6 #include "../constants.qh"
8 #include <lib/warpzone/anglestransform.qh>
9 #include <lib/warpzone/common.qh>
10 #include <lib/warpzone/client.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>
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"
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>
46 #include "calculations.qc"
52 #include "weapon/_mod.inc"
55 // WEAPON PLUGIN SYSTEM
57 WepSet _WepSet_FromWeapon(int a)
60 if (REGISTRY_MAX(Weapons) > 24)
64 if (REGISTRY_MAX(Weapons) > 48)
68 return '0 0 1' * (2 ** a);
70 return '0 1 0' * (2 ** a);
72 return '1 0 0' * (2 ** a);
75 void WriteWepSet(float dst, WepSet w)
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);
83 WepSet WepSet_GetFromStat()
87 WepSet WepSet_GetFromStat_InMap()
89 return STAT(WEAPONSINMAP);
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';
99 string W_FixWeaponOrder(string order, float complete)
101 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
103 string W_NameWeaponOrder_MapFunc(string s)
108 entity wi = REGISTRY_GET(Weapons, i);
109 if (wi != WEP_Null) return wi.netname;
114 string W_UndeprecateName(string s)
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";
129 string W_NameWeaponOrder(string order)
131 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
133 string W_NumberWeaponOrder_MapFunc(string s)
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));
140 string W_NumberWeaponOrder(string order)
142 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
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)
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;
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
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!
166 string W_FixWeaponOrder_BuildImpulseList(string o)
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,
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);
181 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
183 return W_FixWeaponOrder(order, 0);
186 string W_FixWeaponOrder_ForceComplete(string order)
188 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189 return W_FixWeaponOrder(order, 1);
192 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
194 WepSet result = '0 0 0';
195 for (int j = 0; j < n; ++j)
197 RandomSelection_Init();
198 FOREACH(Weapons, it != WEP_Null, {
199 if (remaining & (it.m_wepset))
200 RandomSelection_AddEnt(it, 1, 1);
202 Weapon w = RandomSelection_chosen_ent;
203 result |= WepSet_FromWeapon(w);
204 remaining &= ~WepSet_FromWeapon(w);
209 string GetAmmoPicture(int ammotype)
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?
223 string GetAmmoName(int ammotype)
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";
237 entity GetAmmoItem(int ammotype)
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;
248 LOG_WARNF("Invalid ammo type %d ", ammotype);
250 // WEAPONTODO: use this generic func to reduce duplication ?
251 // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
255 int GetAmmoConsumptionPrimary(string netname)
256 // Returns ammo consumed per shot by the primary/default fire mode
257 // Returns 0 if the netname has no ammo cvar
261 case "arc": return autocvar_g_balance_arc_beam_ammo;
262 case "devastator": return autocvar_g_balance_devastator_ammo;
263 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
264 case "minelayer": return autocvar_g_balance_minelayer_ammo;
265 case "seeker": return autocvar_g_balance_seeker_tag_ammo;
266 default: return cvar(strcat("g_balance_", netname, "_primary_ammo"));
272 int GetAmmoTypeFromNum(int i)
276 case 0: return RES_SHELLS;
277 case 1: return RES_BULLETS;
278 case 2: return RES_ROCKETS;
279 case 3: return RES_CELLS;
280 case 4: return RES_PLASMA;
281 case 5: return RES_FUEL;
282 default: return RES_NONE;
286 int GetAmmoStat(int ammotype)
290 case RES_SHELLS: return STAT_SHELLS;
291 case RES_BULLETS: return STAT_NAILS;
292 case RES_ROCKETS: return STAT_ROCKETS;
293 case RES_CELLS: return STAT_CELLS;
294 case RES_PLASMA: return STAT_PLASMA.m_id;
295 case RES_FUEL: return STAT_FUEL.m_id;
301 string W_Sound(string w_snd)
303 string output = strcat("weapons/", w_snd);
304 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
305 return M_ARGV(1, string);
308 string W_Model(string w_mdl)
310 string output = strcat("models/weapons/", w_mdl);
311 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
312 return M_ARGV(1, string);
316 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
338 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
343 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
345 else if (STAT(SHOOTFROMEYE))
349 else if (STAT(SHOOTFROMCENTER))
354 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
357 if (y_is_right) v.y = -v.y;
358 if (v.x != 0) vecs.x = v.x;
362 else // just do the same as top
364 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
370 #define shotorg_adjust shotorg_adjust_values
375 * 1. simple animated model, muzzle flash handling on h_ model:
376 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
378 * shot = muzzle end (shot origin, also used for muzzle flashes)
379 * shell = casings ejection point (must be on the right hand side of the gun)
380 * weapon = attachment for v_tuba.md3
381 * v_tuba.md3 - first and third person model
382 * g_tuba.md3 - pickup model
