2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
12 // VorteX: static frame globals
13 float WFRAME_FIRE1 = 0;
14 float WFRAME_FIRE2 = 1;
15 float WFRAME_IDLE = 2;
17 void(float fr, float t, void() func) weapon_thinkf;
22 // this function calculates w_shotorg and w_shotdir based on the weapon model
23 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
24 // make sure you call makevectors first (FIXME?)
25 void(entity ent, vector vecs, float antilag, float recoil, string snd) W_SetupShot =
28 local vector trueaimpoint;
29 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
30 trueaimpoint = trace_endpos;
32 if (cvar("g_shootfromeye"))
33 w_shotorg = ent.origin + ent.view_ofs;
34 else if (cvar("g_shootfromcenter"))
35 w_shotorg = ent.origin + ent.view_ofs + '0 0 1' * vecs_z;
37 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
38 // now move the shotorg forward as much as requested if possible
39 traceline_hitcorpse(self, w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
40 w_shotorg = trace_endpos;
41 if (trace_fraction < 1)
42 w_shotorg = w_shotorg - v_forward * nudge;
43 // calculate the shotdir from the chosen shotorg
44 w_shotdir = normalize(trueaimpoint - w_shotorg);
46 // explanation of g_antilag:
47 // if client reports it was aiming at a player, and the serverside trace
48 // says it would miss, change the aim point to the player's new origin,
49 // but only if the shot at the player's new origin would hit of course
51 // FIXME: a much better method for bullet weapons would be to leave a
52 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
53 // ghost corresponding to this player's ping time, and if so it would do
54 // damage to the real player
56 if (self.cursor_trace_ent) // client was aiming at someone
57 if (self.cursor_trace_ent != self) // just to make sure
58 if (self.cursor_trace_ent.takedamage) // and that person is killable
59 if (self.cursor_trace_ent.classname == "player") // and actually a player
60 if (cvar("g_antilag"))
62 // verify that the shot would miss without antilag
63 // (avoids an issue where guns would always shoot at their origin)
64 traceline_hitcorpse(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
65 if (!trace_ent.takedamage)
67 // verify that the shot would hit if altered
68 traceline_hitcorpse(self, w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
69 if (trace_ent == self.cursor_trace_ent)
71 // verify that the shot would hit in the past
72 if(self.antilag_debug)
73 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
75 antilag_takeback(self.cursor_trace_ent, time - self.ping * 0.001);
77 traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
78 antilag_restore(self.cursor_trace_ent);
80 if(trace_ent == self.cursor_trace_ent)
83 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
84 dprint("ANTILAG HIT for ", self.netname, "\n");
88 // prydon cursor aimbot or odd network conditions
89 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
92 if(cvar("developer") >= 2)
96 v = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001 ));
97 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (self.ping * 0.001 + 0.01));
98 vel = (vplus - v) * (1 / 0.01);
99 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
100 v -= (self.origin + self.view_ofs);
101 // solve: v + X * vel = closest to v_forward axis
102 // project into 2D by subtracting v_forward components:
103 v -= (v * v_forward) * v_forward;
104 vel -= (vel * v_forward) * v_forward;
105 // solve: v + X * vel = closest to origin
106 // (v + X * vel)^2 closest to 0
107 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
108 X = -(v * vel) / (vel * vel);
109 dprint("dead center needs adjustment of ", ftos(X * 1000), " (that is, ", ftos(self.ping + X * 1000), " instead of ", ftos(self.ping), "\n");
116 self.punchangle_x = recoil * -1;
119 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
121 if (self.items & IT_STRENGTH)
123 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", 1, ATTN_NORM);
126 void LaserTarget_Think()
133 // list of weapons that will use the laser, and the options that enable it
134 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
137 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
142 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
145 // rocket launcher isn't selected, so no laser target.
146 if(self.lasertarget != world)
148 remove(self.lasertarget);
149 self.lasertarget = world;
154 if(!self.lasertarget)
156 // we don't have a lasertarget entity, so spawn one
157 //bprint("create laser target\n");
158 e = self.lasertarget = spawn();
159 e.owner = self.owner; // Its owner is my owner
160 e.classname = "laser_target";
161 e.movetype = MOVETYPE_NOCLIP; // don't touch things
162 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
163 e.scale = 1.25; // make it larger
164 e.alpha = 0.25; // transparency
165 e.colormod = '255 0 0' * (1/255) * 8; // change colors
166 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
167 // make it dynamically glow
168 // you should avoid over-using this, as it can slow down the player's computer.
