2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 float W_WeaponRateFactor()
13 t = 1.0 / g_weaponratefactor;
17 if(self.runes & RUNE_SPEED)
19 if(self.runes & CURSE_SLOW)
20 t = t * cvar("g_balance_rune_speed_combo_atkrate");
22 t = t * cvar("g_balance_rune_speed_atkrate");
24 else if(self.runes & CURSE_SLOW)
26 t = t * cvar("g_balance_curse_slow_atkrate");
33 void W_SwitchWeapon_Force(entity e, float w)
35 e.cnt = e.switchweapon;
41 // VorteX: static frame globals
42 float WFRAME_DONTCHANGE = -1;
43 float WFRAME_FIRE1 = 0;
44 float WFRAME_FIRE2 = 1;
45 float WFRAME_IDLE = 2;
46 float WFRAME_RELOAD = 3;
49 void(float fr, float t, void() func) weapon_thinkf;
51 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
54 ret_x = screenright * v;
56 ret_z = screenforward * v;
60 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
63 vector mi, ma, thisv, myv, ret;
65 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
67 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
69 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
72 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
73 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
74 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
75 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
78 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
79 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
80 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
89 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
90 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
91 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
92 ret_z = thisv_z - myv_z;
96 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
102 if(player.hitplotfh >= 0)
104 lag = ANTILAG_LATENCY(player);
107 if(clienttype(player) != CLIENTTYPE_REAL)
108 lag = 0; // only antilag for clients
110 org = player.origin + player.view_ofs;
111 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
112 if(trace_ent.flags & FL_CLIENT)
114 antilag_takeback(trace_ent, time - lag);
115 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
116 antilag_restore(trace_ent);
117 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
118 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
126 // this function calculates w_shotorg and w_shotdir based on the weapon model
127 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
128 // make sure you call makevectors first (FIXME?)
129 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
131 float nudge = 1; // added to traceline target and subtracted from result
132 local vector trueaimpoint;
133 local float oldsolid;
135 oldsolid = ent.dphitcontentsmask;
136 if(ent.weapon == WEP_CAMPINGRIFLE)
137 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
139 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
142 // passing world, because we do NOT want it to touch dphitcontentsmask
144 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
145 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
146 trueaimpoint = trace_endpos;
148 // Track max damage and set the stat to be sent later in g_world.qc
149 if not(inWarmupStage)
151 ent.max_damage[ent.weapon] += maxdamage;
152 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
155 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
157 if(ent.weaponentity.movedir_x > 0)
159 vecs = ent.weaponentity.movedir;
165 if(debug_shotorg != '0 0 0')
166 vecs = debug_shotorg;
168 dv = v_right * vecs_y + v_up * vecs_z;
169 w_shotorg = ent.origin + ent.view_ofs + dv;
171 // now move the shotorg forward as much as requested if possible
174 if(ent.antilag_debug)
175 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
177 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
180 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
181 w_shotorg = trace_endpos - v_forward * nudge;
182 // calculate the shotdir from the chosen shotorg
183 w_shotdir = normalize(trueaimpoint - w_shotorg);
186 // explanation of g_antilag:
187 // if client reports it was aiming at a player, and the serverside trace
188 // says it would miss, change the aim point to the player's new origin,
189 // but only if the shot at the player's new origin would hit of course
191 // FIXME: a much better method for bullet weapons would be to leave a
192 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
193 // ghost corresponding to this player's ping time, and if so it would do
194 // damage to the real player
196 if (ent.cursor_trace_ent) // client was aiming at someone