384 * 2. simple animated model, muzzle flash handling on v_ model:
385 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
387 * weapon = attachment for v_tuba.md3
388 * v_tuba.md3 - first and third person model
390 * shot = muzzle end (shot origin, also used for muzzle flashes)
391 * shell = casings ejection point (must be on the right hand side of the gun)
392 * g_tuba.md3 - pickup model
394 * 3. fully animated model, muzzle flash handling on h_ model:
395 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
397 * shot = muzzle end (shot origin, also used for muzzle flashes)
398 * shell = casings ejection point (must be on the right hand side of the gun)
399 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
400 * v_tuba.md3 - third person model
401 * g_tuba.md3 - pickup model
403 * 4. fully animated model, muzzle flash handling on v_ model:
404 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
406 * shot = muzzle end (shot origin)
407 * shell = casings ejection point (must be on the right hand side of the gun)
408 * v_tuba.md3 - third person model
410 * shot = muzzle end (for muzzle flashes)
411 * g_tuba.md3 - pickup model
414 * this.origin, this.angles
416 * this.movedir, this.view_ofs, this.movedir_aligned
423 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
427 vector oldmin = this.mins, oldmax = this.maxs;
428 setmodel(this, MDL_Null);
429 setsize(this, oldmin, oldmax);
430 if (this.weaponchild) delete(this.weaponchild);
431 this.weaponchild = NULL;
432 this.movedir = '0 0 0';
433 this.spawnorigin = '0 0 0';
434 this.oldorigin = '0 0 0';
435 this.anim_fire1 = '0 1 0.01';
436 this.anim_fire2 = '0 1 0.01';
437 this.anim_idle = '0 1 0.01';
438 this.anim_reload = '0 1 0.01';
442 // if there is a child entity, hide it until we're sure we use it
443 if (this.weaponchild) this.weaponchild.model = "";
444 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
445 int v_shot_idx; // used later
446 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
448 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
449 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
450 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
451 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
452 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
453 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
455 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
456 // if we don't, this is a "real" animated model
458 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
460 if (!this.weaponchild)
462 this.weaponchild = new(weaponchild);
464 this.weaponchild.drawmask = MASK_NORMAL;
465 this.weaponchild.renderflags |= RF_VIEWMODEL;
468 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
469 setsize(this.weaponchild, '0 0 0', '0 0 0');
470 setattachment(this.weaponchild, this, t);
474 if (this.weaponchild) delete(this.weaponchild);
475 this.weaponchild = NULL;
478 setsize(this, '0 0 0', '0 0 0');
479 setorigin(this, '0 0 0');
480 this.angles = '0 0 0';
483 this.viewmodelforclient = NULL;
485 this.renderflags &= ~RF_VIEWMODEL;
487 if (v_shot_idx) // v_ model attached to invisible h_ model
489 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
494 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
496 this.movedir = gettaginfo(this, idx);
500 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
502 this.movedir = '0 0 0';
507 // v_ model attached to invisible h_ model
509 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
511 this.spawnorigin = gettaginfo(this.weaponchild, idx);
513 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
515 this.spawnorigin = gettaginfo(this, idx);
519 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
521 this.spawnorigin = this.movedir;
526 this.oldorigin = '0 0 0'; // use regular attachment
531 if (this.weaponchild)
532 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
534 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
537 this.oldorigin = this.movedir - gettaginfo(this, idx);
542 "weapon model %s does not support the 'handle' tag "
543 "and neither does the v_ model support the 'shot' tag, "
544 "will display muzzle flashes TOTALLY wrong\n",
546 this.oldorigin = '0 0 0'; // there is no way to recover from this
551 this.viewmodelforclient = this.owner;
553 this.renderflags |= RF_VIEWMODEL;
557 this.view_ofs = '0 0 0';
558 this.movedir_aligned = this.movedir;
560 if (this.movedir.x >= 0)
562 //int algn = STAT(GUNALIGN, this.owner);
563 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
565 this.m_gunalign = algn;
567 vector v = this.movedir;
568 this.movedir = shotorg_adjust(v, false, false, algn);
569 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
570 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
572 int compressed_shotorg = compressShotOrigin(this.movedir);
573 // make them match perfectly
576 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
578 this.movedir = decompressShotOrigin(compressed_shotorg);
580 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
582 // check if an instant weapon switch occurred
583 setorigin(this, this.view_ofs);
585 // reset animstate now
586 this.wframe = WFRAME_IDLE;
587 setanim(this, this.anim_idle, true, false, true);
593 REGISTER_NET_TEMP(wframe)
595 NET_HANDLE(wframe, bool isNew)
597 WFRAME fr = ReadByte();
