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Rename GetAmmoConsumptionPrimary to GetAmmoConsumptionQ3 and move to quake3.qc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include "../constants.qh"
7         #include "../stats.qh"
8         #include <lib/warpzone/anglestransform.qh>
9         #include <lib/warpzone/common.qh>
10         #include <lib/warpzone/client.qh>
11         #include "../util.qh"
12         #include <client/autocvars.qh>
13         #include "../deathtypes/all.qh"
14         #include <lib/csqcmodel/interpolate.qh>
15         #include "../physics/movetypes/movetypes.qh"
16         #include <client/main.qh>
17         #include <lib/csqcmodel/cl_model.qh>
18 #elif defined(MENUQC)
19 #elif defined(SVQC)
20         #include <common/items/_mod.qh>
21         #include <lib/warpzone/anglestransform.qh>
22         #include <lib/warpzone/common.qh>
23         #include <lib/warpzone/util_server.qh>
24         #include <lib/warpzone/server.qh>
25         #include "../constants.qh"
26         #include "../stats.qh"
27         #include "../teams.qh"
28         #include <common/util.qh>
29         #include "../monsters/_mod.qh"
30         #include "config.qh"
31         #include <server/weapons/common.qh>
32         #include <server/weapons/csqcprojectile.qh>
33         #include <server/weapons/tracing.qh>
34         #include <server/items/spawning.qh>
35         #include <server/autocvars.qh>
36         #include "../notifications/all.qh"
37         #include "../deathtypes/all.qh"
38         #include <server/mutators/_mod.qh>
39         #include "../mapinfo.qh"
40         #include <server/command/_mod.qh>
41         #include <lib/csqcmodel/sv_model.qh>
42         #include <server/portals.qh>
43 #include <server/hook.qh>
44 #endif
45 #ifdef GAMEQC
46         #include "calculations.qc"
47 #endif
48 #ifdef SVQC
49         #include "config.qc"
50 #endif
51
52 #include "weapon/_mod.inc"
53
54
55 // WEAPON PLUGIN SYSTEM
56
57 WepSet _WepSet_FromWeapon(int a)
58 {
59         a -= WEP_FIRST;
60         if (REGISTRY_MAX(Weapons) > 24)
61                 if (a >= 24)
62                 {
63                         a -= 24;
64                         if (REGISTRY_MAX(Weapons) > 48)
65                                 if (a >= 24)
66                                 {
67                                         a -= 24;
68                                         return '0 0 1' * (2 ** a);
69                                 }
70                         return '0 1 0' * (2 ** a);
71                 }
72         return '1 0 0' * (2 ** a);
73 }
74 #ifdef SVQC
75         void WriteWepSet(float dst, WepSet w)
76         {
77                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
78                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
79                 else WriteInt24_t(dst, w.x);
80         }
81 #endif
82 #ifdef CSQC
83         WepSet WepSet_GetFromStat()
84         {
85                 return STAT(WEAPONS);
86         }
87         WepSet WepSet_GetFromStat_InMap()
88         {
89                 return STAT(WEAPONSINMAP);
90         }
91         WepSet ReadWepSet()
92         {
93                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
94                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
95                 return ReadInt24_t() * '1 0 0';
96         }
97 #endif
98
99 string W_FixWeaponOrder(string order, float complete)
100 {
101         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102 }
103 string W_NameWeaponOrder_MapFunc(string s)
104 {
105         int i = stof(s);
106         if (s == "0" || i)
107         {
108                 entity wi = REGISTRY_GET(Weapons, i);
109                 if (wi != WEP_Null) return wi.netname;
110         }
111         return s;
112 }
113
114 string W_UndeprecateName(string s)
115 {
116         switch (s)
117         {
118                 case "nex": return "vortex";
119                 case "rocketlauncher": return "devastator";
120                 case "laser": return "blaster";
121                 case "minstanex": return "vaporizer";
122                 case "grenadelauncher": return "mortar";
123                 case "uzi": return "machinegun";
124                 case "hmg": return "okhmg";
125                 case "rpc": return "okrpc";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = REGISTRY_GET(Weapons, si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = REGISTRY_GET(Weapons, sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
163         return strstrofs(s, sprintf(" %d ", si), 0)
164                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
165 }
166 string W_FixWeaponOrder_BuildImpulseList(string o)
167 {
168         int i;
169         W_FixWeaponOrder_BuildImpulseList_order = o;
170         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
171                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
172         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
173                 NULL);
174         o = "";
175         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
177         W_FixWeaponOrder_BuildImpulseList_order = string_null;
178         return substring(o, 1, -1);
179 }
180
181 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
182 {
183         return W_FixWeaponOrder(order, 0);
184 }
185
186 string W_FixWeaponOrder_ForceComplete(string order)
187 {
188         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189         return W_FixWeaponOrder(order, 1);
190 }
191
192 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
193 {
194         WepSet result = '0 0 0';
195         for (int j = 0; j < n; ++j)
196         {
197                 RandomSelection_Init();
198                 FOREACH(Weapons, it != WEP_Null, {
199                         if (remaining & (it.m_wepset))
200                                 RandomSelection_AddEnt(it, 1, 1);
201                 });
202                 Weapon w = RandomSelection_chosen_ent;
203                 result |= WepSet_FromWeapon(w);
204                 remaining &= ~WepSet_FromWeapon(w);
205         }
206         return result;
207 }
208
209 string GetAmmoPicture(int ammotype)
210 {
211         switch (ammotype)
212         {
213                 case RES_SHELLS:  return ITEM_Shells.m_icon;
214                 case RES_BULLETS: return ITEM_Bullets.m_icon;
215                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
216                 case RES_CELLS:   return ITEM_Cells.m_icon;
217                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
218                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
219                 default: return "";  // wtf, no ammo type?
