2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 .float weapon_frametime;
12 float W_WeaponRateFactor()
15 t = 1.0 / g_weaponratefactor;
19 if(self.runes & RUNE_SPEED)
21 if(self.runes & CURSE_SLOW)
22 t = t * cvar("g_balance_rune_speed_combo_atkrate");
24 t = t * cvar("g_balance_rune_speed_atkrate");
26 else if(self.runes & CURSE_SLOW)
28 t = t * cvar("g_balance_curse_slow_atkrate");
35 void W_SwitchWeapon_Force(entity e, float w)
37 e.cnt = e.switchweapon;
43 // VorteX: static frame globals
44 float WFRAME_DONTCHANGE = -1;
45 float WFRAME_FIRE1 = 0;
46 float WFRAME_FIRE2 = 1;
47 float WFRAME_IDLE = 2;
48 float WFRAME_RELOAD = 3;
51 void(float fr, float t, void() func) weapon_thinkf;
53 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
56 ret_x = screenright * v;
58 ret_z = screenforward * v;
62 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
65 vector mi, ma, thisv, myv, ret;
67 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
69 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
71 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
74 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
75 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
76 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
77 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
80 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
81 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
82 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
91 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
92 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
93 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
94 ret_z = thisv_z - myv_z;
98 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
104 if(player.hitplotfh >= 0)
106 lag = ANTILAG_LATENCY(player);
109 if(clienttype(player) != CLIENTTYPE_REAL)
110 lag = 0; // only antilag for clients
112 org = player.origin + player.view_ofs;
113 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
114 if(trace_ent.flags & FL_CLIENT)
116 antilag_takeback(trace_ent, time - lag);
117 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
118 antilag_restore(trace_ent);
119 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
120 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
128 // this function calculates w_shotorg and w_shotdir based on the weapon model
129 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
130 // make sure you call makevectors first (FIXME?)
131 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
133 float nudge = 1; // added to traceline target and subtracted from result
134 local vector trueaimpoint;
135 local float oldsolid;
137 oldsolid = ent.dphitcontentsmask;
138 if(ent.weapon == WEP_CAMPINGRIFLE)
139 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
141 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
143 traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
144 // passing world, because we do NOT want it to touch dphitcontentsmask
146 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
147 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
148 trueaimpoint = trace_endpos;
150 // Track max damage and set the stat to be sent later in g_world.qc
151 if not(inWarmupStage)
153 ent.max_damage[ent.weapon] += maxdamage;
154 ent.maxdamage_fired = ent.weapon + 64 * rint(ent.max_damage[ent.weapon]);
157 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
159 if(ent.weaponentity.movedir_x > 0)
161 vecs = ent.weaponentity.movedir;
167 if(debug_shotorg != '0 0 0')
168 vecs = debug_shotorg;
170 dv = v_right * vecs_y + v_up * vecs_z;
171 w_shotorg = ent.origin + ent.view_ofs + dv;
173 // now move the shotorg forward as much as requested if possible
176 if(ent.antilag_debug)
177 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
179 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
182 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
183 w_shotorg = trace_endpos - v_forward * nudge;
184 // calculate the shotdir from the chosen shotorg
185 w_shotdir = normalize(trueaimpoint - w_shotorg);
188 if (!ent.cvar_cl_noantilag)
190 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
192 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
193 if (!trace_ent.takedamage)
195 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
196 if (trace_ent.takedamage && trace_ent.classname == "player")
200 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
202 w_shotdir = normalize(trace_ent.origin - w_shotorg);
206 else if(cvar("g_antilag") == 3) // client side hitscan
208 if (ent.cursor_trace_ent) // client was aiming at someone
209 if (ent.cursor_trace_ent != ent) // just to make sure
210 if (ent.cursor_trace_ent.takedamage) // and that person is killable
211 if (ent.cursor_trace_ent.classname == "player") // and actually a player
213 // verify that the shot would miss without antilag
214 // (avoids an issue where guns would always shoot at their origin)
215 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
216 if (!trace_ent.takedamage)
218 // verify that the shot would hit if altered
219 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
220 if (trace_ent == ent.cursor_trace_ent)
221 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
223 print("antilag fail\n");
229 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
232 ent.punchangle_x = recoil * -1;
236 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
239 if (ent.items & IT_STRENGTH)
241 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
244 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
245 #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)
246 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
248 void LaserTarget_Think()
255 // list of weapons that will use the laser, and the options that enable it
256 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
259 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
264 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
267 // rocket launcher isn't selected, so no laser target.