598 float t = ReadFloat();
599 int slot = ReadByte();
600 bool restartanim = ReadByte();
601 entity wepent = viewmodels[slot];
602 if(fr == WFRAME_IDLE)
603 wepent.animstate_looping = false; // we don't need to enforce idle animation
610 case WFRAME_IDLE: a = wepent.anim_idle; break;
611 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
612 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
613 case WFRAME_RELOAD: a = wepent.anim_reload; break;
616 anim_set(wepent, a, !restartanim, restartanim, restartanim);
618 wepent.state = ReadByte();
619 wepent.weapon_nextthink = ReadFloat();
620 switch (wepent.state)
623 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
626 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
629 wepent.weapon_switchdelay = 0;
637 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
639 if (!IS_REAL_CLIENT(actor)) return;
640 int channel = MSG_ONE;
642 WriteHeader(channel, wframe);
643 WriteByte(channel, wepframe);
644 WriteFloat(channel, attackrate);
645 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
646 WriteByte(channel, restartanim);
647 WriteByte(channel, weaponentity.state);
648 WriteFloat(channel, weaponentity.weapon_nextthink);
652 REGISTER_NET_C2S(w_whereis)
654 void Weapon_whereis(Weapon this, entity cl);
655 NET_HANDLE(w_whereis, bool)
657 Weapon wpn = ReadRegistered(Weapons);
658 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
662 void w_whereis(Weapon this)
664 int channel = MSG_C2S;
665 WriteHeader(channel, w_whereis);
666 WriteRegistered(Weapons, channel, this);
668 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
672 case CMD_REQUEST_COMMAND:
677 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
682 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
685 FOREACH(Weapons, it != WEP_Null && it.netname == s,
692 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
693 case CMD_REQUEST_USAGE:
695 LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
696 LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
704 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
707 flash.angles_z = random() * 360;
709 entity view = actor.(weaponentity);
710 entity exterior = actor.exteriorweaponentity;
712 if (view.oldorigin.x > 0)
714 setattachment(flash, exterior, "");
715 setorigin(flash, view.oldorigin + offset);
719 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
720 else setattachment(flash, exterior, "tag_shot");
721 setorigin(flash, offset);
725 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
727 flash.owner = wepent;
728 flash.angles_z = random() * 360;
730 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
731 else setattachment(flash, wepent, "tag_shot");
732 setorigin(flash, offset);
736 void W_MuzzleFlash_Model_Think(entity this)
741 this.nextthink = time + 0.05;
745 setthink(this, SUB_Remove);
746 this.nextthink = time;
747 this.realowner.muzzle_flash = NULL;
752 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
754 if(wepent.muzzle_flash == NULL)
755 wepent.muzzle_flash = spawn();
757 entity flash = wepent.muzzle_flash;
758 setmodel(flash, muzzlemodel); // precision set below
761 setthink(flash, W_MuzzleFlash_Model_Think);
762 flash.nextthink = time + 0.02;
765 flash.angles_z = random() * 180;
766 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
767 flash.owner = flash.realowner = wepent;
770 flash.drawmask = MASK_NORMAL;
774 REGISTER_NET_TEMP(w_muzzleflash)
777 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
779 // don't show an exterior muzzle effect for the off-hand
780 if(weaponslot(weaponentity) == 0)
782 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
784 if(thiswep.m_muzzlemodel != MDL_Null)
786 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
787 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
791 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
793 if(!IS_REAL_CLIENT(it))
795 int channel = MSG_ONE;
797 WriteHeader(channel, w_muzzleflash);
798 WriteByte(channel, thiswep.m_id);
799 WriteByte(channel, weaponslot(weaponentity));
800 WriteVector(channel, shotorg);
804 NET_HANDLE(w_muzzleflash, bool isNew)
807 int weapon_id = ReadByte();
808 int slot = ReadByte();
809 vector sv_shotorg = ReadVector();
811 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
812 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
813 vector forward, right, up;
814 MAKE_VECTORS(viewangles, forward, right, up);
816 if(autocvar_chase_active)
818 // in third person mode, show the muzzle flash from the server side weapon position
819 // we don't have a view model to reference in this case
820 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
823 if(!autocvar_r_drawviewmodel) return;
825 entity wepent = viewmodels[slot];
826 // get the local player entity to calculate shot origin
827 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
829 rlplayer = csqcplayer; // fall back to the global
831 vector md = wepent.movedir_aligned;
832 vector vecs = ((md.x > 0) ? md : '0 0 0');
833 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
834 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
836 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
838 if(thiswep.m_muzzlemodel != MDL_Null)
840 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
841 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');