2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 void W_SwitchWeapon_Force(entity e, float w)
12 e.cnt = e.switchweapon;
18 // VorteX: static frame globals
19 float WFRAME_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
26 void(float fr, float t, void() func) weapon_thinkf;
28 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
31 ret_x = screenright * v;
33 ret_z = screenforward * v;
37 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
40 vector mi, ma, thisv, myv, ret;
42 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
44 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
46 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
49 if(i) thisv_x += targ.maxs_z; else thisv_x += targ.mins_x;
50 if(j) thisv_y += targ.maxs_z; else thisv_y += targ.mins_y;
51 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
52 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
55 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
56 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
57 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
66 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
67 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
68 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
69 ret_z = thisv_z - myv_z;
73 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
79 if(player.hitplotfh >= 0)
81 lag = ANTILAG_LATENCY(player);
82 org = player.origin + player.view_ofs;
83 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
84 if(trace_ent.flags & FL_CLIENT)
86 antilag_takeback(player, time - lag);
87 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
88 antilag_restore(player);
89 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
97 // this function calculates w_shotorg and w_shotdir based on the weapon model
98 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
99 // make sure you call makevectors first (FIXME?)
100 void W_SetupShot(entity ent, float antilag, float recoil, string snd)
102 float nudge = 1; // added to traceline target and subtracted from result
103 local vector trueaimpoint;
104 local float oldsolid;
106 oldsolid = ent.dphitcontentsmask;
107 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
108 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
109 trueaimpoint = trace_endpos;
111 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
113 if(ent.weaponentity.movedir_x > 0)
115 vecs = ent.weaponentity.movedir;
121 if(debug_shotorg != '0 0 0')
122 vecs = debug_shotorg;
124 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
126 // now move the shotorg forward as much as requested if possible
127 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
128 w_shotorg = trace_endpos - v_forward * nudge;
129 // calculate the shotdir from the chosen shotorg
130 w_shotdir = normalize(trueaimpoint - w_shotorg);
133 // explanation of g_antilag:
134 // if client reports it was aiming at a player, and the serverside trace
135 // says it would miss, change the aim point to the player's new origin,
136 // but only if the shot at the player's new origin would hit of course
138 // FIXME: a much better method for bullet weapons would be to leave a
139 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
140 // ghost corresponding to this player's ping time, and if so it would do
141 // damage to the real player
143 if (ent.cursor_trace_ent) // client was aiming at someone
144 if (ent.cursor_trace_ent != ent) // just to make sure
145 if (ent.cursor_trace_ent.takedamage) // and that person is killable
146 if (ent.cursor_trace_ent.classname == "player") // and actually a player
147 if (cvar("g_antilag") == 1)
149 // verify that the shot would miss without antilag
150 // (avoids an issue where guns would always shoot at their origin)
151 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
152 if (!trace_ent.takedamage)
154 // verify that the shot would hit if altered
155 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
156 if (trace_ent == ent.cursor_trace_ent)
158 // verify that the shot would hit in the past
159 if(ent.antilag_debug)
160 antilag_takeback(ent.cursor_trace_ent, time - ent.antilag_debug);
162 antilag_takeback(ent.cursor_trace_ent, time - ANTILAG_LATENCY(ent));
164 traceline(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
165 antilag_restore(ent.cursor_trace_ent);
167 if(trace_ent == ent.cursor_trace_ent)
170 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
171 dprint("ANTILAG HIT for ", ent.netname, "\n");
175 // prydon cursor aimbot or odd network conditions
176 dprint("WARNING: antilag ghost trace for ", ent.netname, " failed!\n");
179 if(cvar("developer") >= 2)
181 vector v, vplus, vel;
183 v = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) ));
184 vplus = antilag_takebackorigin(ent.cursor_trace_ent, time - (ANTILAG_LATENCY(ent) + 0.01));
185 vel = (vplus - v) * (1 / 0.01);
186 // solve: v + X * vel = closest to ent.origin + ent.view_ofs, v_forward axis
187 v -= (ent.origin + ent.view_ofs);
188 // solve: v + X * vel = closest to v_forward axis
189 // project into 2D by subtracting v_forward components:
190 v -= (v * v_forward) * v_forward;
191 vel -= (vel * v_forward) * v_forward;
192 // solve: v + X * vel = closest to origin
193 // (v + X * vel)^2 closest to 0
194 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
195 X = -(v * vel) / (vel * vel);
196 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(ent) + X), " instead of ", ftos(ANTILAG_LATENCY(ent)), "\n");
204 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
206 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
207 if (!trace_ent.takedamage)
209 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
210 if (trace_ent.takedamage && trace_ent.classname == "player")
214 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
216 w_shotdir = normalize(trace_ent.origin - w_shotorg);
220 else if(cvar("g_antilag") == 3) // client side hitscan
222 if (ent.cursor_trace_ent) // client was aiming at someone
223 if (ent.cursor_trace_ent != ent) // just to make sure
224 if (ent.cursor_trace_ent.takedamage) // and that person is killable
225 if (ent.cursor_trace_ent.classname == "player") // and actually a player
227 // verify that the shot would miss without antilag
228 // (avoids an issue where guns would always shoot at their origin)
229 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
230 if (!trace_ent.takedamage)
232 // verify that the shot would hit if altered
233 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
234 if (trace_ent == ent.cursor_trace_ent)
235 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
237 print("antilag fail\n");
244 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
247 ent.punchangle_x = recoil * -1;
251 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
254 if (ent.items & IT_STRENGTH)
256 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
259 void LaserTarget_Think()
266 // list of weapons that will use the laser, and the options that enable it
267 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
270 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
275 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
278 // rocket launcher isn't selected, so no laser target.
