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_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
23 void(float fr, float t, void() func) weapon_thinkf;
28 // this function calculates w_shotorg and w_shotdir based on the weapon model
29 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
30 // make sure you call makevectors first (FIXME?)
31 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
33 float nudge = 1; // added to traceline target and subtracted from result
34 local vector trueaimpoint;
36 oldsolid = self.dphitcontentsmask;
37 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
38 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
39 trueaimpoint = trace_endpos;
41 if (cvar("g_shootfromeye"))
42 w_shotorg = ent.origin + ent.view_ofs;
43 else if (cvar("g_shootfromcenter"))
44 w_shotorg = ent.origin + ent.view_ofs + '0 0 1' * vecs_z;
46 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
47 // now move the shotorg forward as much as requested if possible
48 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
49 w_shotorg = trace_endpos - v_forward * nudge;
50 // calculate the shotdir from the chosen shotorg
51 w_shotdir = normalize(trueaimpoint - w_shotorg);
54 // explanation of g_antilag:
55 // if client reports it was aiming at a player, and the serverside trace
56 // says it would miss, change the aim point to the player's new origin,
57 // but only if the shot at the player's new origin would hit of course
59 // FIXME: a much better method for bullet weapons would be to leave a
60 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
61 // ghost corresponding to this player's ping time, and if so it would do
62 // damage to the real player
64 if (self.cursor_trace_ent) // client was aiming at someone
65 if (self.cursor_trace_ent != self) // just to make sure
66 if (self.cursor_trace_ent.takedamage) // and that person is killable
67 if (self.cursor_trace_ent.classname == "player") // and actually a player
68 if (cvar("g_antilag") == 1)
70 // verify that the shot would miss without antilag
71 // (avoids an issue where guns would always shoot at their origin)
72 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
73 if (!trace_ent.takedamage)
75 // verify that the shot would hit if altered
76 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
77 if (trace_ent == self.cursor_trace_ent)
79 // verify that the shot would hit in the past
80 if(self.antilag_debug)
81 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
83 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
85 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
86 antilag_restore(self.cursor_trace_ent);
88 if(trace_ent == self.cursor_trace_ent)
91 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
92 dprint("ANTILAG HIT for ", self.netname, "\n");
96 // prydon cursor aimbot or odd network conditions
97 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
100 if(cvar("developer") >= 2)
102 vector v, vplus, vel;
104 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
105 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
106 vel = (vplus - v) * (1 / 0.01);
107 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
108 v -= (self.origin + self.view_ofs);
109 // solve: v + X * vel = closest to v_forward axis
110 // project into 2D by subtracting v_forward components:
111 v -= (v * v_forward) * v_forward;
112 vel -= (vel * v_forward) * v_forward;
113 // solve: v + X * vel = closest to origin
114 // (v + X * vel)^2 closest to 0
115 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
116 X = -(v * vel) / (vel * vel);
117 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
125 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
127 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
128 if (!trace_ent.takedamage)
130 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
131 if (trace_ent.takedamage && trace_ent.classname == "player")
135 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
137 w_shotdir = normalize(trace_ent.origin - w_shotorg);
141 else if(cvar("g_antilag") == 3) // client side hitscan
143 if (self.cursor_trace_ent) // client was aiming at someone
144 if (self.cursor_trace_ent != self) // just to make sure
145 if (self.cursor_trace_ent.takedamage) // and that person is killable
146 if (self.cursor_trace_ent.classname == "player") // and actually a player
148 // verify that the shot would miss without antilag
149 // (avoids an issue where guns would always shoot at their origin)
150 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
151 if (!trace_ent.takedamage)
153 // verify that the shot would hit if altered
154 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
155 if (trace_ent == self.cursor_trace_ent)
156 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
158 print("antilag fail\n");
165 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
168 self.punchangle_x = recoil * -1;
172 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
175 if (self.items & IT_STRENGTH)
177 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
180 void LaserTarget_Think()
187 // list of weapons that will use the laser, and the options that enable it
188 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
191 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
196 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
199 // rocket launcher isn't selected, so no laser target.
200 if(self.lasertarget != world)
202 remove(self.lasertarget);
203 self.lasertarget = world;
208 if(!self.lasertarget)
210 // we don't have a lasertarget entity, so spawn one
211 //bprint("create laser target\n");
212 e = self.lasertarget = spawn();
213 e.owner = self.owner; // Its owner is my owner
214 e.classname = "laser_target";
215 e.movetype = MOVETYPE_NOCLIP; // don't touch things
216 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
217 e.scale = 1.25; // make it larger
218 e.alpha = 0.25; // transparency
219 e.colormod = '255 0 0' * (1/255) * 8; // change colors
220 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
221 // make it dynamically glow
222 // you should avoid over-using this, as it can slow down the player's computer.