197 if (ent.cursor_trace_ent != ent) // just to make sure
198 if (ent.cursor_trace_ent.takedamage) // and that person is killable
199 if (ent.cursor_trace_ent.classname == "player") // and actually a player
200 if (cvar("g_antilag") == 1)
202 // verify that the shot would miss without antilag
203 // (avoids an issue where guns would always shoot at their origin)
204 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
205 if (!trace_ent.takedamage)
207 // verify that the shot would hit if altered
208 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
209 if (trace_ent == ent.cursor_trace_ent)
211 // verify that the shot would hit in the past
212 if(ent.antilag_debug)
213 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
215 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
217 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
218 antilag_restore(ent.cursor_trace_ent);
220 if(trace_ent == ent.cursor_trace_ent)
223 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
224 dprint("ANTILAG HIT for ", ent.netname, "\n");
228 // prydon cursor aimbot or odd network conditions
229 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
232 if(cvar("developer") >= 2)
234 vector v, vplus, vel;
236 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
237 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
238 vel = (vplus - v) * (1 / 0.01);
239 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
240 v -= (ent.origin + ent.view_ofs);
241 // solve: v + X * vel = closest to v_forward axis
242 // project into 2D by subtracting v_forward components:
243 v -= (v * v_forward) * v_forward;
244 vel -= (vel * v_forward) * v_forward;
245 // solve: v + X * vel = closest to origin
246 // (v + X * vel)^2 closest to 0
247 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
248 X = -(v * vel) / (vel * vel);
249 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
257 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
259 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
260 if (!trace_ent.takedamage)
262 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
263 if (trace_ent.takedamage && trace_ent.classname == "player")
267 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
269 w_shotdir = normalize(trace_ent.origin - w_shotorg);
273 else if(cvar("g_antilag") == 3) // client side hitscan
275 if (ent.cursor_trace_ent) // client was aiming at someone
276 if (ent.cursor_trace_ent != ent) // just to make sure
277 if (ent.cursor_trace_ent.takedamage) // and that person is killable
278 if (ent.cursor_trace_ent.classname == "player") // and actually a player
280 // verify that the shot would miss without antilag
281 // (avoids an issue where guns would always shoot at their origin)
282 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
283 if (!trace_ent.takedamage)
285 // verify that the shot would hit if altered
286 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
287 if (trace_ent == ent.cursor_trace_ent)
288 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
290 print("antilag fail\n");
297 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
300 ent.punchangle_x = recoil * -1;
304 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
307 if (ent.items & IT_STRENGTH)
309 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
312 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
313 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
314 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
316 void LaserTarget_Think()
323 // list of weapons that will use the laser, and the options that enable it
324 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
327 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
332 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
335 // rocket launcher isn't selected, so no laser target.
336 if(self.lasertarget != world)
338 remove(self.lasertarget);
339 self.lasertarget = world;
344 if(!self.lasertarget)
346 // we don't have a lasertarget entity, so spawn one
347 //bprint("create laser target\n");
348 e = self.lasertarget = spawn();
349 e.owner = self.owner; // Its owner is my owner
350 e.classname = "laser_target";
351 e.movetype = MOVETYPE_NOCLIP; // don't touch things
352 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
353 e.scale = 1.25; // make it larger
354 e.alpha = 0.25; // transparency
355 e.colormod = '255 0 0' * (1/255) * 8; // change colors
356 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
357 // make it dynamically glow
358 // you should avoid over-using this, as it can slow down the player's computer.
