2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 // VorteX: static frame globals
11 float WFRAME_FIRE1 = 0;
12 float WFRAME_FIRE2 = 1;
13 float WFRAME_IDLE = 2;
15 void(float fr, float t, void() func) weapon_thinkf;
20 // this function calculates w_shotorg and w_shotdir based on the weapon model
21 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
22 // make sure you call makevectors first (FIXME?)
23 void(entity ent, vector vecs, float antilag, float recoil, string snd) W_SetupShot =
25 local vector trueaimpoint;
27 traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
28 trueaimpoint = trace_endpos;
30 // if aiming at a player and the original trace won't hit that player
31 // anymore, try aiming at the player's new position
33 if (!trace_ent.takedamage) // shot would miss without antilag
34 if (self.cursor_trace_ent) // but it HAD hit on the client
35 if (self.cursor_trace_ent.takedamage) // and even something evil
36 // if (trace_ent != self.cursor_trace_ent) // and it is different (redundant check, see takedamage)
37 if (cvar("g_antilag"))
38 trueaimpoint = self.cursor_trace_ent.origin;
41 // don't allow the shot to start inside a wall
42 local vector startorg;
43 local vector idealorg;
44 startorg = ent.origin + ent.view_ofs;// - '0 0 8';
45 idealorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
46 traceline_hitcorpse (ent, startorg, idealorg, MOVE_NOMONSTERS, ent);
47 w_shotorg = trace_endpos;
49 // all positions in the code are now required to be inside the player box
50 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
52 w_shotdir = normalize(trueaimpoint - w_shotorg);
54 if (!cvar("g_norecoil"))
55 self.punchangle_x = recoil * -1;
58 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
60 if (self.items & IT_STRENGTH)
61 if (!cvar("g_minstagib"))
62 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
65 void LaserTarget_Think()
72 // list of weapons that will use the laser, and the options that enable it
73 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && cvar("g_laserguided_missile"))
76 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
81 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
84 // rocket launcher isn't selected, so no laser target.
85 if(self.lasertarget != world)
87 remove(self.lasertarget);
88 self.lasertarget = world;
95 // we don't have a lasertarget entity, so spawn one
96 //bprint("create laser target\n");
97 e = self.lasertarget = spawn();
98 e.owner = self.owner; // Its owner is my owner
99 e.classname = "laser_target";
100 e.movetype = MOVETYPE_NOCLIP; // don't touch things
101 setmodel(e, "models/laser_dot.mdl"); // what it looks like
102 e.scale = 1.25; // make it larger
103 e.alpha = 0.25; // transparency
104 e.colormod = '255 0 0' * (1/255) * 8; // change colors
105 e.effects = EF_FULLBRIGHT;
106 // make it dynamically glow
107 // you should avoid over-using this, as it can slow down the player's computer.
108 e.glow_color = 251; // red color
112 e = self.lasertarget;
114 // move the laser dot to where the player is looking
116 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
117 offset = '0 0 26' + v_right*3;
118 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
119 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
120 if(trace_plane_normal != '0 0 0')
121 e.angles = vectoangles(trace_plane_normal);
123 e.angles = vectoangles(v_forward);
127 void() CL_Weaponentity_Think =
129 self.nextthink = time;
130 if (intermission_running)
131 self.frame = WFRAME_IDLE;
132 if (self.owner.weaponentity != self)
137 if (self.owner.deadflag != DEAD_NO)
142 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
144 self.cnt = self.owner.weapon;
145 self.dmg = self.owner.modelindex;
146 self.deadflag = self.owner.deadflag;
147 if (self.owner.weaponname != "")
148 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym"));
152 self.effects = self.owner.effects;
154 if (self.flags & FL_FLY)
155 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
156 self.effects = self.effects - (self.effects & EF_NODRAW);
158 if(self.owner.alpha >= 0)
159 self.alpha = self.owner.alpha;
162 self.colormap = self.owner.colormap;
164 self.angles = '0 0 0';
167 if (self.state == WS_RAISE)
168 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
169 else if (self.state == WS_DROP)
170 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
171 else if (self.state == WS_CLEAR)
173 self.angles_x = -90 * f * f;
175 // create or update the lasertarget entity
179 void() CL_ExteriorWeaponentity_Think =
181 self.nextthink = time;
182 if (self.owner.exteriorweaponentity != self)
187 if (self.owner.deadflag != DEAD_NO)
192 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
194 self.cnt = self.owner.weapon;
195 self.dmg = self.owner.modelindex;
