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