359 e.glow_color = 251; // red color
363 e = self.lasertarget;
365 // move the laser dot to where the player is looking
367 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
368 offset = '0 0 26' + v_right*3;
369 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
370 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
371 if(trace_plane_normal != '0 0 0')
372 e.angles = vectoangles(trace_plane_normal);
374 e.angles = vectoangles(v_forward);
377 float CL_Weaponentity_CustomizeEntityForClient()
379 self.viewmodelforclient = self.owner;
380 if(other.classname == "spectator")
381 if(other.enemy == self.owner)
382 self.viewmodelforclient = other;
386 float qcweaponanimation;
387 vector weapon_offset = '0 -10 0';
388 vector weapon_adjust = '10 0 -15';
389 .vector weapon_morph0origin;
390 .vector weapon_morph0angles;
391 .float weapon_morph0time;
392 .vector weapon_morph1origin;
393 .vector weapon_morph1angles;
394 .float weapon_morph1time;
395 .vector weapon_morph2origin;
396 .vector weapon_morph2angles;
397 .float weapon_morph2time;
398 .vector weapon_morph3origin;
399 .vector weapon_morph3angles;
400 .float weapon_morph3time;
401 .vector weapon_morph4origin;
402 .vector weapon_morph4angles;
403 .float weapon_morph4time;
405 #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)
410 * 1. simple animated model, muzzlr flash handling on h_ model:
411 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
413 * shot = muzzle end (shot origin, also used for muzzle flashes)
414 * shell = casings ejection point (must be on the right hand side of the gun)
415 * weapon = attachment for v_tuba.md3
416 * v_tuba.md3 - first and third person model
417 * g_tuba.md3 - pickup model
419 * 2. fully animated model, muzzle flash handling on h_ model:
420 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
422 * shot = muzzle end (shot origin, also used for muzzle flashes)
423 * shell = casings ejection point (must be on the right hand side of the gun)
424 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
425 * v_tuba.md3 - third person model
426 * g_tuba.md3 - pickup model
428 * 3. fully animated model, muzzle flash handling on v_ model:
429 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
431 * shot = muzzle end (shot origin)
432 * shell = casings ejection point (must be on the right hand side of the gun)
433 * v_tuba.md3 - third person model
435 * shot = muzzle end (for muzzle flashes)
436 * g_tuba.md3 - pickup model
439 void CL_Weaponentity_Think()
441 float tb, v_shot_idx;
442 self.nextthink = time;
443 if (intermission_running)
444 self.frame = self.anim_idle_x;
445 if (self.owner.weaponentity != self)
447 if (self.weaponentity)
448 remove(self.weaponentity);
452 if (self.owner.deadflag != DEAD_NO)
455 if (self.weaponentity)
456 self.weaponentity.model = "";
459 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
461 self.cnt = self.owner.weapon;
462 self.dmg = self.owner.modelindex;
463 self.deadflag = self.owner.deadflag;
467 if (self.owner.weaponname != "")
469 // if there is a child entity, hide it until we're sure we use it
470 if (self.weaponentity)
471 self.weaponentity.model = "";
472 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
473 v_shot_idx = gettagindex(self, "shot"); // used later
475 if(qcweaponanimation)
477 self.angles = '0 0 0';
478 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
479 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
480 self.movedir_x += 32;
481 self.spawnorigin = self.movedir;
482 // oldorigin - not calculated here
486 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
487 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
488 animfile = fopen(animfilename, FILE_READ);
489 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
490 self.anim_fire1 = '0 1 0.01';
491 self.anim_fire2 = '1 1 0.01';
492 self.anim_idle = '2 1 0.01';
493 self.anim_reload = '3 1 0.01';
496 animparseerror = FALSE;
497 self.anim_fire1 = animparseline(animfile);
498 self.anim_fire2 = animparseline(animfile);
499 self.anim_idle = animparseline(animfile);
500 self.anim_reload = animparseline(animfile);
503 print("Parse error in ", animfilename, ", some player animations are broken\n");
506 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
507 // if we don't, this is a "real" animated model
508 if(gettagindex(self, "weapon"))
510 if (!self.weaponentity)
511 self.weaponentity = spawn();
512 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
513 setattachment(self.weaponentity, self, "weapon");
517 if(self.weaponentity)
518 remove(self.weaponentity);
519 self.weaponentity = world;
522 setorigin(self,'0 0 0');
523 self.angles = '0 0 0';
525 self.viewmodelforclient = world;
528 idx = gettagindex(self, "shot");