196 self.deadflag = self.owner.deadflag;
197 if (self.owner.weaponname != "")
198 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
201 setattachment(self, self.owner, "bip01 r hand");
202 // if that didn't find a tag, hide the exterior weapon model
206 self.effects = self.owner.effects;
207 if(self.owner.alpha >= 0)
208 self.alpha = self.owner.alpha;
211 self.colormap = self.owner.colormap;
214 // spawning weaponentity for client
215 void() CL_SpawnWeaponentity =
217 self.weaponentity = spawn();
218 self.weaponentity.solid = SOLID_NOT;
219 self.weaponentity.owner = self;
220 self.weaponentity.weaponentity = self.weaponentity;
221 setmodel(self.weaponentity, "");
222 self.weaponentity.origin = '0 0 0';
223 self.weaponentity.angles = '0 0 0';
224 self.weaponentity.viewmodelforclient = self;
225 self.weaponentity.flags = 0;
226 self.weaponentity.think = CL_Weaponentity_Think;
227 self.weaponentity.nextthink = time;
228 self.weaponentity.scale = 0.61;
230 self.exteriorweaponentity = spawn();
231 self.exteriorweaponentity.solid = SOLID_NOT;
232 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
233 self.exteriorweaponentity.owner = self;
234 self.exteriorweaponentity.origin = '0 0 0';
235 self.exteriorweaponentity.angles = '0 0 0';
236 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
237 self.exteriorweaponentity.nextthink = time;
240 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
242 local float itemcode, f;
243 local entity oldself;
245 if (wpn < WEP_FIRST || wpn > WEP_LAST)
248 sprint(self, "Invalid weapon\n");
251 itemcode = W_ItemCode(wpn);
252 if (cl.items & itemcode)
258 f = weapon_action(wpn, WR_CHECKAMMO1);
259 f = f + weapon_action(wpn, WR_CHECKAMMO2);
264 sprint(self, "You don't have any ammo for that weapon\n");
271 sprint(self, "You don't own that weapon\n");
278 if (self.weapon != -1)
280 if (self.weaponentity)
282 self.weaponentity.state = WS_CLEAR;
283 setmodel(self.weaponentity, "");
284 self.weaponentity.effects = 0;
290 if (self.weaponentity)
292 self.weaponentity.state = WS_READY;
293 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
297 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
298 float(entity e) w_getbestweapon
299 {// add new weapons here
300 if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
301 return WEP_ROCKET_LAUNCHER;
302 else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
304 else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
306 else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
307 return WEP_GRENADE_LAUNCHER;
308 else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
310 else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
312 else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
314 else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
316 else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
322 // Setup weapon for client (after this raise frame will be launched)
323 void(float windex, string wname, float hudammo) weapon_setup =
325 self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
326 self.items = self.items | hudammo;
328 // the two weapon entities will notice this has changed and update their models
329 self.weapon = windex;
330 self.weaponname = wname;
332 // might fire faster after switch
333 self.attack_finished = min(max(time, self.attack_finished_old + 1), self.attack_finished);
336 // perform weapon to attack (weaponstate and attack_finished check is here)
337 float(float secondary, float attacktime) weapon_prepareattack =
339 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
341 self.switchweapon = w_getbestweapon(self);
342 if (self.switchweapon != self.weapon)
343 self.cnt = self.weapon;
346 // don't fire if previous attack is not finished
347 if (self.attack_finished > time)
349 // don't fire while changing weapon
350 if (self.weaponentity.state != WS_READY)
352 self.weaponentity.state = WS_INUSE;
353 self.attack_finished_old = self.attack_finished;
354 self.attack_finished = max(time, self.attack_finished + attacktime);
358 void(float fr, float t, void() func) weapon_thinkf =
362 if (self.weaponentity != world)
363 self.weaponentity.frame = fr;
366 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
368 backtrace("Tried to override initial weapon think function - should this really happen?");
371 if(cvar("g_runematch"))
373 if(self.runes & RUNE_SPEED)
375 if(self.runes & CURSE_SLOW)
376 t = t * cvar("g_balance_rune_speed_combo_atkrate");
378 t = t * cvar("g_balance_rune_speed_atkrate");
380 else if(self.runes & CURSE_SLOW)
382 t = t * cvar("g_balance_curse_slow_atkrate");
386 // VorteX: haste can be added here
387 self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
388 self.weapon_think = func;
391 void(float spd, vector org) weapon_boblayer1 =
393 // VorteX: haste can be added here