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