223 e.glow_color = 251; // red color
227 e = self.lasertarget;
229 // move the laser dot to where the player is looking
231 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
232 offset = '0 0 26' + v_right*3;
233 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
234 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
235 if(trace_plane_normal != '0 0 0')
236 e.angles = vectoangles(trace_plane_normal);
238 e.angles = vectoangles(v_forward);
241 float CL_Weaponentity_CustomizeEntityForClient()
243 self.viewmodelforclient = self.owner;
244 if(other.classname == "spectator")
245 if(other.enemy == self.owner)
246 self.viewmodelforclient = other;
251 void CL_Weaponentity_Think()
253 self.nextthink = time;
254 if (intermission_running)
255 self.frame = WFRAME_IDLE;
256 if (self.owner.weaponentity != self)
261 if (self.owner.deadflag != DEAD_NO)
266 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
268 self.cnt = self.owner.weapon;
269 self.dmg = self.owner.modelindex;
270 self.deadflag = self.owner.deadflag;
271 if (self.owner.weaponname != "")
272 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
276 self.effects = self.owner.effects | EF_LOWPRECISION;
277 self.effects = self.effects - (self.effects & (EF_FULLBRIGHT)); // can mask team color, so get rid of it
279 if (self.flags & FL_FLY)
280 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
281 self.effects = self.effects - (self.effects & EF_NODRAW);
283 if(self.owner.alpha >= 0)
284 self.alpha = self.owner.alpha;
287 self.colormap = self.owner.colormap;
289 self.angles = '0 0 0';
292 if (self.state == WS_RAISE)
293 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
294 else if (self.state == WS_DROP)
295 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
296 else if (self.state == WS_CLEAR)
298 self.angles_x = -90 * f * f;
300 // create or update the lasertarget entity
304 void CL_ExteriorWeaponentity_Think()
307 self.nextthink = time;
308 if (self.owner.exteriorweaponentity != self)
313 if (self.owner.deadflag != DEAD_NO)
318 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
320 self.cnt = self.owner.weapon;
321 self.dmg = self.owner.modelindex;
322 self.deadflag = self.owner.deadflag;
323 if (self.owner.weaponname != "")
324 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
328 if((tag_found = gettagindex(self.owner, "tag_weapon")))
330 self.tag_index = tag_found;
331 self.tag_entity = self.owner;
334 setattachment(self, self.owner, "bip01 r hand");
336 // if that didn't find a tag, hide the exterior weapon model
340 self.effects = self.owner.effects | EF_LOWPRECISION;
341 self.effects = self.effects & EFMASK_CHEAP; // eat performance
342 if(self.owner.alpha >= 0)
343 self.alpha = self.owner.alpha;
346 self.colormap = self.owner.colormap;
349 // spawning weaponentity for client
350 void CL_SpawnWeaponentity()
352 self.weaponentity = spawn();
353 self.weaponentity.solid = SOLID_NOT;
354 self.weaponentity.owner = self;
355 self.weaponentity.weaponentity = self.weaponentity;
356 setmodel(self.weaponentity, ""); // precision set when changed
357 self.weaponentity.origin = '0 0 0';
358 self.weaponentity.angles = '0 0 0';
359 self.weaponentity.viewmodelforclient = self;
360 self.weaponentity.flags = 0;
361 self.weaponentity.think = CL_Weaponentity_Think;
362 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
363 self.weaponentity.nextthink = time;
364 self.weaponentity.scale = 0.61;
366 self.exteriorweaponentity = spawn();
367 self.exteriorweaponentity.solid = SOLID_NOT;
368 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
369 self.exteriorweaponentity.owner = self;
370 self.exteriorweaponentity.origin = '0 0 0';
371 self.exteriorweaponentity.angles = '0 0 0';
372 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
373 self.exteriorweaponentity.nextthink = time;
376 .float hasweapon_complain_spam;
378 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
380 local float weaponbit, f;
381 local entity oldself;
383 if(time < self.hasweapon_complain_spam)
386 self.hasweapon_complain_spam = time + 0.2;
388 if (wpn < WEP_FIRST || wpn > WEP_LAST)
391 sprint(self, "Invalid weapon\n");
394 weaponbit = W_WeaponBit(wpn);
395 if (cl.weapons & weaponbit)
399 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
407 f = weapon_action(wpn, WR_CHECKAMMO1);
408 f = f + weapon_action(wpn, WR_CHECKAMMO2);
414 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
423 // Report Proper Weapon Status / Modified Weapon Ownership Message
424 if(weaponsInMap & weaponbit)
426 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
428 if(cvar("g_showweaponspawns"))
433 e = get_weaponinfo(wpn);
436 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
438 if(e.classname == "droppedweapon")
440 if not(e.flags & FL_ITEM)
442 WaypointSprite_Spawn(