531 self.movedir = gettaginfo(self, idx);
535 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
536 self.movedir = '0 0 0';
539 idx = gettagindex(self, "shell");
542 self.spawnorigin = gettaginfo(self, idx);
546 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
547 self.spawnorigin = self.movedir;
552 self.oldorigin = '0 0 0';
556 if(self.weaponentity)
557 idx = gettagindex(self, "weapon");
559 idx = gettagindex(self, "handle");
562 self.oldorigin = self.movedir - gettaginfo(self, idx);
566 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");
567 self.oldorigin = '0 0 0'; // there is no way to recover from this
571 self.viewmodelforclient = self.owner;
577 if(self.weaponentity)
578 remove(self.weaponentity);
579 self.weaponentity = world;
580 self.movedir = '0 0 0';
581 self.spawnorigin = '0 0 0';
582 self.oldorigin = '0 0 0';
583 self.anim_fire1 = '0 1 0.01';
584 self.anim_fire2 = '0 1 0.01';
585 self.anim_idle = '0 1 0.01';
586 self.anim_reload = '0 1 0.01';
589 self.view_ofs = '0 0 0';
591 if(self.movedir_x >= 0)
595 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
596 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
598 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
599 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
601 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
603 // check if an instant weapon switch occurred
604 if (qcweaponanimation)
606 if (self.state == WS_READY)
608 self.angles = '0 0 0';
609 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
610 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
614 setorigin(self, self.view_ofs);
615 // reset animstate now
616 self.wframe = WFRAME_IDLE;
617 self.weapon_morph0time = 0;
618 self.weapon_morph1time = 0;
619 self.weapon_morph2time = 0;
620 self.weapon_morph3time = 0;
621 self.weapon_morph4time = 0;
622 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
625 tb = (self.effects & EF_TELEPORT_BIT);
626 self.effects = self.owner.effects & EFMASK_CHEAP;
627 self.effects &~= EF_LOWPRECISION;
628 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
629 self.effects &~= EF_TELEPORT_BIT;
632 if(self.owner.alpha != 0)
633 self.alpha = self.owner.alpha;
637 self.colormap = self.owner.colormap;
638 if (self.weaponentity)
640 self.weaponentity.effects = self.effects;
641 self.weaponentity.alpha = self.alpha;
642 self.weaponentity.colormap = self.colormap;
645 self.angles = '0 0 0';
648 if (self.state == WS_RAISE)
650 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
651 self.angles_x = -90 * f * f;
652 if (qcweaponanimation)
654 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
655 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
658 else if (self.state == WS_DROP)
660 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
661 self.angles_x = -90 * f * f;
662 if (qcweaponanimation)
664 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
665 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
668 else if (self.state == WS_CLEAR)
671 self.angles_x = -90 * f * f;
672 if (qcweaponanimation)
674 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
675 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
678 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
680 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
681 f = 1 - pow(1 - f, 3);
682 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
683 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
685 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
687 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
688 f = 1 - pow(1 - f, 3);
689 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
690 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
692 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
694 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
695 f = 1 - pow(1 - f, 3);
696 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
697 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
699 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
701 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
702 f = 1 - pow(1 - f, 3);
703 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
704 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
706 else if (qcweaponanimation)
708 // begin a new idle morph
709 self.owner.weapon_morph0time = time;
710 self.owner.weapon_morph0angles = self.angles;
711 self.owner.weapon_morph0origin = self.origin;
719 // turn gun to the left to look at it
721 self.owner.weapon_morph1time = time + t * 0.2;
722 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
723 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');
724 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