220         }
221 }
222
223 string GetAmmoName(int ammotype)
224 {
225         switch (ammotype)
226         {
227                 case RES_SHELLS:  return ITEM_Shells.m_name;
228                 case RES_BULLETS: return ITEM_Bullets.m_name;
229                 case RES_ROCKETS: return ITEM_Rockets.m_name;
230                 case RES_CELLS:   return ITEM_Cells.m_name;
231                 case RES_PLASMA:  return ITEM_Plasma.m_name;
232                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
233                 default:          return "batteries";
234         }
235 }
236
237 entity GetAmmoItem(int ammotype)
238 {
239         switch (ammotype)
240         {
241                 case RES_SHELLS:  return ITEM_Shells;
242                 case RES_BULLETS: return ITEM_Bullets;
243                 case RES_ROCKETS: return ITEM_Rockets;
244                 case RES_CELLS:   return ITEM_Cells;
245                 case RES_PLASMA:  return ITEM_Plasma;
246                 case RES_FUEL:    return ITEM_JetpackFuel;
247         }
248         LOG_WARNF("Invalid ammo type %d ", ammotype);
249         return NULL;
250         // WEAPONTODO: use this generic func to reduce duplication ?
251         // GetAmmoPicture  GetAmmoName  notif_arg_item_wepammo  ammo_pickupevalfunc ?
252 }
253
254 #ifdef CSQC
255 int GetAmmoTypeFromNum(int i)
256 {
257         switch (i)
258         {
259                 case 0: return RES_SHELLS;
260                 case 1: return RES_BULLETS;
261                 case 2: return RES_ROCKETS;
262                 case 3: return RES_CELLS;
263                 case 4: return RES_PLASMA;
264                 case 5: return RES_FUEL;
265                 default: return RES_NONE;
266         }
267 }
268
269 int GetAmmoStat(int ammotype)
270 {
271         switch (ammotype)
272         {
273                 case RES_SHELLS: return STAT_SHELLS;
274                 case RES_BULLETS: return STAT_NAILS;
275                 case RES_ROCKETS: return STAT_ROCKETS;
276                 case RES_CELLS: return STAT_CELLS;
277                 case RES_PLASMA: return STAT_PLASMA.m_id;
278                 case RES_FUEL: return STAT_FUEL.m_id;
279                 default: return -1;
280         }
281 }
282 #endif
283
284 string W_Sound(string w_snd)
285 {
286         string output = strcat("weapons/", w_snd);
287         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
288         return M_ARGV(1, string);
289 }
290
291 string W_Model(string w_mdl)
292 {
293         string output = strcat("models/weapons/", w_mdl);
294         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
295         return M_ARGV(1, string);
296 }
297
298 #ifdef GAMEQC
299 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
300 {
301         switch (algn)
302         {
303                 default:
304                 case 3:
305                         // right alignment
306                         break;
307                 case 4:
308                         // left
309                         vecs.y = -vecs.y;
310                         break;
311                 case 1:
312                 case 2:
313                         // center
314                         vecs.y = 0;
315                         vecs.z -= 2;
316                         break;
317         }
318         return vecs;
319 }
320
321 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
322 {
323         string s;
324         if (visual)
325         {
326                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
327         }
328         else if (STAT(SHOOTFROMEYE))
329         {
330                 vecs.y = vecs.z = 0;
331         }
332         else if (STAT(SHOOTFROMCENTER))
333         {
334                 vecs.y = 0;
335                 vecs.z -= 2;
336         }
337         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
338         {
339                 vector v = stov(s);
340                 if (y_is_right) v.y = -v.y;
341                 if (v.x != 0) vecs.x = v.x;
342                 vecs.y = v.y;
343                 vecs.z = v.z;
344         }
345         else  // just do the same as top
346         {
347                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
348         }
349
350         return vecs;
351 }
352
353 #define shotorg_adjust shotorg_adjust_values
354
355 /**
356  * supported formats:
357  *
358  * 1. simple animated model, muzzle flash handling on h_ model:
359  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
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  *        weapon = attachment for v_tuba.md3
364  *    v_tuba.md3 - first and third person model
365  *    g_tuba.md3 - pickup model
366  *
367  * 2. simple animated model, muzzle flash handling on v_ model:
368  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
369  *      tags:
370  *        weapon = attachment for v_tuba.md3
371  *    v_tuba.md3 - first and third person model
372  *      tags:
373  *        shot = muzzle end (shot origin, also used for muzzle flashes)
374  *        shell = casings ejection point (must be on the right hand side of the gun)
375  *    g_tuba.md3 - pickup model
376  *
377  * 3. fully animated model, muzzle flash handling on h_ model:
378  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
379  *      tags:
380  *        shot = muzzle end (shot origin, also used for muzzle flashes)
381  *        shell = casings ejection point (must be on the right hand side of the gun)
382  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
383  *    v_tuba.md3 - third person model
384  *    g_tuba.md3 - pickup model
385  *
386  * 4. fully animated model, muzzle flash handling on v_ model:
