = stof(s);
106         if (s == "0" || i)
107         {
108                 entity wi = REGISTRY_GET(Weapons, i);
109                 if (wi != WEP_Null) return wi.netname;
110         }
111         return s;
112 }
113
114 string W_UndeprecateName(string s)
115 {
116         switch (s)
117         {
118                 case "nex": return "vortex";
119                 case "rocketlauncher": return "devastator";
120                 case "laser": return "blaster";
121                 case "minstanex": return "vaporizer";
122                 case "grenadelauncher": return "mortar";
123                 case "uzi": return "machinegun";
124                 case "hmg": return "okhmg";
125                 case "rpc": return "okrpc";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = REGISTRY_GET(Weapons, si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = REGISTRY_GET(Weapons, sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
163         return strstrofs(s, sprintf(" %d ", si), 0)
164                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
165 }
166 string W_FixWeaponOrder_BuildImpulseList(string o)
167 {
168         int i;
169         W_FixWeaponOrder_BuildImpulseList_order = o;
170         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
171                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
172         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
173                 NULL);
174         o = "";
175         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
177         W_FixWeaponOrder_BuildImpulseList_order = string_null;
178         return substring(o, 1, -1);
179 }
180
181 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
182 {
183         return W_FixWeaponOrder(order, 0);
184 }
185
186 string W_FixWeaponOrder_ForceComplete(string order)
187 {
188         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189         return W_FixWeaponOrder(order, 1);
190 }
191
192 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
193 {
194         WepSet result = '0 0 0';
195         for (int j = 0; j < n; ++j)
196         {
197                 RandomSelection_Init();
198                 FOREACH(Weapons, it != WEP_Null, {
199                         if (remaining & (it.m_wepset))
200                                 RandomSelection_AddEnt(it, 1, 1);
201                 });
202                 Weapon w = RandomSelection_chosen_ent;
203                 result |= WepSet_FromWeapon(w);
204                 remaining &= ~WepSet_FromWeapon(w);
205         }
206         return result;
207 }
208
209 string GetAmmoPicture(int ammotype)
210 {
211         switch (ammotype)
212         {
213                 case RES_SHELLS:  return ITEM_Shells.m_icon;
214                 case RES_BULLETS: return ITEM_Bullets.m_icon;
215                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
216                 case RES_CELLS:   return ITEM_Cells.m_icon;
217                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
218                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
219                 default: return "";  // wtf, no ammo type?
220         }
221 }
222
223 string GetAmmoName(int ammotype)
224 {
225         switch (ammotype)
226         {
227                 case RES_SHELLS:  return ITEM_Shells.m_name;
228                 case RES_BULLETS: return ITEM_Bullets.m_name;
229                 case RES_ROCKETS: return ITEM_Rockets.m_name;
230                 case RES_CELLS:   return ITEM_Cells.m_name;
231                 case RES_PLASMA:  return ITEM_Plasma.m_name;
232                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
233                 default:          return "batteries";
234         }
235 }
236
237 entity GetAmmoItem(int ammotype)
238 {
239         switch (ammotype)
240         {
241                 case RES_SHELLS:  return ITEM_Shells;
242                 case RES_BULLETS: return ITEM_Bullets;
243                 case RES_ROCKETS: return ITEM_Rockets;
244                 case RES_CELLS:   return ITEM_Cells;
245                 case RES_PLASMA:  return ITEM_Plasma;
246                 case RES_FUEL:    return ITEM_JetpackFuel;
247         }
248         LOG_WARNF("Invalid ammo type %d ", ammotype);
249         return NULL;
250         // WEAPONTODO: use this generic func to reduce duplication ?
251         // GetAmmoPicture  GetAmmoName  notif_arg_item_wepammo  ammo_pickupevalfunc ?