279 if(self.lasertarget != world)
281 remove(self.lasertarget);
282 self.lasertarget = world;
287 if(!self.lasertarget)
289 // we don't have a lasertarget entity, so spawn one
290 //bprint("create laser target\n");
291 e = self.lasertarget = spawn();
292 e.owner = self.owner; // Its owner is my owner
293 e.classname = "laser_target";
294 e.movetype = MOVETYPE_NOCLIP; // don't touch things
295 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
296 e.scale = 1.25; // make it larger
297 e.alpha = 0.25; // transparency
298 e.colormod = '255 0 0' * (1/255) * 8; // change colors
299 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
300 // make it dynamically glow
301 // you should avoid over-using this, as it can slow down the player's computer.
302 e.glow_color = 251; // red color
306 e = self.lasertarget;
308 // move the laser dot to where the player is looking
310 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
311 offset = '0 0 26' + v_right*3;
312 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
313 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
314 if(trace_plane_normal != '0 0 0')
315 e.angles = vectoangles(trace_plane_normal);
317 e.angles = vectoangles(v_forward);
320 float CL_Weaponentity_CustomizeEntityForClient()
322 self.viewmodelforclient = self.owner;
323 if(other.classname == "spectator")
324 if(other.enemy == self.owner)
325 self.viewmodelforclient = other;
329 float qcweaponanimation;
330 vector weapon_offset = '0 -10 0';
331 vector weapon_adjust = '10 0 -15';
332 .vector weapon_morph0origin;
333 .vector weapon_morph0angles;
334 .float weapon_morph0time;
335 .vector weapon_morph1origin;
336 .vector weapon_morph1angles;
337 .float weapon_morph1time;
338 .vector weapon_morph2origin;
339 .vector weapon_morph2angles;
340 .float weapon_morph2time;
341 .vector weapon_morph3origin;
342 .vector weapon_morph3angles;
343 .float weapon_morph3time;
344 .vector weapon_morph4origin;
345 .vector weapon_morph4angles;
346 .float weapon_morph4time;
348 #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)
353 * 1. simple animated model, muzzlr flash handling on h_ model:
354 * h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
356 * shot = muzzle end (shot origin, also used for muzzle flashes)
357 * shell = casings ejection point (must be on the right hand side of the gun)
358 * weapon = attachment for v_tuba.md3
359 * v_tuba.md3 - first and third person model
360 * g_tuba.md3 - pickup model
362 * 2. fully animated model, muzzle flash handling on h_ model:
363 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
365 * shot = muzzle end (shot origin, also used for muzzle flashes)
366 * shell = casings ejection point (must be on the right hand side of the gun)
367 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
368 * v_tuba.md3 - third person model
369 * g_tuba.md3 - pickup model
371 * 3. fully animated model, muzzle flash handling on v_ model:
372 * h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
374 * shot = muzzle end (shot origin)
375 * shell = casings ejection point (must be on the right hand side of the gun)
376 * v_tuba.md3 - third person model
378 * shot = muzzle end (for muzzle flashes)
379 * g_tuba.md3 - pickup model
382 void CL_Weaponentity_Think()
384 float tb, v_shot_idx;
385 self.nextthink = time;
386 if (intermission_running)
387 self.frame = self.anim_idle_x;
388 if (self.owner.weaponentity != self)
390 if (self.weaponentity)
391 remove(self.weaponentity);
395 if (self.owner.deadflag != DEAD_NO)
398 if (self.weaponentity)
399 self.weaponentity.model = "";
402 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
404 self.cnt = self.owner.weapon;
405 self.dmg = self.owner.modelindex;
406 self.deadflag = self.owner.deadflag;
410 if (self.owner.weaponname != "")
412 // if there is a child entity, hide it until we're sure we use it
413 if (self.weaponentity)
414 self.weaponentity.model = "";
415 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
416 v_shot_idx = gettagindex(self, "shot"); // used later
418 if(qcweaponanimation)
420 self.angles = '0 0 0';
421 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
422 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
423 self.movedir_x += 32;
424 self.spawnorigin = self.movedir;
425 // oldorigin - not calculated here
429 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
430 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
431 animfile = fopen(animfilename, FILE_READ);
432 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
433 self.anim_fire1 = '0 1 0.01';
434 self.anim_fire2 = '1 1 0.01';
435 self.anim_idle = '2 1 0.01';
436 self.anim_reload = '3 1 0.01';
439 animparseerror = FALSE;
440 self.anim_fire1 = animparseline(animfile);
441 self.anim_fire2 = animparseline(animfile);
442 self.anim_idle = animparseline(animfile);