387  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
388  *      tags:
389  *        shot = muzzle end (shot origin)
390  *        shell = casings ejection point (must be on the right hand side of the gun)
391  *    v_tuba.md3 - third person model
392  *      tags:
393  *        shot = muzzle end (for muzzle flashes)
394  *    g_tuba.md3 - pickup model
395  *
396  * writes:
397  *   this.origin, this.angles
398  *   this.weaponchild
399  *   this.movedir, this.view_ofs, this.movedir_aligned
400  *   attachment stuff
401  *   anim stuff
402  * to free:
403  *   call again with ""
404  *   remove the ent
405  */
406 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
407 {
408         if (name == "")
409         {
410                 vector oldmin = this.mins, oldmax = this.maxs;
411                 setmodel(this, MDL_Null);
412                 setsize(this, oldmin, oldmax);
413                 if (this.weaponchild) delete(this.weaponchild);
414                 this.weaponchild = NULL;
415                 this.movedir = '0 0 0';
416                 this.spawnorigin = '0 0 0';
417                 this.oldorigin = '0 0 0';
418                 this.anim_fire1  = '0 1 0.01';
419                 this.anim_fire2  = '0 1 0.01';
420                 this.anim_idle   = '0 1 0.01';
421                 this.anim_reload = '0 1 0.01';
422         }
423         else
424         {
425                 // if there is a child entity, hide it until we're sure we use it
426                 if (this.weaponchild) this.weaponchild.model = "";
427                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
428                 int v_shot_idx;  // used later
429                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
430
431                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
432                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
433                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
434                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
435                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
436                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
437
438                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
439                 // if we don't, this is a "real" animated model
440                 string t;
441                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
442                 {
443                         if (!this.weaponchild)
444                         {
445                                 this.weaponchild = new(weaponchild);
446 #ifdef CSQC
447                                 this.weaponchild.drawmask = MASK_NORMAL;
448                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
449 #endif
450                         }
451                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
452                         setsize(this.weaponchild, '0 0 0', '0 0 0');
453                         setattachment(this.weaponchild, this, t);
454                 }
455                 else
456                 {
457                         if (this.weaponchild) delete(this.weaponchild);
458                         this.weaponchild = NULL;
459                 }
460
461                 setsize(this, '0 0 0', '0 0 0');
462                 setorigin(this, '0 0 0');
463                 this.angles = '0 0 0';
464                 this.frame = 0;
465 #ifdef SVQC
466                 this.viewmodelforclient = NULL;
467 #else
468                 this.renderflags &= ~RF_VIEWMODEL;
469 #endif
470                 if (v_shot_idx)  // v_ model attached to invisible h_ model
471                 {
472                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
473                 }
474                 else
475                 {
476                         int idx;
477                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
478                         {
479                                 this.movedir = gettaginfo(this, idx);
480                         }
481                         else
482                         {
483                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
484                                         this.model);
485                                 this.movedir = '0 0 0';
486                         }
487                 }
488                 {
489                         int idx = 0;
490                         // v_ model attached to invisible h_ model
491                         if (this.weaponchild
492                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
493                         {
494                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
495                         }
496                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
497                         {
498                                 this.spawnorigin = gettaginfo(this, idx);
499                         }
500                         else
501                         {
502                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
503                                         this.model);
504                                 this.spawnorigin = this.movedir;
505                         }
506                 }
507                 if (v_shot_idx)
508                 {
509                         this.oldorigin = '0 0 0';  // use regular attachment
510                 }
511                 else
512                 {
513                         int idx;
514                         if (this.weaponchild)
515                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
516                         else