252 }
253
254 #ifdef SVQC
255 int GetAmmoConsumptionPrimary(string netname)
256 // Returns ammo consumed per shot by the primary/default fire mode
257 // Returns 0 if the netname has no ammo cvar
258 {
259         switch (netname)
260         {
261                 case "arc":        return autocvar_g_balance_arc_beam_ammo;
262                 case "devastator": return autocvar_g_balance_devastator_ammo;
263                 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
264                 case "minelayer":  return autocvar_g_balance_minelayer_ammo;
265                 case "seeker":     return autocvar_g_balance_seeker_tag_ammo;
266                 default:           return cvar(strcat("g_balance_", netname, "_primary_ammo"));
267         }
268 }
269 #endif
270
271 #ifdef CSQC
272 int GetAmmoTypeFromNum(int i)
273 {
274         switch (i)
275         {
276                 case 0: return RES_SHELLS;
277                 case 1: return RES_BULLETS;
278                 case 2: return RES_ROCKETS;
279                 case 3: return RES_CELLS;
280                 case 4: return RES_PLASMA;
281                 case 5: return RES_FUEL;
282                 default: return RES_NONE;
283         }
284 }
285
286 int GetAmmoStat(int ammotype)
287 {
288         switch (ammotype)
289         {
290                 case RES_SHELLS: return STAT_SHELLS;
291                 case RES_BULLETS: return STAT_NAILS;
292                 case RES_ROCKETS: return STAT_ROCKETS;
293                 case RES_CELLS: return STAT_CELLS;
294                 case RES_PLASMA: return STAT_PLASMA.m_id;
295                 case RES_FUEL: return STAT_FUEL.m_id;
296                 default: return -1;
297         }
298 }
299 #endif
300
301 string W_Sound(string w_snd)
302 {
303         string output = strcat("weapons/", w_snd);
304         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
305         return M_ARGV(1, string);
306 }
307
308 string W_Model(string w_mdl)
309 {
310         string output = strcat("models/weapons/", w_mdl);
311         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
312         return M_ARGV(1, string);
313 }
314
315 #ifdef GAMEQC
316 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
317 {
318         switch (algn)
319         {
320                 default:
321                 case 3:
322                         // right alignment
323                         break;
324                 case 4:
325                         // left
326                         vecs.y = -vecs.y;
327                         break;
328                 case 1:
329                 case 2:
330                         // center
331                         vecs.y = 0;
332                         vecs.z -= 2;
333                         break;
334         }
335         return vecs;
336 }
337
338 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
339 {
340         string s;
341         if (visual)
342         {
343                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
344         }
345         else if (STAT(SHOOTFROMEYE))
346         {
347                 vecs.y = vecs.z = 0;
348         }
349         else if (STAT(SHOOTFROMCENTER))
350         {
351                 vecs.y = 0;
352                 vecs.z -= 2;
353         }
354         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
355         {
356                 vector v = stov(s);
357                 if (y_is_right) v.y = -v.y;
358                 if (v.x != 0) vecs.x = v.x;
359                 vecs.y = v.y;
360                 vecs.z = v.z;
361         }
362         else  // just do the same as top
363         {
364                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
365         }
366
367         return vecs;
368 }
369
370 #define shotorg_adjust shotorg_adjust_values
371
372 /**
373  * supported formats:
374  *
375  * 1. simple animated model, muzzle flash handling on h_ model:
376  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
377  *      tags:
378  *        shot = muzzle end (shot origin, also used for muzzle flashes)
379  *        shell = casings ejection point (must be on the right hand side of the gun)
380  *        weapon = attachment for v_tuba.md3
381  *    v_tuba.md3 - first and third person model
382  *    g_tuba.md3 - pickup model
383  *
384  * 2. simple animated model, muzzle flash handling on v_ model:
385  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
386  *      tags:
387  *        weapon = attachment for v_tuba.md3
388  *    v_tuba.md3 - first and third person model
389  *      tags:
390  *        shot = muzzle end (shot origin, also used for muzzle flashes)
391  *        shell = casings ejection point (must be on the right hand side of the gun)
392  *    g_tuba.md3 - pickup model
393  *
394  * 3. fully animated model, muzzle flash handling on h_ model:
395  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
396  *      tags:
397  *        shot = muzzle end (shot origin, also used for muzzle flashes)
398  *        shell = casings ejection point (must be on the right hand side of the gun)
399  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
400  *    v_tuba.md3 - third person model
401  *    g_tuba.md3 - pickup model
402  *
403  * 4. fully animated model, muzzle flash handling on v_ model:
404  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
405  *      tags:
406  *        shot = muzzle end (shot origin)
407  *        shell = casings ejection point (must be on the right hand side of the gun)
408  *    v_tuba.md3 - third person model
409  *      tags:
410  *        shot = muzzle end (for muzzle flashes)
411  *    g_tuba.md3 - pickup model
412  *
413  * writes:
414  *   this.origin, this.angles
415  *   this.weaponchild
416  *   this.movedir, this.view_ofs, this.movedir_aligned
417  *   attachment stuff
418  *   anim stuff
419  * to free:
420  *   call again with ""
421  *   remove the ent
422  */
423 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
424 {
425         if (name == "")
426         {
427                 vector oldmin = this.mins, oldmax = this.maxs;
428                 setmodel(this, MDL_Null);
429                 setsize(this, oldmin, oldmax);
430                 if (this.weaponchild) delete(this.weaponchild);
431                 this.weaponchild = NULL;
432                 this.movedir = '0 0 0';
433                 this.spawnorigin = '0 0 0';
434                 this.oldorigin = '0 0 0';
435                 this.anim_fire1  = '0 1 0.01';
436                 this.anim_fire2  = '0 1 0.01';
437                 this.anim_idle   = '0 1 0.01';
438                 this.anim_reload = '0 1 0.01';
439         }
440         else
441         {
442                 // if there is a child entity, hide it until we're sure we use it
443                 if (this.weaponchild) this.weaponchild.model = "";
444                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
445                 int v_shot_idx;  // used later
446                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
447
448                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
449                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
450                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
451                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
452                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
453                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
454
455                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
456                 // if we don't, this is a "real" animated model
457                 string t;
458                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
459                 {
460                         if (!this.weaponchild)
461                         {
462                                 this.weaponchild = new(weaponchild);
463 #ifdef CSQC
464                                 this.weaponchild.drawmask = MASK_NORMAL;
465                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
466 #endif
467                         }
468                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
469                         setsize(this.weaponchild, '0 0 0', '0 0 0');
470                         setattachment(this.weaponchild, this, t);
471                 }
472                 else
473                 {
474                         if (this.weaponchild) delete(this.weaponchild);
475                         this.weaponchild = NULL;
476                 }
477
478                 setsize(this, '0 0 0', '0 0 0');
479                 setorigin(this, '0 0 0');
480                 this.angles = '0 0 0';
481                 this.frame = 0;
482 #ifdef SVQC
483                 this.viewmodelforclient = NULL;
484 #else
485                 this.renderflags &= ~RF_VIEWMODEL;
486 #endif
487                 if (v_shot_idx)  // v_ model attached to invisible h_ model
488                 {
489                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
490                 }
491                 else
492                 {
493                         int idx;
494                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
495                         {
496                                 this.movedir = gettaginfo(this, idx);
497                         }
498                         else
499                         {
500                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
501                                         this.model);
502                                 this.movedir = '0 0 0';
503                         }
504                 }
505                 {
506                         int idx = 0;
507                         // v_ model attached to invisible h_ model
508                         if (this.weaponchild
509                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
510                         {
511                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
512                         }
513                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
514                         {
515                                 this.spawnorigin = gettaginfo(this, idx);
516                         }
517                         else
518                         {
519                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
520                                         this.model);
521                                 this.spawnorigin = this.movedir;
522                         }
523                 }
524                 if (v_shot_idx)
525                 {
526                         this.oldorigin = '0 0 0';  // use regular attachment
527                 }
528                 else
529                 {
530                         int idx;
531                         if (this.weaponchild)
532                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
533                         else
534                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
535                         if (idx)
536                         {
537                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
