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