443 self.anim_reload = animparseline(animfile);
446 print("Parse error in ", animfilename, ", some player animations are broken\n");
449 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
450 // if we don't, this is a "real" animated model
451 if(gettagindex(self, "weapon"))
453 if (!self.weaponentity)
454 self.weaponentity = spawn();
455 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
456 setattachment(self.weaponentity, self, "weapon");
460 if(self.weaponentity)
461 remove(self.weaponentity);
462 self.weaponentity = world;
465 self.origin = '0 0 0';
466 self.angles = '0 0 0';
468 self.viewmodelforclient = world;
471 idx = gettagindex(self, "shot");
474 self.movedir = gettaginfo(self, idx);
478 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
479 self.movedir = '0 0 0';
482 idx = gettagindex(self, "shell");
485 self.spawnorigin = gettaginfo(self, idx);
489 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
490 self.spawnorigin = self.movedir;
495 self.oldorigin = '0 0 0';
499 if(self.weaponentity)
500 idx = gettagindex(self, "weapon");
502 idx = gettagindex(self, "handle");
505 self.oldorigin = self.movedir - gettaginfo(self, idx);
509 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");
510 self.oldorigin = '0 0 0'; // there is no way to recover from this
514 self.viewmodelforclient = self.owner;
520 if(self.weaponentity)
521 remove(self.weaponentity);
522 self.weaponentity = world;
523 self.movedir = '0 0 0';
524 self.spawnorigin = '0 0 0';
525 self.oldorigin = '0 0 0';
526 self.anim_fire1 = '0 1 0.01';
527 self.anim_fire2 = '0 1 0.01';
528 self.anim_idle = '0 1 0.01';
529 self.anim_reload = '0 1 0.01';
532 self.view_ofs = '0 0 0';
534 if(self.movedir_x >= 0)
538 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
539 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
541 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
542 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
544 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
546 // check if an instant weapon switch occurred
547 if (qcweaponanimation)
549 if (self.state == WS_READY)
551 self.angles = '0 0 0';
552 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
553 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
557 setorigin(self, self.view_ofs);
558 // reset animstate now
559 self.wframe = WFRAME_IDLE;
560 self.weapon_morph0time = 0;
561 self.weapon_morph1time = 0;
562 self.weapon_morph2time = 0;
563 self.weapon_morph3time = 0;
564 self.weapon_morph4time = 0;
565 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
568 tb = (self.effects & EF_TELEPORT_BIT);
569 self.effects = self.owner.effects & EFMASK_CHEAP;
570 self.effects &~= EF_LOWPRECISION;
571 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
572 self.effects &~= EF_TELEPORT_BIT;
575 if(self.owner.alpha != 0)
576 self.alpha = self.owner.alpha;
580 self.colormap = self.owner.colormap;
581 if (self.weaponentity)
583 self.weaponentity.effects = self.effects;
584 self.weaponentity.alpha = self.alpha;
585 self.weaponentity.colormap = self.colormap;
588 self.angles = '0 0 0';
591 if (self.state == WS_RAISE)
593 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
594 self.angles_x = -90 * f * f;
595 if (qcweaponanimation)
597 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
598 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
601 else if (self.state == WS_DROP)
603 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
604 self.angles_x = -90 * f * f;
605 if (qcweaponanimation)
607 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
608 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
611 else if (self.state == WS_CLEAR)
614 self.angles_x = -90 * f * f;
615 if (qcweaponanimation)
617 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
618 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
621 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
623 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
624 f = 1 - pow(1 - f, 3);
625 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
626 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
628 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
630 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
631 f = 1 - pow(1 - f, 3);
632 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
633 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
635 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
637 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
638 f = 1 - pow(1 - f, 3);
639 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
640 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
642 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
644 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
645 f = 1 - pow(1 - f, 3);
646 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