538                         }
539                         else
540                         {
541                                 LOG_WARNF(
542                                         "weapon model %s does not support the 'handle' tag "
543                                         "and neither does the v_ model support the 'shot' tag, "
544                                         "will display muzzle flashes TOTALLY wrong\n",
545                                         this.model);
546                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
547                         }
548                 }
549
550 #ifdef SVQC
551                 this.viewmodelforclient = this.owner;
552 #else
553                 this.renderflags |= RF_VIEWMODEL;
554 #endif
555         }
556
557         this.view_ofs = '0 0 0';
558         this.movedir_aligned = this.movedir;
559
560         if (this.movedir.x >= 0)
561         {
562                 //int algn = STAT(GUNALIGN, this.owner);
563                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
564         #ifdef SVQC
565                 this.m_gunalign = algn;
566         #endif
567                 vector v = this.movedir;
568                 this.movedir = shotorg_adjust(v, false, false, algn);
569                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
570                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
571         }
572         int compressed_shotorg = compressShotOrigin(this.movedir);
573         // make them match perfectly
574 #ifdef SVQC
575         // null during init
576         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
577 #endif
578         this.movedir = decompressShotOrigin(compressed_shotorg);
579
580         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
581
582         // check if an instant weapon switch occurred
583         setorigin(this, this.view_ofs);
584         if (!_anim) return;
585         // reset animstate now
586         this.wframe = WFRAME_IDLE;
587         setanim(this, this.anim_idle, true, false, true);
588 }
589 #endif
590
591 #ifdef GAMEQC
592
593 REGISTER_NET_TEMP(wframe)
594 #ifdef CSQC
595 NET_HANDLE(wframe, bool isNew)
596 {
597         WFRAME fr = ReadByte();
598         float t = ReadFloat();
599         int slot = ReadByte();
600         bool restartanim = ReadByte();
601         entity wepent = viewmodels[slot];
602         if(fr == WFRAME_IDLE)
603                 wepent.animstate_looping = false; // we don't need to enforce idle animation
604         else
605         {
606                 vector a = '0 0 0';
607                 switch(fr)
608                 {
609                         default:
610                         case WFRAME_IDLE: a = wepent.anim_idle; break;
611                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
612                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
613                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
614                 }
615                 a.z *= t;
616                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
617         }
618         wepent.state = ReadByte();
619         wepent.weapon_nextthink = ReadFloat();
620         switch (wepent.state)
621         {
622                 case WS_RAISE:
623                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
624                         break;
625                 case WS_DROP:
626                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
627                         break;
628                 default:
629                         wepent.weapon_switchdelay = 0;
630                         break;
631         }
632         return true;
633 }
634 #endif
635
636 #ifdef SVQC
637 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
638 {
639         if (!IS_REAL_CLIENT(actor)) return;
640         int channel = MSG_ONE;
641         msg_entity = actor;
642         WriteHeader(channel, wframe);
643         WriteByte(channel, wepframe);
644         WriteFloat(channel, attackrate);
645         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
646         WriteByte(channel, restartanim);
647         WriteByte(channel, weaponentity.state);
648         WriteFloat(channel, weaponentity.weapon_nextthink);
649 }
650 #endif
651
652 REGISTER_NET_C2S(w_whereis)
653 #ifdef SVQC
654 void Weapon_whereis(Weapon this, entity cl);
655 NET_HANDLE(w_whereis, bool)
656 {
657         Weapon wpn = ReadRegistered(Weapons);
658         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
659         return true;
660 }
661 #else
662 void w_whereis(Weapon this)
663 {
664         int channel = MSG_C2S;
665         WriteHeader(channel, w_whereis);
666         WriteRegistered(Weapons, channel, this);
667 }
668 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
669 {
670         switch (request)
671         {
672                 case CMD_REQUEST_COMMAND:
673                 {
674                         string s = argv(1);
675                         if (s == "all")
676                         {
677                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
678                                 return;
679                         }
680                         if (s == "unowned")
681                         {
682                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
683                                 return;
684                         }
685                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
686                         {