454 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
462 if (self.weapon != -1)
464 if (self.weaponentity)
466 self.weaponentity.state = WS_CLEAR;
467 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
468 self.weaponentity.effects = 0;
474 if (self.weaponentity)
475 self.weaponentity.state = WS_READY;
476 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
479 // Setup weapon for client (after this raise frame will be launched)
480 void weapon_setup(float windex)
483 e = get_weaponinfo(windex);
484 self.items = self.items - (self.items & IT_AMMO);
485 self.items = self.items | e.items;
487 // the two weapon entities will notice this has changed and update their models
488 self.weapon = windex;
489 self.weaponname = e.mdl;
490 self.bulletcounter = 0;
493 // perform weapon to attack (weaponstate and attack_finished check is here)
495 float weapon_prepareattack(float secondary, float attacktime)
497 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
498 //if all players readied up and the countdown is running
499 if (cvar("sv_ready_restart_after_countdown"))
500 if(time < game_starttime || time < self.race_penalty) {
504 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
505 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
507 W_SwitchWeapon_Force(self, w_getbestweapon(self));
511 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
514 // do not even think about shooting if switching
515 if(self.switchweapon != self.weapon)
518 // don't fire if previous attack is not finished
520 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
522 // don't fire while changing weapon
523 if (self.weaponentity.state != WS_READY)
525 self.weaponentity.state = WS_INUSE;
526 // if the weapon hasn't been firing continuously, reset the timer
529 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
531 ATTACK_FINISHED(self) = time;
532 //dprint("resetting attack finished to ", ftos(time), "\n");
534 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
536 self.bulletcounter += 1;
537 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
541 void weapon_thinkf(float fr, float t, void() func)
545 if (self.weaponentity != world)
546 self.weaponentity.frame = fr;
549 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
551 backtrace("Tried to override initial weapon think function - should this really happen?");
556 if(self.runes & RUNE_SPEED)
558 if(self.runes & CURSE_SLOW)
559 t = t * cvar("g_balance_rune_speed_combo_atkrate");
561 t = t * cvar("g_balance_rune_speed_atkrate");
563 else if(self.runes & CURSE_SLOW)
565 t = t * cvar("g_balance_curse_slow_atkrate");
569 // VorteX: haste can be added here
570 if (self.weapon_think == w_ready)
572 self.weapon_nextthink = time;
573 //dprint("started firing at ", ftos(time), "\n");
575 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
577 self.weapon_nextthink = time;
578 //dprint("reset weapon animation timer at ", ftos(time), "\n");
580 self.weapon_nextthink = self.weapon_nextthink + t;
581 self.weapon_think = func;
582 //dprint("next ", ftos(self.weapon_nextthink), "\n");
584 if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
586 if (!self.crouch) // shoot anim stands up, this looks bad
589 anim = self.anim_shoot;
591 player_setanim(anim, FALSE, TRUE, TRUE);
595 void weapon_boblayer1(float spd, vector org)
597 // VorteX: haste can be added here
600 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
608 mdirection = normalize(mvelocity);
609 mspeed = vlen(mvelocity);
611 nstyle = cvar("g_projectiles_newton_style");
615 outvelocity = mvelocity;
619 // true Newtonian projectiles
620 outvelocity = pvelocity + mvelocity;
624 // true Newtonian projectiles with automatic aim adjustment
626 // solve: |outspeed * mdirection - pvelocity| = mspeed
627 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
628 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
632 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
633 // velocity without mdirection component > mspeed
634 // fire at smallest possible mspeed that works?
635 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
640 p = mdirection * pvelocity;
641 q = pvelocity * pvelocity - mspeed * mspeed;
645 //dprint("impossible shot, adjusting\n");
648 outspeed = p + sqrt(D);
649 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
650 outvelocity = mdirection * outspeed;
655 outspeed = mspeed + mdirection * pvelocity;
656 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
657 outvelocity = mdirection * outspeed;
662 outspeed = mspeed + vlen(pvelocity);
663 outvelocity = mdirection * outspeed;
666 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
671 void W_SetupProjectileVelocity(entity missile)
673 if(missile.owner == world)
674 error("Unowned missile");
676 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);