2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
26 void(float fr, float t, void() func) weapon_thinkf;
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
36 float nudge = 1; // added to traceline target and subtracted from result
37 local vector trueaimpoint;
40 oldsolid = self.dphitcontentsmask;
41 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
43 trueaimpoint = trace_endpos;
45 if(ent.weaponentity.movedir_x > 0)
47 vecs = ent.weaponentity.movedir;
53 if(debug_shotorg != '0 0 0')
56 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
58 // now move the shotorg forward as much as requested if possible
59 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
60 w_shotorg = trace_endpos - v_forward * nudge;
61 // calculate the shotdir from the chosen shotorg
62 w_shotdir = normalize(trueaimpoint - w_shotorg);
65 // explanation of g_antilag:
66 // if client reports it was aiming at a player, and the serverside trace
67 // says it would miss, change the aim point to the player's new origin,
68 // but only if the shot at the player's new origin would hit of course
70 // FIXME: a much better method for bullet weapons would be to leave a
71 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
72 // ghost corresponding to this player's ping time, and if so it would do
73 // damage to the real player
75 if (self.cursor_trace_ent) // client was aiming at someone
76 if (self.cursor_trace_ent != self) // just to make sure
77 if (self.cursor_trace_ent.takedamage) // and that person is killable
78 if (self.cursor_trace_ent.classname == "player") // and actually a player
79 if (cvar("g_antilag") == 1)
81 // verify that the shot would miss without antilag
82 // (avoids an issue where guns would always shoot at their origin)
83 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
84 if (!trace_ent.takedamage)
86 // verify that the shot would hit if altered
87 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
88 if (trace_ent == self.cursor_trace_ent)
90 // verify that the shot would hit in the past
91 if(self.antilag_debug)
92 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
94 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
96 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
97 antilag_restore(self.cursor_trace_ent);
99 if(trace_ent == self.cursor_trace_ent)
102 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
103 dprint("ANTILAG HIT for ", self.netname, "\n");
107 // prydon cursor aimbot or odd network conditions
108 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
111 if(cvar("developer") >= 2)
113 vector v, vplus, vel;
115 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
116 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
117 vel = (vplus - v) * (1 / 0.01);
118 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
119 v -= (self.origin + self.view_ofs);
120 // solve: v + X * vel = closest to v_forward axis
121 // project into 2D by subtracting v_forward components:
122 v -= (v * v_forward) * v_forward;
123 vel -= (vel * v_forward) * v_forward;
124 // solve: v + X * vel = closest to origin
125 // (v + X * vel)^2 closest to 0
126 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
127 X = -(v * vel) / (vel * vel);
128 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
136 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
138 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
139 if (!trace_ent.takedamage)
141 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
142 if (trace_ent.takedamage && trace_ent.classname == "player")
146 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
148 w_shotdir = normalize(trace_ent.origin - w_shotorg);
152 else if(cvar("g_antilag") == 3) // client side hitscan
154 if (self.cursor_trace_ent) // client was aiming at someone
155 if (self.cursor_trace_ent != self) // just to make sure
156 if (self.cursor_trace_ent.takedamage) // and that person is killable
157 if (self.cursor_trace_ent.classname == "player") // and actually a player
159 // verify that the shot would miss without antilag
160 // (avoids an issue where guns would always shoot at their origin)
161 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
162 if (!trace_ent.takedamage)
164 // verify that the shot would hit if altered
165 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
166 if (trace_ent == self.cursor_trace_ent)
167 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
169 print("antilag fail\n");
176 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
179 self.punchangle_x = recoil * -1;
183 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
186 if (self.items & IT_STRENGTH)
188 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
191 void LaserTarget_Think()
198 // list of weapons that will use the laser, and the options that enable it
199 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
202 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
207 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
210 // rocket launcher isn't selected, so no laser target.