647 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
649 else if (qcweaponanimation)
651 // begin a new idle morph
652 self.owner.weapon_morph0time = time;
653 self.owner.weapon_morph0angles = self.angles;
654 self.owner.weapon_morph0origin = self.origin;
662 // turn gun to the left to look at it
664 self.owner.weapon_morph1time = time + t * 0.2;
665 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
666 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');
667 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
669 self.owner.weapon_morph2time = time + t * 0.6;
670 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
671 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');
672 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
674 self.owner.weapon_morph3time = time + t;
675 self.owner.weapon_morph3angles = '0 0 0';
676 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');
677 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
681 // raise the gun a bit
683 self.owner.weapon_morph1time = time + t * 0.2;
684 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
685 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');
686 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
688 self.owner.weapon_morph2time = time + t * 0.5;
689 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
690 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');
691 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
693 self.owner.weapon_morph3time = time + t;
694 self.owner.weapon_morph3angles = '0 0 0';
695 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');
696 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
702 self.owner.weapon_morph1time = time + t * 0.3;
703 self.owner.weapon_morph1angles = randomvec() * 6;
704 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');
705 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
707 self.owner.weapon_morph2time = time + t * 0.7;
708 self.owner.weapon_morph2angles = randomvec() * 6;
709 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');
710 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
712 self.owner.weapon_morph3time = time + t;
713 self.owner.weapon_morph3angles = '0 0 0';
714 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');
715 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
719 // hold it mostly steady
720 t = random() * 6 + 4;
721 self.owner.weapon_morph1time = time + t * 0.2;
722 self.owner.weapon_morph1angles = randomvec() * 1;
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 * 0.5;
727 self.owner.weapon_morph2angles = randomvec() * 1;
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 * 0.7;
732 self.owner.weapon_morph3angles = randomvec() * 1;
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);
737 self.owner.weapon_morph4time = time + t;
738 self.owner.weapon_morph4angles = '0 0 0';
739 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');
740 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
744 // create or update the lasertarget entity
748 void CL_ExteriorWeaponentity_Think()
751 self.nextthink = time;
752 if (self.owner.exteriorweaponentity != self)
757 if (self.owner.deadflag != DEAD_NO)
762 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
764 self.cnt = self.owner.weapon;
765 self.dmg = self.owner.modelindex;
766 self.deadflag = self.owner.deadflag;
767 if (self.owner.weaponname != "")
768 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
772 if((tag_found = gettagindex(self.owner, "tag_weapon")))
774 self.tag_index = tag_found;
775 self.tag_entity = self.owner;
778 setattachment(self, self.owner, "bip01 r hand");
780 // if that didn't find a tag, hide the exterior weapon model
784 self.effects = self.owner.effects | EF_LOWPRECISION;
785 self.effects = self.effects & EFMASK_CHEAP; // eat performance
786 if(self.owner.alpha != 0)
787 self.alpha = self.owner.alpha;
791 self.colormap = self.owner.colormap;
794 // spawning weaponentity for client
795 void CL_SpawnWeaponentity()
797 self.weaponentity = spawn();
798 self.weaponentity.classname = "weaponentity";
799 self.weaponentity.solid = SOLID_NOT;
800 self.weaponentity.owner = self;
801 setmodel(self.weaponentity, ""); // precision set when changed
802 self.weaponentity.origin = '0 0 0';
803 self.weaponentity.angles = '0 0 0';
804 self.weaponentity.viewmodelforclient = self;
805 self.weaponentity.flags = 0;
806 self.weaponentity.think = CL_Weaponentity_Think;
807 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
808 self.weaponentity.nextthink = time;
810 self.exteriorweaponentity = spawn();
811 self.exteriorweaponentity.classname = "exteriorweaponentity";
812 self.exteriorweaponentity.solid = SOLID_NOT;
813 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
814 self.exteriorweaponentity.owner = self;
815 self.exteriorweaponentity.origin = '0 0 0';