268 if(self.lasertarget != world)
270 remove(self.lasertarget);
271 self.lasertarget = world;
276 if(!self.lasertarget)
278 // we don't have a lasertarget entity, so spawn one
279 //bprint("create laser target\n");
280 e = self.lasertarget = spawn();
281 e.owner = self.owner; // Its owner is my owner
282 e.classname = "laser_target";
283 e.movetype = MOVETYPE_NOCLIP; // don't touch things
284 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
285 e.scale = 1.25; // make it larger
286 e.alpha = 0.25; // transparency
287 e.colormod = '255 0 0' * (1/255) * 8; // change colors
288 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
289 // make it dynamically glow
290 // you should avoid over-using this, as it can slow down the player's computer.
291 e.glow_color = 251; // red color
295 e = self.lasertarget;
297 // move the laser dot to where the player is looking
299 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
300 offset = '0 0 26' + v_right*3;
301 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
302 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
303 if(trace_plane_normal != '0 0 0')
304 e.angles = vectoangles(trace_plane_normal);
306 e.angles = vectoangles(v_forward);
309 float CL_Weaponentity_CustomizeEntityForClient()
311 self.viewmodelforclient = self.owner;
312 if(other.classname == "spectator")
313 if(other.enemy == self.owner)
314 self.viewmodelforclient = other;
318 float qcweaponanimation;
319 vector weapon_offset = '0 -10 0';
320 vector weapon_adjust = '10 0 -15';
321 .vector weapon_morph0origin;
322 .vector weapon_morph0angles;
323 .float weapon_morph0time;
324 .vector weapon_morph1origin;
325 .vector weapon_morph1angles;
326 .float weapon_morph1time;
327 .vector weapon_morph2origin;
328 .vector weapon_morph2angles;
329 .float weapon_morph2time;
330 .vector weapon_morph3origin;
331 .vector weapon_morph3angles;
332 .float weapon_morph3time;
333 .vector weapon_morph4origin;
334 .vector weapon_morph4angles;
335 .float weapon_morph4time;
337 #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)
342 * 1. simple animated model, muzzlr flash handling on h_ model:
343 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
345 * shot = muzzle end (shot origin, also used for muzzle flashes)
346 * shell = casings ejection point (must be on the right hand side of the gun)
347 * weapon = attachment for v_tuba.md3
348 * v_tuba.md3 - first and third person model
349 * g_tuba.md3 - pickup model
351 * 2. fully animated model, muzzle flash handling on h_ model:
352 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
354 * shot = muzzle end (shot origin, also used for muzzle flashes)
355 * shell = casings ejection point (must be on the right hand side of the gun)
356 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
357 * v_tuba.md3 - third person model
358 * g_tuba.md3 - pickup model
360 * 3. fully animated model, muzzle flash handling on v_ model:
361 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363 * shot = muzzle end (shot origin)
364 * shell = casings ejection point (must be on the right hand side of the gun)
365 * v_tuba.md3 - third person model
367 * shot = muzzle end (for muzzle flashes)
368 * g_tuba.md3 - pickup model
371 void CL_Weaponentity_Think()
373 float tb, v_shot_idx;
374 self.nextthink = time;
375 if (intermission_running)
376 self.frame = self.anim_idle_x;
377 if (self.owner.weaponentity != self)
379 if (self.weaponentity)
380 remove(self.weaponentity);
384 if (self.owner.deadflag != DEAD_NO)
387 if (self.weaponentity)
388 self.weaponentity.model = "";
391 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
393 self.cnt = self.owner.weapon;
394 self.dmg = self.owner.modelindex;
395 self.deadflag = self.owner.deadflag;
399 if (self.owner.weaponname != "")
401 // if there is a child entity, hide it until we're sure we use it
402 if (self.weaponentity)
403 self.weaponentity.model = "";
404 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
405 v_shot_idx = gettagindex(self, "shot"); // used later
407 if(qcweaponanimation)
409 self.angles = '0 0 0';
410 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
411 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
412 self.movedir_x += 32;
413 self.spawnorigin = self.movedir;
414 // oldorigin - not calculated here
418 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
419 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
420 animfile = fopen(animfilename, FILE_READ);
421 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
422 self.anim_fire1 = '0 1 0.01';
423 self.anim_fire2 = '1 1 0.01';
424 self.anim_idle = '2 1 0.01';
425 self.anim_reload = '3 1 0.01';
428 animparseerror = FALSE;
429 self.anim_fire1 = animparseline(animfile);
430 self.anim_fire2 = animparseline(animfile);
431 self.anim_idle = animparseline(animfile);
432 self.anim_reload = animparseline(animfile);
435 print("Parse error in ", animfilename, ", some player animations are broken\n");