211 if(self.lasertarget != world)
213 remove(self.lasertarget);
214 self.lasertarget = world;
219 if(!self.lasertarget)
221 // we don't have a lasertarget entity, so spawn one
222 //bprint("create laser target\n");
223 e = self.lasertarget = spawn();
224 e.owner = self.owner; // Its owner is my owner
225 e.classname = "laser_target";
226 e.movetype = MOVETYPE_NOCLIP; // don't touch things
227 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
228 e.scale = 1.25; // make it larger
229 e.alpha = 0.25; // transparency
230 e.colormod = '255 0 0' * (1/255) * 8; // change colors
231 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
232 // make it dynamically glow
233 // you should avoid over-using this, as it can slow down the player's computer.
234 e.glow_color = 251; // red color
238 e = self.lasertarget;
240 // move the laser dot to where the player is looking
242 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
243 offset = '0 0 26' + v_right*3;
244 traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
245 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
246 if(trace_plane_normal != '0 0 0')
247 e.angles = vectoangles(trace_plane_normal);
249 e.angles = vectoangles(v_forward);
252 float CL_Weaponentity_CustomizeEntityForClient()
254 self.viewmodelforclient = self.owner;
255 if(other.classname == "spectator")
256 if(other.enemy == self.owner)
257 self.viewmodelforclient = other;
261 float qcweaponanimation;
262 vector weapon_offset = '0 -10 0';
263 vector weapon_adjust = '10 0 -15';
264 .vector weapon_morph0origin;
265 .vector weapon_morph0angles;
266 .float weapon_morph0time;
267 .vector weapon_morph1origin;
268 .vector weapon_morph1angles;
269 .float weapon_morph1time;
270 .vector weapon_morph2origin;
271 .vector weapon_morph2angles;
272 .float weapon_morph2time;
273 .vector weapon_morph3origin;
274 .vector weapon_morph3angles;
275 .float weapon_morph3time;
276 .vector weapon_morph4origin;
277 .vector weapon_morph4angles;
278 .float weapon_morph4time;
280 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
285 * 1. simple animated model, muzzlr flash handling on h_ model:
286 * h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
288 * shot = muzzle end (shot origin, also used for muzzle flashes)
289 * shell = casings ejection point (must be on the right hand side of the gun)
290 * weapon = attachment for v_tuba.md3
291 * v_tuba.md3 - first and third person model
292 * g_tuba.md3 - pickup model
294 * 2. fully animated model, muzzle flash handling on h_ model:
295 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
297 * shot = muzzle end (shot origin, also used for muzzle flashes)
298 * shell = casings ejection point (must be on the right hand side of the gun)
299 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
300 * v_tuba.md3 - third person model
301 * g_tuba.md3 - pickup model
303 * 3. fully animated model, muzzle flash handling on v_ model:
304 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
306 * shot = muzzle end (shot origin)
307 * shell = casings ejection point (must be on the right hand side of the gun)
308 * v_tuba.md3 - third person model
310 * shot = muzzle end (for muzzle flashes)
311 * g_tuba.md3 - pickup model
314 void CL_Weaponentity_Think()
316 float tb, v_shot_idx;
317 self.nextthink = time;
318 if (intermission_running)
319 self.frame = self.anim_idle_x;
320 if (self.owner.weaponentity != self)
322 if (self.weaponentity)
323 remove(self.weaponentity);
327 if (self.owner.deadflag != DEAD_NO)
330 if (self.weaponentity)
331 self.weaponentity.model = "";
334 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
336 self.cnt = self.owner.weapon;
337 self.dmg = self.owner.modelindex;
338 self.deadflag = self.owner.deadflag;
342 if (self.owner.weaponname != "")
344 // if there is a child entity, hide it until we're sure we use it
345 if (self.weaponentity)
346 self.weaponentity.model = "";
347 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
348 v_shot_idx = gettagindex(self, "shot"); // used later
349 if(!qcweaponanimation)
351 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
352 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
353 animfile = fopen(animfilename, FILE_READ);
354 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
355 self.anim_fire1 = '0 1 0.01';
356 self.anim_fire2 = '1 1 0.01';
357 self.anim_idle = '2 1 0.01';
358 self.anim_reload = '3 1 0.01';
361 animparseerror = FALSE;
362 self.anim_fire1 = animparseline(animfile);
363 self.anim_fire2 = animparseline(animfile);
364 self.anim_idle = animparseline(animfile);
365 self.anim_reload = animparseline(animfile);
368 print("Parse error in ", animfilename, ", some player animations are broken\n");
371 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