816 self.exteriorweaponentity.angles = '0 0 0';
817 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
818 self.exteriorweaponentity.nextthink = time;
821 .float hasweapon_complain_spam;
823 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
825 local float weaponbit, f;
826 local entity oldself;
828 if(time < self.hasweapon_complain_spam)
831 self.hasweapon_complain_spam = time + 0.2;
833 if (wpn < WEP_FIRST || wpn > WEP_LAST)
836 sprint(self, "Invalid weapon\n");
839 weaponbit = W_WeaponBit(wpn);
840 if (cl.weapons & weaponbit)
844 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
852 f = weapon_action(wpn, WR_CHECKAMMO1);
853 f = f + weapon_action(wpn, WR_CHECKAMMO2);
859 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
868 // Report Proper Weapon Status / Modified Weapon Ownership Message
869 if(weaponsInMap & weaponbit)
871 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
873 if(cvar("g_showweaponspawns"))
878 e = get_weaponinfo(wpn);
881 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
883 if(e.classname == "droppedweapon")
885 if not(e.flags & FL_ITEM)
887 WaypointSprite_Spawn(
899 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
907 if (self.weapon != -1)
909 if (self.weaponentity)
911 self.weaponentity.state = WS_CLEAR;
912 self.weaponentity.effects = 0;
918 if (self.weaponentity)
919 self.weaponentity.state = WS_READY;
920 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
923 // Setup weapon for client (after this raise frame will be launched)
924 void weapon_setup(float windex)
927 qcweaponanimation = cvar("sv_qcweaponanimation");
928 e = get_weaponinfo(windex);
929 self.items &~= IT_AMMO;
930 self.items = self.items | e.items;
932 // the two weapon entities will notice this has changed and update their models
933 self.weapon = windex;
934 self.weaponname = e.mdl;
935 self.bulletcounter = 0;
938 // perform weapon to attack (weaponstate and attack_finished check is here)
940 float weapon_prepareattack(float secondary, float attacktime)
942 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
943 //if all players readied up and the countdown is running
944 if (cvar("sv_ready_restart_after_countdown"))
945 if(time < game_starttime || time < self.race_penalty) {
949 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
950 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
952 W_SwitchWeapon_Force(self, w_getbestweapon(self));
956 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
959 // do not even think about shooting if switching
960 if(self.switchweapon != self.weapon)
963 // don't fire if previous attack is not finished
965 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
967 // don't fire while changing weapon
968 if (self.weaponentity.state != WS_READY)
970 self.weaponentity.state = WS_INUSE;
972 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
974 // if the weapon hasn't been firing continuously, reset the timer
977 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
979 ATTACK_FINISHED(self) = time;
980 //dprint("resetting attack finished to ", ftos(time), "\n");
982 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
984 self.bulletcounter += 1;
985 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
989 void weapon_thinkf(float fr, float t, void() func)
995 if(fr == WFRAME_DONTCHANGE)
997 fr = self.weaponentity.wframe;
1000 else if (fr == WFRAME_IDLE)
1001 restartanim = FALSE;
1009 if (self.weaponentity)
1011 self.weaponentity.wframe = fr;
1012 if (qcweaponanimation)
1014 if (fr != WFRAME_IDLE)
1016 self.weapon_morph0time = time;
1017 self.weapon_morph0angles = self.weaponentity.angles;
1018 self.weapon_morph0origin = self.weaponentity.origin;
1020 self.weapon_morph1angles = '0 0 0';
1021 self.weapon_morph1time = time + t;
1022 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1023 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1025 self.weapon_morph2angles = '0 0 0';
1026 self.weapon_morph2time = time + t;
1027 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1028 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1030 self.weapon_morph3angles = '0 0 0';
1031 self.weapon_morph3time = time + t;
1032 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1033 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1035 self.weapon_morph4angles = '0 0 0';
1036 self.weapon_morph4time = time + t;
1037 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
1038 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1040 if (fr == WFRAME_FIRE1)
1042 self.weapon_morph1angles = '5 0 0';
1043 self.weapon_morph1time = time + t * 0.1;
1044 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1045 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1046 self.weapon_morph4time = time + t + 1; // delay idle effect
1048 else if (fr == WFRAME_FIRE2)
1050 self.weapon_morph1angles = '10 0 0';