687                                 w_whereis(it);
688                                 return;
689                         });
690                 }
691                 default:
692                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
693                 case CMD_REQUEST_USAGE:
694                 {
695                         LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
696                         LOG_HELP("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
697                         return;
698                 }
699         }
700 }
701 #endif
702
703 #ifdef SVQC
704 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
705 {
706         flash.owner = actor;
707         flash.angles_z = random() * 360;
708
709         entity view = actor.(weaponentity);
710         entity exterior = actor.exteriorweaponentity;
711
712         if (view.oldorigin.x > 0)
713         {
714                 setattachment(flash, exterior, "");
715                 setorigin(flash, view.oldorigin + offset);
716         }
717         else
718         {
719                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
720                 else setattachment(flash, exterior, "tag_shot");
721                 setorigin(flash, offset);
722         }
723 }
724 #elif defined(CSQC)
725 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
726 {
727         flash.owner = wepent;
728         flash.angles_z = random() * 360;
729
730         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
731         else setattachment(flash, wepent, "tag_shot");
732         setorigin(flash, offset);
733 }
734 #endif
735
736 void W_MuzzleFlash_Model_Think(entity this)
737 {
738         this.frame += 2;
739         this.scale *= 0.5;
740         this.alpha -= 0.25;
741         this.nextthink = time + 0.05;
742
743         if(this.alpha <= 0)
744         {
745                 setthink(this, SUB_Remove);
746                 this.nextthink = time;
747                 this.realowner.muzzle_flash = NULL;
748                 return;
749         }
750 }
751
752 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
753 {
754         if(wepent.muzzle_flash == NULL)
755                 wepent.muzzle_flash = spawn();
756
757         entity flash = wepent.muzzle_flash;
758         setmodel(flash, muzzlemodel); // precision set below
759
760         flash.scale = 0.75;
761         setthink(flash, W_MuzzleFlash_Model_Think);
762         flash.nextthink = time + 0.02;
763         flash.frame = 2;
764         flash.alpha = 0.75;
765         flash.angles_z = random() * 180;
766         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
767         flash.owner = flash.realowner = wepent;
768
769 #ifdef CSQC
770         flash.drawmask = MASK_NORMAL;
771 #endif
772 }
773
774 REGISTER_NET_TEMP(w_muzzleflash)
775
776 #ifdef SVQC
777 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
778 {
779         // don't show an exterior muzzle effect for the off-hand
780         if(weaponslot(weaponentity) == 0)
781         {
782                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
783
784                 if(thiswep.m_muzzlemodel != MDL_Null)
785                 {
786                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
787                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
788                 }
789         }
790
791         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
792         {
793                 if(!IS_REAL_CLIENT(it))
794                         continue;
795                 int channel = MSG_ONE;
796                 msg_entity = it;
797                 WriteHeader(channel, w_muzzleflash);
798                 WriteByte(channel, thiswep.m_id);
799                 WriteByte(channel, weaponslot(weaponentity));
800                 WriteVector(channel, shotorg);
801         });
802 }
803 #elif defined(CSQC)
804 NET_HANDLE(w_muzzleflash, bool isNew)
805 {
806         return = true;
807         int weapon_id = ReadByte();
808         int slot = ReadByte();
809         vector sv_shotorg = ReadVector();
810
811         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
812         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
813         vector forward, right, up;
814         MAKE_VECTORS(viewangles, forward, right, up);
815
816         if(autocvar_chase_active)
817         {
818                 // in third person mode, show the muzzle flash from the server side weapon position
819                 // we don't have a view model to reference in this case
820                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
821                 return;
822         }
823         if(!autocvar_r_drawviewmodel) return;
824
825         entity wepent = viewmodels[slot];
826         // get the local player entity to calculate shot origin
827         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
828         if(!rlplayer)
829                 rlplayer = csqcplayer; // fall back to the global
830
831         vector md = wepent.movedir_aligned;
832         vector vecs = ((md.x > 0) ? md : '0 0 0');
833         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
834         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
835
836         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
837
838         if(thiswep.m_muzzlemodel != MDL_Null)
839         {
840                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
841                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
842         }
843 }
844 #endif
845
846
847 #endif
848
849 #endif