372 // if we don't, this is a "real" animated model
373 if(gettagindex(self, "weapon"))
375 if (!self.weaponentity)
376 self.weaponentity = spawn();
377 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
378 setattachment(self.weaponentity, self, "weapon");
382 if(self.weaponentity)
383 remove(self.weaponentity);
384 self.weaponentity = world;
391 if(self.weaponentity)
392 remove(self.weaponentity);
393 self.weaponentity = world;
396 if(qcweaponanimation)
398 self.angles = '0 0 0';
399 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
400 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
401 self.movedir_x += 32;
402 self.spawnorigin = self.movedir;
403 // oldorigin - not calculated here
407 self.origin = '0 0 0';
408 self.angles = '0 0 0';
410 self.viewmodelforclient = world;
413 idx = gettagindex(self, "shot");
416 self.movedir = gettaginfo(self, idx);
420 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
421 self.movedir = '0 0 0';
424 idx = gettagindex(self, "shell");
427 self.spawnorigin = gettaginfo(self, idx);
431 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
432 self.spawnorigin = self.movedir;
437 self.oldorigin = '0 0 0';
441 if(self.weaponentity)
442 idx = gettagindex(self, "weapon");
444 idx = gettagindex(self, "handle");
447 self.oldorigin = self.movedir - gettaginfo(self, idx);
451 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
452 self.oldorigin = '0 0 0'; // there is no way to recover from this
456 self.viewmodelforclient = self.owner;
459 self.view_ofs = '0 0 0';
461 if(self.movedir_x >= 0)
465 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
466 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
469 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
471 // check if an instant weapon switch occurred
472 if (qcweaponanimation)
474 if (self.state == WS_READY)
476 self.angles = '0 0 0';
477 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
478 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
482 setorigin(self, self.view_ofs);
483 // reset animstate now
484 self.wframe = WFRAME_IDLE;
485 self.weapon_morph0time = 0;
486 self.weapon_morph1time = 0;
487 self.weapon_morph2time = 0;
488 self.weapon_morph3time = 0;
489 self.weapon_morph4time = 0;
490 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
493 tb = (self.effects & EF_TELEPORT_BIT);
494 self.effects = self.owner.effects & EFMASK_CHEAP;
495 self.effects &~= EF_LOWPRECISION;
496 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
497 self.effects &~= EF_TELEPORT_BIT;
500 if(self.owner.alpha != 0)
501 self.alpha = self.owner.alpha;
505 self.colormap = self.owner.colormap;
506 if (self.weaponentity)
508 self.weaponentity.effects = self.effects;
509 self.weaponentity.alpha = self.alpha;
510 self.weaponentity.colormap = self.colormap;
513 self.angles = '0 0 0';
516 if (self.state == WS_RAISE)
518 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
519 self.angles_x = -90 * f * f;
520 if (qcweaponanimation)
522 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
523 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
526 else if (self.state == WS_DROP)
528 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
529 self.angles_x = -90 * f * f;
530 if (qcweaponanimation)
532 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
533 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
536 else if (self.state == WS_CLEAR)
539 self.angles_x = -90 * f * f;
540 if (qcweaponanimation)
542 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
543 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
546 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
548 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
549 f = 1 - pow(1 - f, 3);
550 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
551 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
553 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
555 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
556 f = 1 - pow(1 - f, 3);
557 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
558 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
560 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
562 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
563 f = 1 - pow(1 - f, 3);
564 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
565 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
567 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
569 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
570 f = 1 - pow(1 - f, 3);
571 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
572 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
574 else if (qcweaponanimation)
576 // begin a new idle morph
577 self.owner.weapon_morph0time = time;
578 self.owner.weapon_morph0angles = self.angles;