1051 self.weapon_morph1time = time + t * 0.1;
1052 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1053 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1054 self.weapon_morph4time = time + t + 1; // delay idle effect
1056 else if (fr == WFRAME_RELOAD)
1058 self.weapon_morph1time = time + t * 0.05;
1059 self.weapon_morph1angles = '-10 40 0';
1060 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
1061 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1063 self.weapon_morph2time = time + t * 0.15;
1064 self.weapon_morph2angles = '-10 40 5';
1065 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
1066 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1068 self.weapon_morph3time = time + t * 0.25;
1069 self.weapon_morph3angles = '-10 40 0';
1070 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
1071 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
1077 if (fr == WFRAME_IDLE)
1078 a = self.weaponentity.anim_idle;
1079 else if (fr == WFRAME_FIRE1)
1080 a = self.weaponentity.anim_fire1;
1081 else if (fr == WFRAME_FIRE2)
1082 a = self.weaponentity.anim_fire2;
1083 else if (fr == WFRAME_RELOAD)
1084 a = self.weaponentity.anim_reload;
1085 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
1090 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
1098 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
1100 backtrace("Tried to override initial weapon think function - should this really happen?");
1105 if(self.runes & RUNE_SPEED)
1107 if(self.runes & CURSE_SLOW)
1108 t = t * cvar("g_balance_rune_speed_combo_atkrate");
1110 t = t * cvar("g_balance_rune_speed_atkrate");
1112 else if(self.runes & CURSE_SLOW)
1114 t = t * cvar("g_balance_curse_slow_atkrate");
1118 // VorteX: haste can be added here
1119 if (self.weapon_think == w_ready)
1121 self.weapon_nextthink = time;
1122 //dprint("started firing at ", ftos(time), "\n");
1124 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
1126 self.weapon_nextthink = time;
1127 //dprint("reset weapon animation timer at ", ftos(time), "\n");
1129 self.weapon_nextthink = self.weapon_nextthink + t;
1130 self.weapon_think = func;
1131 //dprint("next ", ftos(self.weapon_nextthink), "\n");
1135 if (!self.crouch) // shoot anim stands up, this looks bad
1138 anim = self.anim_shoot;
1139 anim_z = anim_y / t;
1140 setanim(self, anim, FALSE, TRUE, TRUE);
1144 void weapon_boblayer1(float spd, vector org)
1146 // VorteX: haste can be added here
1149 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1157 mdirection = normalize(mvelocity);
1158 mspeed = vlen(mvelocity);
1160 nstyle = cvar("g_projectiles_newton_style");
1163 // absolute velocity
1164 outvelocity = mvelocity;
1166 else if(nstyle == 1)
1168 // true Newtonian projectiles
1169 outvelocity = pvelocity + mvelocity;
1171 else if(nstyle == 2)
1173 // true Newtonian projectiles with automatic aim adjustment
1175 // solve: |outspeed * mdirection - pvelocity| = mspeed
1176 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1177 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1181 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1182 // velocity without mdirection component > mspeed
1183 // fire at smallest possible mspeed that works?
1184 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1187 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
1189 outspeed = solution_y; // the larger one
1192 //outspeed = 0; // slowest possible shot
1193 outspeed = solution_x; // the real part (that is, the average!)
1194 //dprint("impossible shot, adjusting\n");
1197 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1198 outvelocity = mdirection * outspeed;
1200 else if(nstyle == 3)
1202 // pseudo-Newtonian:
1203 outspeed = mspeed + mdirection * pvelocity;
1204 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1205 outvelocity = mdirection * outspeed;
1207 else if(nstyle == 4)
1210 outspeed = mspeed + vlen(pvelocity);
1211 outvelocity = mdirection * outspeed;
1214 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1219 void W_SetupProjectileVelocity(entity missile)
1221 if(missile.owner == world)
1222 error("Unowned missile");
1224 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1227 void W_AttachToShotorg(entity flash, vector offset)
1231 flash.angles_z = random() * 360;
1232 if(qcweaponanimation)
1234 setorigin(flash, w_shotorg + w_shotdir * 50);
1235 flash.angles = vectoangles(w_shotdir);
1236 flash.angles_z = random() * 360;
1240 setattachment(flash, self.weaponentity, "shot");
1241 setorigin(flash, offset);
1244 copyentity(flash, xflash);
1246 flash.viewmodelforclient = self;
1248 if(self.weaponentity.oldorigin_x > 0)
1250 setattachment(xflash, self.exteriorweaponentity, "");
1251 setorigin(xflash, self.weaponentity.oldorigin + offset);
1255 setattachment(xflash, self.exteriorweaponentity, "shot");