726 self.owner.weapon_morph2time = time + t * 0.6;
727 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
728 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');
729 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
731 self.owner.weapon_morph3time = time + t;
732 self.owner.weapon_morph3angles = '0 0 0';
733 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');
734 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
738 // raise the gun a bit
740 self.owner.weapon_morph1time = time + t * 0.2;
741 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
742 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');
743 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
745 self.owner.weapon_morph2time = time + t * 0.5;
746 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
747 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');
748 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
750 self.owner.weapon_morph3time = time + t;
751 self.owner.weapon_morph3angles = '0 0 0';
752 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');
753 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
759 self.owner.weapon_morph1time = time + t * 0.3;
760 self.owner.weapon_morph1angles = randomvec() * 6;
761 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');
762 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
764 self.owner.weapon_morph2time = time + t * 0.7;
765 self.owner.weapon_morph2angles = randomvec() * 6;
766 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');
767 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
769 self.owner.weapon_morph3time = time + t;
770 self.owner.weapon_morph3angles = '0 0 0';
771 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');
772 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
776 // hold it mostly steady
777 t = random() * 6 + 4;
778 self.owner.weapon_morph1time = time + t * 0.2;
779 self.owner.weapon_morph1angles = randomvec() * 1;
780 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');
781 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
783 self.owner.weapon_morph2time = time + t * 0.5;
784 self.owner.weapon_morph2angles = randomvec() * 1;
785 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');
786 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
788 self.owner.weapon_morph3time = time + t * 0.7;
789 self.owner.weapon_morph3angles = randomvec() * 1;
790 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');
791 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
794 self.owner.weapon_morph4time = time + t;
795 self.owner.weapon_morph4angles = '0 0 0';
796 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');
797 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
801 // create or update the lasertarget entity
805 void CL_ExteriorWeaponentity_Think()
808 self.nextthink = time;
809 if (self.owner.exteriorweaponentity != self)
814 if (self.owner.deadflag != DEAD_NO)
819 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
821 self.cnt = self.owner.weapon;
822 self.dmg = self.owner.modelindex;
823 self.deadflag = self.owner.deadflag;
824 if (self.owner.weaponname != "")
825 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
829 if((tag_found = gettagindex(self.owner, "tag_weapon")))
831 self.tag_index = tag_found;
832 self.tag_entity = self.owner;
835 setattachment(self, self.owner, "bip01 r hand");
837 // if that didn't find a tag, hide the exterior weapon model
841 self.effects = self.owner.effects | EF_LOWPRECISION;
842 self.effects = self.effects & EFMASK_CHEAP; // eat performance
843 if(self.owner.alpha != 0)
844 self.alpha = self.owner.alpha;
848 self.colormap = self.owner.colormap;
851 // spawning weaponentity for client
852 void CL_SpawnWeaponentity()
854 self.weaponentity = spawn();
855 self.weaponentity.classname = "weaponentity";
856 self.weaponentity.solid = SOLID_NOT;
857 self.weaponentity.owner = self;
858 setmodel(self.weaponentity, ""); // precision set when changed
859 setorigin(self.weaponentity, '0 0 0');
860 self.weaponentity.angles = '0 0 0';
861 self.weaponentity.viewmodelforclient = self;
862 self.weaponentity.flags = 0;
863 self.weaponentity.think = CL_Weaponentity_Think;
864 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
865 self.weaponentity.nextthink = time;
867 self.exteriorweaponentity = spawn();
868 self.exteriorweaponentity.classname = "exteriorweaponentity";
869 self.exteriorweaponentity.solid = SOLID_NOT;
870 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
871 self.exteriorweaponentity.owner = self;
872 setorigin(self.exteriorweaponentity, '0 0 0');
873 self.exteriorweaponentity.angles = '0 0 0';
874 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
875 self.exteriorweaponentity.nextthink = time;