579 self.owner.weapon_morph0origin = self.origin;
587 // turn gun to the left to look at it
589 self.owner.weapon_morph1time = time + t * 0.2;
590 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
591 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
592 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
594 self.owner.weapon_morph2time = time + t * 0.6;
595 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
596 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
597 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
599 self.owner.weapon_morph3time = time + t;
600 self.owner.weapon_morph3angles = '0 0 0';
601 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
602 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
606 // raise the gun a bit
608 self.owner.weapon_morph1time = time + t * 0.2;
609 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
610 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
611 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
613 self.owner.weapon_morph2time = time + t * 0.5;
614 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
615 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
616 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
618 self.owner.weapon_morph3time = time + t;
619 self.owner.weapon_morph3angles = '0 0 0';
620 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
621 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
627 self.owner.weapon_morph1time = time + t * 0.3;
628 self.owner.weapon_morph1angles = randomvec() * 6;
629 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
630 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
632 self.owner.weapon_morph2time = time + t * 0.7;
633 self.owner.weapon_morph2angles = randomvec() * 6;
634 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
635 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
637 self.owner.weapon_morph3time = time + t;
638 self.owner.weapon_morph3angles = '0 0 0';
639 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
640 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
644 // hold it mostly steady
645 t = random() * 6 + 4;
646 self.owner.weapon_morph1time = time + t * 0.2;
647 self.owner.weapon_morph1angles = randomvec() * 1;
648 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
649 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
651 self.owner.weapon_morph2time = time + t * 0.5;
652 self.owner.weapon_morph2angles = randomvec() * 1;
653 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
654 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
656 self.owner.weapon_morph3time = time + t * 0.7;
657 self.owner.weapon_morph3angles = randomvec() * 1;
658 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
659 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
662 self.owner.weapon_morph4time = time + t;
663 self.owner.weapon_morph4angles = '0 0 0';
664 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
665 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
669 // create or update the lasertarget entity
673 void CL_ExteriorWeaponentity_Think()
676 self.nextthink = time;
677 if (self.owner.exteriorweaponentity != self)
682 if (self.owner.deadflag != DEAD_NO)
687 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
689 self.cnt = self.owner.weapon;
690 self.dmg = self.owner.modelindex;
691 self.deadflag = self.owner.deadflag;
692 if (self.owner.weaponname != "")
693 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
697 if((tag_found = gettagindex(self.owner, "tag_weapon")))
699 self.tag_index = tag_found;
700 self.tag_entity = self.owner;
703 setattachment(self, self.owner, "bip01 r hand");
705 // if that didn't find a tag, hide the exterior weapon model
709 self.effects = self.owner.effects | EF_LOWPRECISION;
710 self.effects = self.effects & EFMASK_CHEAP; // eat performance
711 if(self.owner.alpha != 0)
712 self.alpha = self.owner.alpha;
716 self.colormap = self.owner.colormap;
719 // spawning weaponentity for client
720 void CL_SpawnWeaponentity()
722 self.weaponentity = spawn();
723 self.weaponentity.classname = "weaponentity";
724 self.weaponentity.solid = SOLID_NOT;
725 self.weaponentity.owner = self;
726 setmodel(self.weaponentity, ""); // precision set when changed
727 self.weaponentity.origin = '0 0 0';
728 self.weaponentity.angles = '0 0 0';
729 self.weaponentity.viewmodelforclient = self;
730 self.weaponentity.flags = 0;
731 self.weaponentity.think = CL_Weaponentity_Think;
732 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
733 self.weaponentity.nextthink = time;
735 self.exteriorweaponentity = spawn();
736 self.exteriorweaponentity.classname = "exteriorweaponentity";
737 self.exteriorweaponentity.solid = SOLID_NOT;
738 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