438 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
439 // if we don't, this is a "real" animated model
440 if(gettagindex(self, "weapon"))
442 if (!self.weaponentity)
443 self.weaponentity = spawn();
444 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
445 setattachment(self.weaponentity, self, "weapon");
449 if(self.weaponentity)
450 remove(self.weaponentity);
451 self.weaponentity = world;
454 setorigin(self,'0 0 0');
455 self.angles = '0 0 0';
457 self.viewmodelforclient = world;
460 idx = gettagindex(self, "shot");
463 self.movedir = gettaginfo(self, idx);
467 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
468 self.movedir = '0 0 0';
471 idx = gettagindex(self, "shell");
474 self.spawnorigin = gettaginfo(self, idx);
478 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
479 self.spawnorigin = self.movedir;
484 self.oldorigin = '0 0 0';
488 if(self.weaponentity)
489 idx = gettagindex(self, "weapon");
491 idx = gettagindex(self, "handle");
494 self.oldorigin = self.movedir - gettaginfo(self, idx);
498 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");
499 self.oldorigin = '0 0 0'; // there is no way to recover from this
503 self.viewmodelforclient = self.owner;
509 if(self.weaponentity)
510 remove(self.weaponentity);
511 self.weaponentity = world;
512 self.movedir = '0 0 0';
513 self.spawnorigin = '0 0 0';
514 self.oldorigin = '0 0 0';
515 self.anim_fire1 = '0 1 0.01';
516 self.anim_fire2 = '0 1 0.01';
517 self.anim_idle = '0 1 0.01';
518 self.anim_reload = '0 1 0.01';
521 self.view_ofs = '0 0 0';
523 if(self.movedir_x >= 0)
527 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
528 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
530 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
531 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
533 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
535 // check if an instant weapon switch occurred
536 if (qcweaponanimation)
538 if (self.state == WS_READY)
540 self.angles = '0 0 0';
541 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
542 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
546 setorigin(self, self.view_ofs);
547 // reset animstate now
548 self.wframe = WFRAME_IDLE;
549 self.weapon_morph0time = 0;
550 self.weapon_morph1time = 0;
551 self.weapon_morph2time = 0;
552 self.weapon_morph3time = 0;
553 self.weapon_morph4time = 0;
554 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
557 tb = (self.effects & EF_TELEPORT_BIT);
558 self.effects = self.owner.effects & EFMASK_CHEAP;
559 self.effects &~= EF_LOWPRECISION;
560 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
561 self.effects &~= EF_TELEPORT_BIT;
564 if(self.owner.alpha != 0)
565 self.alpha = self.owner.alpha;
569 self.colormap = self.owner.colormap;
570 if (self.weaponentity)
572 self.weaponentity.effects = self.effects;
573 self.weaponentity.alpha = self.alpha;
574 self.weaponentity.colormap = self.colormap;
577 self.angles = '0 0 0';
580 if (self.state == WS_RAISE && !intermission_running)
582 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
583 self.angles_x = -90 * f * f;
584 if (qcweaponanimation)
586 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
587 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
590 else if (self.state == WS_DROP && !intermission_running)
592 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
593 self.angles_x = -90 * f * f;
594 if (qcweaponanimation)
596 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
597 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
600 else if (self.state == WS_CLEAR)
603 self.angles_x = -90 * f * f;
604 if (qcweaponanimation)
606 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
607 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
610 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
612 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
613 f = 1 - pow(1 - f, 3);
614 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
615 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
617 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
619 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
620 f = 1 - pow(1 - f, 3);
621 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
622 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
624 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
626 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
627 f = 1 - pow(1 - f, 3);
628 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
629 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
631 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
633 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
634 f = 1 - pow(1 - f, 3);
635 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
636 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
638 else if (qcweaponanimation)
640 // begin a new idle morph
641 self.owner.weapon_morph0time = time;
642 self.owner.weapon_morph0angles = self.angles;
643 self.owner.weapon_morph0origin = self.origin;