878 .float hasweapon_complain_spam;
880 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
882 local float weaponbit, f;
883 local entity oldself;
885 if(time < self.hasweapon_complain_spam)
888 self.hasweapon_complain_spam = time + 0.2;
890 if (wpn < WEP_FIRST || wpn > WEP_LAST)
893 sprint(self, "Invalid weapon\n");
896 weaponbit = W_WeaponBit(wpn);
897 if (cl.weapons & weaponbit)
901 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
909 f = weapon_action(wpn, WR_CHECKAMMO1);
910 f = f + weapon_action(wpn, WR_CHECKAMMO2);
916 if(clienttype(cl) == CLIENTTYPE_REAL)
918 play2(cl, "weapons/unavailable.wav");
919 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
929 // Report Proper Weapon Status / Modified Weapon Ownership Message
930 if(weaponsInMap & weaponbit)
932 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
934 if(cvar("g_showweaponspawns"))
939 e = get_weaponinfo(wpn);
942 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
944 if(e.classname == "droppedweapon")
946 if not(e.flags & FL_ITEM)
948 WaypointSprite_Spawn(
960 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
962 play2(cl, "weapons/unavailable.wav");
970 if (self.weapon != -1)
972 if (self.weaponentity)
974 self.weaponentity.state = WS_CLEAR;
975 self.weaponentity.effects = 0;
981 if (self.weaponentity)
982 self.weaponentity.state = WS_READY;
983 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
986 // Setup weapon for client (after this raise frame will be launched)
987 void weapon_setup(float windex)
990 qcweaponanimation = cvar("sv_qcweaponanimation");
991 e = get_weaponinfo(windex);
992 self.items &~= IT_AMMO;
993 self.items = self.items | e.items;
995 // the two weapon entities will notice this has changed and update their models
996 self.weapon = windex;
997 self.weaponname = e.mdl;
998 self.bulletcounter = 0;
1001 // perform weapon to attack (weaponstate and attack_finished check is here)
1002 .float race_penalty;
1003 float weapon_prepareattack(float secondary, float attacktime)
1005 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
1006 //if all players readied up and the countdown is running
1007 if(time < game_starttime || time < self.race_penalty) {
1011 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1012 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
1014 W_SwitchWeapon_Force(self, w_getbestweapon(self));
1018 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
1021 // do not even think about shooting if switching
1022 if(self.switchweapon != self.weapon)
1027 // don't fire if previous attack is not finished
1028 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
1030 // don't fire while changing weapon
1031 if (self.weaponentity.state != WS_READY)
1034 self.weaponentity.state = WS_INUSE;
1036 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1038 // if the weapon hasn't been firing continuously, reset the timer
1041 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
1043 ATTACK_FINISHED(self) = time;
1044 //dprint("resetting attack finished to ", ftos(time), "\n");
1046 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1048 self.bulletcounter += 1;
1049 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1053 void weapon_thinkf(float fr, float t, void() func)
1059 if(fr == WFRAME_DONTCHANGE)
1061 fr = self.weaponentity.wframe;
1062 restartanim = FALSE;
1064 else if (fr == WFRAME_IDLE)
1065 restartanim = FALSE;
1073 if (self.weaponentity)
1075 self.weaponentity.wframe = fr;
1076 if (qcweaponanimation)
1078 if (fr != WFRAME_IDLE)
1080 self.weapon_morph0time = time;
1081 self.weapon_morph0angles = self.weaponentity.angles;
1082 self.weapon_morph0origin = self.weaponentity.origin;
1084 self.weapon_morph1angles = '0 0 0';
1085 self.weapon_morph1time = time + t;
1086 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1087 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1089 self.weapon_morph2angles = '0 0 0';
1090 self.weapon_morph2time = time + t;
1091 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1092 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1094 self.weapon_morph3angles = '0 0 0';
1095 self.weapon_morph3time = time + t;
1096 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1097 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1099 self.weapon_morph4angles = '0 0 0';
1100 self.weapon_morph4time = time + t;
1101 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1102 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1104 if (fr == WFRAME_FIRE1)
1106 self.weapon_morph1angles = '5 0 0';
1107 self.weapon_morph1time = time + t * 0.1;
1108 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1109 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1110 self.weapon_morph4time = time + t + 1; // delay idle effect