739 self.exteriorweaponentity.owner = self;
740 self.exteriorweaponentity.origin = '0 0 0';
741 self.exteriorweaponentity.angles = '0 0 0';
742 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
743 self.exteriorweaponentity.nextthink = time;
746 .float hasweapon_complain_spam;
748 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
750 local float weaponbit, f;
751 local entity oldself;
753 if(time < self.hasweapon_complain_spam)
756 self.hasweapon_complain_spam = time + 0.2;
758 if (wpn < WEP_FIRST || wpn > WEP_LAST)
761 sprint(self, "Invalid weapon\n");
764 weaponbit = W_WeaponBit(wpn);
765 if (cl.weapons & weaponbit)
769 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
777 f = weapon_action(wpn, WR_CHECKAMMO1);
778 f = f + weapon_action(wpn, WR_CHECKAMMO2);
784 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
793 // Report Proper Weapon Status / Modified Weapon Ownership Message
794 if(weaponsInMap & weaponbit)
796 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
798 if(cvar("g_showweaponspawns"))
803 e = get_weaponinfo(wpn);
806 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
808 if(e.classname == "droppedweapon")
810 if not(e.flags & FL_ITEM)
812 WaypointSprite_Spawn(
824 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
832 if (self.weapon != -1)
834 if (self.weaponentity)
836 self.weaponentity.state = WS_CLEAR;
837 self.weaponentity.effects = 0;
843 if (self.weaponentity)
844 self.weaponentity.state = WS_READY;
845 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
848 // Setup weapon for client (after this raise frame will be launched)
849 void weapon_setup(float windex)
852 qcweaponanimation = cvar("sv_qcweaponanimation");
853 e = get_weaponinfo(windex);
854 self.items &~= IT_AMMO;
855 self.items = self.items | e.items;
857 // the two weapon entities will notice this has changed and update their models
858 self.weapon = windex;
859 self.weaponname = e.mdl;
860 self.bulletcounter = 0;
863 // perform weapon to attack (weaponstate and attack_finished check is here)
865 float weapon_prepareattack(float secondary, float attacktime)
867 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
868 //if all players readied up and the countdown is running
869 if (cvar("sv_ready_restart_after_countdown"))
870 if(time < game_starttime || time < self.race_penalty) {
874 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
875 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
877 W_SwitchWeapon_Force(self, w_getbestweapon(self));
881 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
884 // do not even think about shooting if switching
885 if(self.switchweapon != self.weapon)
888 // don't fire if previous attack is not finished
890 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
892 // don't fire while changing weapon
893 if (self.weaponentity.state != WS_READY)
895 self.weaponentity.state = WS_INUSE;
897 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
899 // if the weapon hasn't been firing continuously, reset the timer
902 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
904 ATTACK_FINISHED(self) = time;
905 //dprint("resetting attack finished to ", ftos(time), "\n");
907 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
909 self.bulletcounter += 1;
910 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
914 void weapon_thinkf(float fr, float t, void() func)
920 if(fr == WFRAME_DONTCHANGE)
922 fr = self.weaponentity.wframe;
925 else if (fr == WFRAME_IDLE)
934 if (self.weaponentity)
936 self.weaponentity.wframe = fr;
937 if (qcweaponanimation)
939 if (fr != WFRAME_IDLE)
941 self.weapon_morph0time = time;
942 self.weapon_morph0angles = self.weaponentity.angles;
943 self.weapon_morph0origin = self.weaponentity.origin;
945 self.weapon_morph1angles = '0 0 0';
946 self.weapon_morph1time = time + t;
947 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
948 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
950 self.weapon_morph2angles = '0 0 0';
951 self.weapon_morph2time = time + t;
952 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
953 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
955 self.weapon_morph3angles = '0 0 0';
956 self.weapon_morph3time = time + t;
957 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
958 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
960 self.weapon_morph4angles = '0 0 0';
961 self.weapon_morph4time = time + t;
962 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
963 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
965 if (fr == WFRAME_FIRE1)
967 self.weapon_morph1angles = '5 0 0';
968 self.weapon_morph1time = time + t * 0.1;
969 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
970 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
971 self.weapon_morph4time = time + t + 1; // delay idle effect