651 // turn gun to the left to look at it
653 self.owner.weapon_morph1time = time + t * 0.2;
654 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
655 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');
656 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
658 self.owner.weapon_morph2time = time + t * 0.6;
659 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
660 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');
661 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
663 self.owner.weapon_morph3time = time + t;
664 self.owner.weapon_morph3angles = '0 0 0';
665 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');
666 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
670 // raise the gun a bit
672 self.owner.weapon_morph1time = time + t * 0.2;
673 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
674 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');
675 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
677 self.owner.weapon_morph2time = time + t * 0.5;
678 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
679 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');
680 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
682 self.owner.weapon_morph3time = time + t;
683 self.owner.weapon_morph3angles = '0 0 0';
684 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');
685 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
691 self.owner.weapon_morph1time = time + t * 0.3;
692 self.owner.weapon_morph1angles = randomvec() * 6;
693 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');
694 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
696 self.owner.weapon_morph2time = time + t * 0.7;
697 self.owner.weapon_morph2angles = randomvec() * 6;
698 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');
699 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
701 self.owner.weapon_morph3time = time + t;
702 self.owner.weapon_morph3angles = '0 0 0';
703 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');
704 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
708 // hold it mostly steady
709 t = random() * 6 + 4;
710 self.owner.weapon_morph1time = time + t * 0.2;
711 self.owner.weapon_morph1angles = randomvec() * 1;
712 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');
713 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
715 self.owner.weapon_morph2time = time + t * 0.5;
716 self.owner.weapon_morph2angles = randomvec() * 1;
717 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');
718 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
720 self.owner.weapon_morph3time = time + t * 0.7;
721 self.owner.weapon_morph3angles = randomvec() * 1;
722 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');
723 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
726 self.owner.weapon_morph4time = time + t;
727 self.owner.weapon_morph4angles = '0 0 0';
728 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');
729 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
733 // create or update the lasertarget entity
737 void CL_ExteriorWeaponentity_Think()
741 self.nextthink = time;
742 if (self.owner.exteriorweaponentity != self)
747 if (self.owner.deadflag != DEAD_NO)
752 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
754 self.cnt = self.owner.weapon;
755 self.dmg = self.owner.modelindex;
756 self.deadflag = self.owner.deadflag;
757 if (self.owner.weaponname != "")
758 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
762 if((tag_found = gettagindex(self.owner, "tag_weapon")))
764 self.tag_index = tag_found;
765 self.tag_entity = self.owner;
768 setattachment(self, self.owner, "bip01 r hand");
770 // if that didn't find a tag, hide the exterior weapon model
774 self.effects = self.owner.effects | EF_LOWPRECISION;
775 self.effects = self.effects & EFMASK_CHEAP; // eat performance
776 if(self.owner.alpha != 0)
777 self.alpha = self.owner.alpha;
781 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
785 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
787 ang_y = self.owner.v_angle_y;
789 var vector v = v_forward;
790 gettaginfo(self.tag_entity, self.tag_index);
791 // untransform v according to this coordinate space
796 self.angles = vectoangles(w);
800 ang_x = -/* don't ask */ang_x;
804 self.colormap = self.owner.colormap;
807 // spawning weaponentity for client
808 void CL_SpawnWeaponentity()
810 self.weaponentity = spawn();
811 self.weaponentity.classname = "weaponentity";
812 self.weaponentity.solid = SOLID_NOT;
813 self.weaponentity.owner = self;
814 setmodel(self.weaponentity, ""); // precision set when changed
815 setorigin(self.weaponentity, '0 0 0');
816 self.weaponentity.angles = '0 0 0';
817 self.weaponentity.viewmodelforclient = self;
818 self.weaponentity.flags = 0;
819 self.weaponentity.think = CL_Weaponentity_Think;
820 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
821 self.weaponentity.nextthink = time;
823 self.exteriorweaponentity = spawn();