1112 else if (fr == WFRAME_FIRE2)
1114 self.weapon_morph1angles = '10 0 0';
1115 self.weapon_morph1time = time + t * 0.1;
1116 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1117 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1118 self.weapon_morph4time = time + t + 1; // delay idle effect
1120 else if (fr == WFRAME_RELOAD)
1122 self.weapon_morph1time = time + t * 0.05;
1123 self.weapon_morph1angles = '-10 40 0';
1124 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1125 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1127 self.weapon_morph2time = time + t * 0.15;
1128 self.weapon_morph2angles = '-10 40 5';
1129 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1130 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1132 self.weapon_morph3time = time + t * 0.25;
1133 self.weapon_morph3angles = '-10 40 0';
1134 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1135 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1141 if (fr == WFRAME_IDLE)
1142 a = self.weaponentity.anim_idle;
1143 else if (fr == WFRAME_FIRE1)
1144 a = self.weaponentity.anim_fire1;
1145 else if (fr == WFRAME_FIRE2)
1146 a = self.weaponentity.anim_fire2;
1147 else if (fr == WFRAME_RELOAD)
1148 a = self.weaponentity.anim_reload;
1149 a_z *= g_weaponratefactor;
1150 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1158 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1160 backtrace("Tried to override initial weapon think function - should this really happen?");
1163 t *= W_WeaponRateFactor();
1165 // VorteX: haste can be added here
1166 if (self.weapon_think == w_ready)
1168 self.weapon_nextthink = time;
1169 //dprint("started firing at ", ftos(time), "\n");
1171 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1173 self.weapon_nextthink = time;
1174 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1176 self.weapon_nextthink = self.weapon_nextthink + t;
1177 self.weapon_think = func;
1178 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1182 if (!self.crouch) // shoot anim stands up, this looks bad
1185 anim = self.anim_shoot;
1186 anim_z = anim_y / t;
1187 setanim(self, anim, FALSE, TRUE, TRUE);
1191 void weapon_boblayer1(float spd, vector org)
1193 // VorteX: haste can be added here
1196 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1204 mvelocity = mvelocity * g_weaponspeedfactor;
1206 mdirection = normalize(mvelocity);
1207 mspeed = vlen(mvelocity);
1209 nstyle = cvar("g_projectiles_newton_style");
1212 // absolute velocity
1213 outvelocity = mvelocity;
1215 else if(nstyle == 1)
1217 // true Newtonian projectiles
1218 outvelocity = pvelocity + mvelocity;
1220 else if(nstyle == 2)
1222 // true Newtonian projectiles with automatic aim adjustment
1224 // solve: |outspeed * mdirection - pvelocity| = mspeed
1225 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1226 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1230 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1231 // velocity without mdirection component > mspeed
1232 // fire at smallest possible mspeed that works?
1233 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1236 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1238 outspeed = solution_y; // the larger one
1241 //outspeed = 0; // slowest possible shot
1242 outspeed = solution_x; // the real part (that is, the average!)
1243 //dprint("impossible shot, adjusting\n");
1246 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1247 outvelocity = mdirection * outspeed;
1249 else if(nstyle == 3)
1251 // pseudo-Newtonian:
1252 outspeed = mspeed + mdirection * pvelocity;
1253 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1254 outvelocity = mdirection * outspeed;
1256 else if(nstyle == 4)
1259 outspeed = mspeed + vlen(pvelocity);
1260 outvelocity = mdirection * outspeed;
1263 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1268 void W_SetupProjectileVelocity(entity missile)
1270 if(missile.owner == world)
1271 error("Unowned missile");
1273 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1276 void W_AttachToShotorg(entity flash, vector offset)
1280 flash.angles_z = random() * 360;
1281 if(qcweaponanimation)
1283 setorigin(flash, w_shotorg + w_shotdir * 50);
1284 flash.angles = vectoangles(w_shotdir);
1285 flash.angles_z = random() * 360;
1289 setattachment(flash, self.weaponentity, "shot");
1290 setorigin(flash, offset);
1293 copyentity(flash, xflash);
1295 flash.viewmodelforclient = self;
1297 if(self.weaponentity.oldorigin_x > 0)
1299 setattachment(xflash, self.exteriorweaponentity, "");
1300 setorigin(xflash, self.weaponentity.oldorigin + offset);
1304 setattachment(xflash, self.exteriorweaponentity, "shot");