517                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
518                         if (idx)
519                         {
520                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
521                         }
522                         else
523                         {
524                                 LOG_WARNF(
525                                         "weapon model %s does not support the 'handle' tag "
526                                         "and neither does the v_ model support the 'shot' tag, "
527                                         "will display muzzle flashes TOTALLY wrong\n",
528                                         this.model);
529                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
530                         }
531                 }
532
533 #ifdef SVQC
534                 this.viewmodelforclient = this.owner;
535 #else
536                 this.renderflags |= RF_VIEWMODEL;
537 #endif
538         }
539
540         this.view_ofs = '0 0 0';
541         this.movedir_aligned = this.movedir;
542
543         if (this.movedir.x >= 0)
544         {
545                 //int algn = STAT(GUNALIGN, this.owner);
546                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
547         #ifdef SVQC
548                 this.m_gunalign = algn;
549         #endif
550                 vector v = this.movedir;
551                 this.movedir = shotorg_adjust(v, false, false, algn);
552                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
553                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
554         }
555         int compressed_shotorg = compressShotOrigin(this.movedir);
556         // make them match perfectly
557 #ifdef SVQC
558         // null during init
559         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
560 #endif
561         this.movedir = decompressShotOrigin(compressed_shotorg);
562
563         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
564
565         // check if an instant weapon switch occurred
566         setorigin(this, this.view_ofs);
567         if (!_anim) return;
568         // reset animstate now
569         this.wframe = WFRAME_IDLE;
570         setanim(this, this.anim_idle, true, false, true);
571 }
572 #endif
573
574 #ifdef GAMEQC
575
576 REGISTER_NET_TEMP(wframe)
577 #ifdef CSQC
578 NET_HANDLE(wframe, bool isNew)
579 {
580         WFRAME fr = ReadByte();
581         float t = ReadFloat();
582         int slot = ReadByte();
583         bool restartanim = ReadByte();
584         entity wepent = viewmodels[slot];
585         if(fr == WFRAME_IDLE)
586                 wepent.animstate_looping = false; // we don't need to enforce idle animation
587         else
588         {
589                 vector a = '0 0 0';
590                 switch(fr)
591                 {
592                         default:
593                         case WFRAME_IDLE: a = wepent.anim_idle; break;
594                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
595                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
596                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
597                 }
598                 a.z *= t;
599                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
600         }
601         wepent.state = ReadByte();
602         wepent.weapon_nextthink = ReadFloat();
603         switch (wepent.state)
604         {
605                 case WS_RAISE:
606                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
607                         break;
608                 case WS_DROP:
609                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
610                         break;
611                 default:
612                         wepent.weapon_switchdelay = 0;
613                         break;
614         }
615         return true;
616 }
617 #endif
618
619 #ifdef SVQC
620 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
621 {
622         if (!IS_REAL_CLIENT(actor)) return;
623         int channel = MSG_ONE;
624         msg_entity = actor;
625         WriteHeader(channel, wframe);
626         WriteByte(channel, wepframe);
627         WriteFloat(channel, attackrate);
628         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
629         WriteByte(channel, restartanim);
630         WriteByte(channel, weaponentity.state);
631         WriteFloat(channel, weaponentity.weapon_nextthink);
632 }
633 #endif
634
635 REGISTER_NET_C2S(w_whereis)
636 #ifdef SVQC
637 void Weapon_whereis(Weapon this, entity cl);
638 NET_HANDLE(w_whereis, bool)
639 {
640         Weapon wpn = ReadRegistered(Weapons);
641         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
642         return true;
643 }
644 #else
645 void w_whereis(Weapon this)
646 {
647         int channel = MSG_C2S;
648         WriteHeader(channel, w_whereis);
649         WriteRegistered(Weapons, channel, this);
650 }
651 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
652 {
653         switch (request)
654         {
655                 case CMD_REQUEST_COMMAND:
656                 {
657                         string s = argv(1);
658                         if (s == "all")
659                         {
660                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
661                                 return;
662                         }
663                         if (s == "unowned")
664                         {
665                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
666                                 return;
667                         }