973 else if (fr == WFRAME_FIRE2)
975 self.weapon_morph1angles = '10 0 0';
976 self.weapon_morph1time = time + t * 0.1;
977 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
978 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
979 self.weapon_morph4time = time + t + 1; // delay idle effect
981 else if (fr == WFRAME_RELOAD)
983 self.weapon_morph1time = time + t * 0.05;
984 self.weapon_morph1angles = '-10 40 0';
985 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
986 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
988 self.weapon_morph2time = time + t * 0.15;
989 self.weapon_morph2angles = '-10 40 5';
990 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
991 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
993 self.weapon_morph3time = time + t * 0.25;
994 self.weapon_morph3angles = '-10 40 0';
995 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
996 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1002 if (fr == WFRAME_IDLE)
1003 a = self.weaponentity.anim_idle;
1004 else if (fr == WFRAME_FIRE1)
1005 a = self.weaponentity.anim_fire1;
1006 else if (fr == WFRAME_FIRE2)
1007 a = self.weaponentity.anim_fire2;
1008 else if (fr == WFRAME_RELOAD)
1009 a = self.weaponentity.anim_reload;
1010 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1015 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
1023 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1025 backtrace("Tried to override initial weapon think function - should this really happen?");
1030 if(self.runes & RUNE_SPEED)
1032 if(self.runes & CURSE_SLOW)
1033 t = t * cvar("g_balance_rune_speed_combo_atkrate");
1035 t = t * cvar("g_balance_rune_speed_atkrate");
1037 else if(self.runes & CURSE_SLOW)
1039 t = t * cvar("g_balance_curse_slow_atkrate");
1043 // VorteX: haste can be added here
1044 if (self.weapon_think == w_ready)
1046 self.weapon_nextthink = time;
1047 //dprint("started firing at ", ftos(time), "\n");
1049 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1051 self.weapon_nextthink = time;
1052 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1054 self.weapon_nextthink = self.weapon_nextthink + t;
1055 self.weapon_think = func;
1056 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1060 if (!self.crouch) // shoot anim stands up, this looks bad
1063 anim = self.anim_shoot;
1064 anim_z = anim_y / t;
1065 setanim(self, anim, FALSE, TRUE, TRUE);
1069 void weapon_boblayer1(float spd, vector org)
1071 // VorteX: haste can be added here
1074 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1082 mdirection = normalize(mvelocity);
1083 mspeed = vlen(mvelocity);
1085 nstyle = cvar("g_projectiles_newton_style");
1088 // absolute velocity
1089 outvelocity = mvelocity;
1091 else if(nstyle == 1)
1093 // true Newtonian projectiles
1094 outvelocity = pvelocity + mvelocity;
1096 else if(nstyle == 2)
1098 // true Newtonian projectiles with automatic aim adjustment
1100 // solve: |outspeed * mdirection - pvelocity| = mspeed
1101 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1102 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1106 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1107 // velocity without mdirection component > mspeed
1108 // fire at smallest possible mspeed that works?
1109 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1114 p = mdirection * pvelocity;
1115 q = pvelocity * pvelocity - mspeed * mspeed;
1119 //dprint("impossible shot, adjusting\n");
1122 outspeed = p + sqrt(D);
1123 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1124 outvelocity = mdirection * outspeed;
1126 else if(nstyle == 3)
1128 // pseudo-Newtonian:
1129 outspeed = mspeed + mdirection * pvelocity;
1130 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1131 outvelocity = mdirection * outspeed;
1133 else if(nstyle == 4)
1136 outspeed = mspeed + vlen(pvelocity);
1137 outvelocity = mdirection * outspeed;
1140 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1145 void W_SetupProjectileVelocity(entity missile)
1147 if(missile.owner == world)
1148 error("Unowned missile");
1150 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1153 void W_AttachToShotorg(entity flash, vector offset)
1157 flash.angles_z = random() * 360;
1158 if(qcweaponanimation)
1160 setorigin(flash, w_shotorg + w_shotdir * 50);
1161 flash.angles = vectoangles(w_shotdir);
1162 flash.angles_z = random() * 360;
1166 setattachment(flash, self.weaponentity, "shot");
1167 setorigin(flash, offset);
1170 copyentity(flash, xflash);
1172 flash.viewmodelforclient = self;
1174 if(self.weaponentity.oldorigin_x > 0)
1176 setattachment(xflash, self.exteriorweaponentity, "");
1177 setorigin(xflash, self.weaponentity.oldorigin + offset);
1181 setattachment(xflash, self.exteriorweaponentity, "shot");