824 self.exteriorweaponentity.classname = "exteriorweaponentity";
825 self.exteriorweaponentity.solid = SOLID_NOT;
826 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
827 self.exteriorweaponentity.owner = self;
828 setorigin(self.exteriorweaponentity, '0 0 0');
829 self.exteriorweaponentity.angles = '0 0 0';
830 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
831 self.exteriorweaponentity.nextthink = time;
834 .float hasweapon_complain_spam;
836 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
838 local float weaponbit, f;
839 local entity oldself;
841 if(time < self.hasweapon_complain_spam)
844 self.hasweapon_complain_spam = time + 0.2;
846 if (wpn < WEP_FIRST || wpn > WEP_LAST)
849 sprint(self, "Invalid weapon\n");
852 weaponbit = W_WeaponBit(wpn);
853 if (cl.weapons & weaponbit)
857 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
865 f = weapon_action(wpn, WR_CHECKAMMO1);
866 f = f + weapon_action(wpn, WR_CHECKAMMO2);
872 if(clienttype(cl) == CLIENTTYPE_REAL)
874 play2(cl, "weapons/unavailable.wav");
875 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
885 // Report Proper Weapon Status / Modified Weapon Ownership Message
886 if(weaponsInMap & weaponbit)
888 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
890 if(cvar("g_showweaponspawns"))
895 e = get_weaponinfo(wpn);
898 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
900 if(e.classname == "droppedweapon")
902 if not(e.flags & FL_ITEM)
904 WaypointSprite_Spawn(
916 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
918 play2(cl, "weapons/unavailable.wav");
926 if (self.weapon != -1)
928 if (self.weaponentity)
930 self.weaponentity.state = WS_CLEAR;
931 self.weaponentity.effects = 0;
937 if (self.weaponentity)
938 self.weaponentity.state = WS_READY;
939 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
942 // Setup weapon for client (after this raise frame will be launched)
943 void weapon_setup(float windex)
946 qcweaponanimation = cvar("sv_qcweaponanimation");
947 e = get_weaponinfo(windex);
948 self.items &~= IT_AMMO;
949 self.items = self.items | e.items;
951 // the two weapon entities will notice this has changed and update their models
952 self.weapon = windex;
953 self.weaponname = e.mdl;
954 self.bulletcounter = 0;
957 // perform weapon to attack (weaponstate and attack_finished check is here)
959 float weapon_prepareattack(float secondary, float attacktime)
961 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
962 //if all players readied up and the countdown is running
963 if(time < game_starttime || time < self.race_penalty) {
967 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
968 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
970 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
972 w = W_WeaponBit(self.weapon);
974 ww = w_getbestweapon(self);
977 W_SwitchWeapon_Force(self, ww);
981 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
984 // do not even think about shooting if switching
985 if(self.switchweapon != self.weapon)
990 // don't fire if previous attack is not finished
991 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
993 // don't fire while changing weapon
994 if (self.weaponentity.state != WS_READY)
997 self.weaponentity.state = WS_INUSE;
999 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
1001 // if the weapon hasn't been firing continuously, reset the timer
1004 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
1006 ATTACK_FINISHED(self) = time;
1007 //dprint("resetting attack finished to ", ftos(time), "\n");
1009 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
1011 self.bulletcounter += 1;
1012 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
1016 void weapon_thinkf(float fr, float t, void() func)
1022 if(fr == WFRAME_DONTCHANGE)
1024 fr = self.weaponentity.wframe;
1025 restartanim = FALSE;
1027 else if (fr == WFRAME_IDLE)
1028 restartanim = FALSE;
1036 if (self.weaponentity)
1038 self.weaponentity.wframe = fr;
1039 if (qcweaponanimation)
1041 if (fr != WFRAME_IDLE)
1043 self.weapon_morph0time = time;
1044 self.weapon_morph0angles = self.weaponentity.angles;
1045 self.weapon_morph0origin = self.weaponentity.origin;
1047 self.weapon_morph1angles = '0 0 0';
1048 self.weapon_morph1time = time + t;
1049 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1050 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1052 self.weapon_morph2angles = '0 0 0';
1053 self.weapon_morph2time = time + t;
1054 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1055 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1057 self.weapon_morph3angles = '0 0 0';
1058 self.weapon_morph3time = time + t;
1059 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1060 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1062 self.weapon_morph4angles = '0 0 0';
1063 self.weapon_morph4time = time + t;
1064 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1065 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1067 if (fr == WFRAME_FIRE1)