668                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
669                         {
670                                 w_whereis(it);
671                                 return;
672                         });
673                 }
674                 default:
675                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
676                 case CMD_REQUEST_USAGE:
677                 {
678                         LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
679                         LOG_HELP("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
680                         return;
681                 }
682         }
683 }
684 #endif
685
686 #ifdef SVQC
687 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
688 {
689         flash.owner = actor;
690         flash.angles_z = random() * 360;
691
692         entity view = actor.(weaponentity);
693         entity exterior = actor.exteriorweaponentity;
694
695         if (view.oldorigin.x > 0)
696         {
697                 setattachment(flash, exterior, "");
698                 setorigin(flash, view.oldorigin + offset);
699         }
700         else
701         {
702                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
703                 else setattachment(flash, exterior, "tag_shot");
704                 setorigin(flash, offset);
705         }
706 }
707 #elif defined(CSQC)
708 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
709 {
710         flash.owner = wepent;
711         flash.angles_z = random() * 360;
712
713         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
714         else setattachment(flash, wepent, "tag_shot");
715         setorigin(flash, offset);
716 }
717 #endif
718
719 void W_MuzzleFlash_Model_Think(entity this)
720 {
721         this.frame += 2;
722         this.scale *= 0.5;
723         this.alpha -= 0.25;
724         this.nextthink = time + 0.05;
725
726         if(this.alpha <= 0)
727         {
728                 setthink(this, SUB_Remove);
729                 this.nextthink = time;
730                 this.realowner.muzzle_flash = NULL;
731                 return;
732         }
733 }
734
735 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
736 {
737         if(wepent.muzzle_flash == NULL)
738                 wepent.muzzle_flash = spawn();
739
740         entity flash = wepent.muzzle_flash;
741         setmodel(flash, muzzlemodel); // precision set below
742
743         flash.scale = 0.75;
744         setthink(flash, W_MuzzleFlash_Model_Think);
745         flash.nextthink = time + 0.02;
746         flash.frame = 2;
747         flash.alpha = 0.75;
748         flash.angles_z = random() * 180;
749         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
750         flash.owner = flash.realowner = wepent;
751
752 #ifdef CSQC
753         flash.drawmask = MASK_NORMAL;
754 #endif
755 }
756
757 REGISTER_NET_TEMP(w_muzzleflash)
758
759 #ifdef SVQC
760 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
761 {
762         // don't show an exterior muzzle effect for the off-hand
763         if(weaponslot(weaponentity) == 0)
764         {
765                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
766
767                 if(thiswep.m_muzzlemodel != MDL_Null)
768                 {
769                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
770                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
771                 }
772         }
773
774         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
775         {
776                 if(!IS_REAL_CLIENT(it))
777                         continue;
778                 int channel = MSG_ONE;
779                 msg_entity = it;
780                 WriteHeader(channel, w_muzzleflash);
781                 WriteByte(channel, thiswep.m_id);
782                 WriteByte(channel, weaponslot(weaponentity));
783                 WriteVector(channel, shotorg);
784         });
785 }
786 #elif defined(CSQC)
787 NET_HANDLE(w_muzzleflash, bool isNew)
788 {
789         return = true;
790         int weapon_id = ReadByte();
791         int slot = ReadByte();
792         vector sv_shotorg = ReadVector();
793
794         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
795         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
796         vector forward, right, up;
797         MAKE_VECTORS(viewangles, forward, right, up);
798
799         if(autocvar_chase_active)
800         {
801                 // in third person mode, show the muzzle flash from the server side weapon position
802                 // we don't have a view model to reference in this case
803                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
804                 return;
805         }
806         if(!autocvar_r_drawviewmodel) return;
807
808         entity wepent = viewmodels[slot];
809         // get the local player entity to calculate shot origin
810         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
811         if(!rlplayer)
812                 rlplayer = csqcplayer; // fall back to the global
813
814         vector md = wepent.movedir_aligned;
815         vector vecs = ((md.x > 0) ? md : '0 0 0');
816         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
817         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
818
819         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
820
821         if(thiswep.m_muzzlemodel != MDL_Null)
822         {
823                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
824                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
825         }
826 }
827 #endif
828
829
830 #endif
831
832 #endif