1069 self.weapon_morph1angles = '5 0 0';
1070 self.weapon_morph1time = time + t * 0.1;
1071 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1072 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1073 self.weapon_morph4time = time + t + 1; // delay idle effect
1075 else if (fr == WFRAME_FIRE2)
1077 self.weapon_morph1angles = '10 0 0';
1078 self.weapon_morph1time = time + t * 0.1;
1079 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1080 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1081 self.weapon_morph4time = time + t + 1; // delay idle effect
1083 else if (fr == WFRAME_RELOAD)
1085 self.weapon_morph1time = time + t * 0.05;
1086 self.weapon_morph1angles = '-10 40 0';
1087 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1088 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1090 self.weapon_morph2time = time + t * 0.15;
1091 self.weapon_morph2angles = '-10 40 5';
1092 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1093 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1095 self.weapon_morph3time = time + t * 0.25;
1096 self.weapon_morph3angles = '-10 40 0';
1097 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1098 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1104 if (fr == WFRAME_IDLE)
1105 a = self.weaponentity.anim_idle;
1106 else if (fr == WFRAME_FIRE1)
1107 a = self.weaponentity.anim_fire1;
1108 else if (fr == WFRAME_FIRE2)
1109 a = self.weaponentity.anim_fire2;
1110 else if (fr == WFRAME_RELOAD)
1111 a = self.weaponentity.anim_reload;
1112 a_z *= g_weaponratefactor;
1113 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1121 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1123 backtrace("Tried to override initial weapon think function - should this really happen?");
1126 t *= W_WeaponRateFactor();
1128 // VorteX: haste can be added here
1129 if (self.weapon_think == w_ready)
1131 self.weapon_nextthink = time;
1132 //dprint("started firing at ", ftos(time), "\n");
1134 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
1136 self.weapon_nextthink = time;
1137 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1139 self.weapon_nextthink = self.weapon_nextthink + t;
1140 self.weapon_think = func;
1141 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1145 if (!self.crouch) // shoot anim stands up, this looks bad
1148 anim = self.anim_shoot;
1149 anim_z = anim_y / t;
1150 setanim(self, anim, FALSE, TRUE, TRUE);
1154 void weapon_boblayer1(float spd, vector org)
1156 // VorteX: haste can be added here
1159 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1167 mvelocity = mvelocity * g_weaponspeedfactor;
1169 mdirection = normalize(mvelocity);
1170 mspeed = vlen(mvelocity);
1172 nstyle = cvar("g_projectiles_newton_style");
1175 // absolute velocity
1176 outvelocity = mvelocity;
1178 else if(nstyle == 1)
1180 // true Newtonian projectiles
1181 outvelocity = pvelocity + mvelocity;
1183 else if(nstyle == 2)
1185 // true Newtonian projectiles with automatic aim adjustment
1187 // solve: |outspeed * mdirection - pvelocity| = mspeed
1188 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1189 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1193 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1194 // velocity without mdirection component > mspeed
1195 // fire at smallest possible mspeed that works?
1196 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1199 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1201 outspeed = solution_y; // the larger one
1204 //outspeed = 0; // slowest possible shot
1205 outspeed = solution_x; // the real part (that is, the average!)
1206 //dprint("impossible shot, adjusting\n");
1209 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
1210 outvelocity = mdirection * outspeed;
1212 else if(nstyle == 3)
1214 // pseudo-Newtonian:
1215 outspeed = mspeed + mdirection * pvelocity;
1216 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1217 outvelocity = mdirection * outspeed;
1219 else if(nstyle == 4)
1222 outspeed = mspeed + vlen(pvelocity);
1223 outvelocity = mdirection * outspeed;
1226 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1231 void W_SetupProjectileVelocity(entity missile)
1233 if(missile.owner == world)
1234 error("Unowned missile");
1236 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1239 void W_AttachToShotorg(entity flash, vector offset)
1243 flash.angles_z = random() * 360;
1244 if(qcweaponanimation)
1246 setorigin(flash, w_shotorg + w_shotdir * 50);
1247 flash.angles = vectoangles(w_shotdir);
1248 flash.angles_z = random() * 360;
1252 setattachment(flash, self.weaponentity, "shot");
1253 setorigin(flash, offset);
1256 copyentity(flash, xflash);
1258 flash.viewmodelforclient = self;
1260 if(self.weaponentity.oldorigin_x > 0)
1262 setattachment(xflash, self.exteriorweaponentity, "");
1263 setorigin(xflash, self.weaponentity.oldorigin + offset);
1267 setattachment(xflash, self.exteriorweaponentity, "shot");