169 e.glow_color = 251; // red color
173 e = self.lasertarget;
175 // move the laser dot to where the player is looking
177 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
178 offset = '0 0 26' + v_right*3;
179 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
180 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
181 if(trace_plane_normal != '0 0 0')
182 e.angles = vectoangles(trace_plane_normal);
184 e.angles = vectoangles(v_forward);
187 float CL_Weaponentity_CustomizeEntityForClient()
189 self.viewmodelforclient = self.owner;
190 if(other.classname == "spectator")
191 if(other.enemy == self.owner)
192 self.viewmodelforclient = other;
197 void() CL_Weaponentity_Think =
199 self.nextthink = time;
200 if (intermission_running)
201 self.frame = WFRAME_IDLE;
202 if (self.owner.weaponentity != self)
207 if (self.owner.deadflag != DEAD_NO)
212 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
214 self.cnt = self.owner.weapon;
215 self.dmg = self.owner.modelindex;
216 self.deadflag = self.owner.deadflag;
217 if (self.owner.weaponname != "")
218 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
222 self.effects = self.owner.effects | EF_LOWPRECISION;
223 self.effects = self.effects - (self.effects & (EF_FULLBRIGHT)); // can mask team color, so get rid of it
225 if (self.flags & FL_FLY)
226 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
227 self.effects = self.effects - (self.effects & EF_NODRAW);
229 if(self.owner.alpha >= 0)
230 self.alpha = self.owner.alpha;
233 self.colormap = self.owner.colormap;
235 self.angles = '0 0 0';
238 if (self.state == WS_RAISE)
239 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
240 else if (self.state == WS_DROP)
241 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
242 else if (self.state == WS_CLEAR)
244 self.angles_x = -90 * f * f;
246 // create or update the lasertarget entity
250 void() CL_ExteriorWeaponentity_Think =
253 self.nextthink = time;
254 if (self.owner.exteriorweaponentity != self)
259 if (self.owner.deadflag != DEAD_NO)
264 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
266 self.cnt = self.owner.weapon;
267 self.dmg = self.owner.modelindex;
268 self.deadflag = self.owner.deadflag;
269 if (self.owner.weaponname != "")
270 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
274 if((tag_found = gettagindex(self.owner, "tag_weapon")))
276 self.tag_index = tag_found;
277 self.tag_entity = self.owner;
280 setattachment(self, self.owner, "bip01 r hand");
282 // if that didn't find a tag, hide the exterior weapon model
286 self.effects = self.owner.effects | EF_LOWPRECISION;
287 self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
288 if(self.owner.alpha >= 0)
289 self.alpha = self.owner.alpha;
292 self.colormap = self.owner.colormap;
295 // spawning weaponentity for client
296 void() CL_SpawnWeaponentity =
298 self.weaponentity = spawn();
299 self.weaponentity.solid = SOLID_NOT;
300 self.weaponentity.owner = self;
301 self.weaponentity.weaponentity = self.weaponentity;
302 setmodel(self.weaponentity, ""); // precision set when changed
303 self.weaponentity.origin = '0 0 0';
304 self.weaponentity.angles = '0 0 0';
305 self.weaponentity.viewmodelforclient = self;
306 self.weaponentity.flags = 0;
307 self.weaponentity.think = CL_Weaponentity_Think;
308 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
309 self.weaponentity.nextthink = time;
310 self.weaponentity.scale = 0.61;
312 self.exteriorweaponentity = spawn();
313 self.exteriorweaponentity.solid = SOLID_NOT;
314 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
315 self.exteriorweaponentity.owner = self;
316 self.exteriorweaponentity.origin = '0 0 0';
317 self.exteriorweaponentity.angles = '0 0 0';
318 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
319 self.exteriorweaponentity.nextthink = time;
322 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
324 local float itemcode, f;
325 local entity oldself;
327 if (wpn < WEP_FIRST || wpn > WEP_LAST)
330 sprint(self, "Invalid weapon\n");
333 itemcode = W_ItemCode(wpn);
334 if (cl.items & itemcode)
340 f = weapon_action(wpn, WR_CHECKAMMO1);
341 f = f + weapon_action(wpn, WR_CHECKAMMO2);
346 sprint(self, "You don't have any ammo for that weapon\n");
355 // Report Proper Weapon Status / Modified Weapon Ownership Message
356 if(itemsInMap & itemcode)
357 sprint(self, strcat("You do not have the ^2", W_Name(wpn), "\n") );
359 sprint(self, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
367 if (self.weapon != -1)
369 if (self.weaponentity)
371 self.weaponentity.state = WS_CLEAR;
372 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
373 self.weaponentity.effects = 0;
379 if (self.weaponentity)
381 self.weaponentity.state = WS_READY;
382 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
386 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
387 float(entity e) w_getbestweapon
388 {// add new weapons here
389 if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
390 return WEP_ROCKET_LAUNCHER;
391 else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
393 else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
395 else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
396 return WEP_GRENADE_LAUNCHER;
397 else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
399 else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
401 else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
403 else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
405 else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
411 // Setup weapon for client (after this raise frame will be launched)
412 void(float windex, string wname, float hudammo) weapon_setup =
414 self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
415 self.items = self.items | hudammo;
417 // the two weapon entities will notice this has changed and update their models
418 self.weapon = windex;
419 self.weaponname = wname;
422 // perform weapon to attack (weaponstate and attack_finished check is here)
423 float(float secondary, float attacktime) weapon_prepareattack =
425 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
427 self.switchweapon = w_getbestweapon(self);
428 if (self.switchweapon != self.weapon)
429 self.cnt = self.weapon;
432 // don't fire if previous attack is not finished
433 if (ATTACK_FINISHED(self) > time)
435 // don't fire while changing weapon
436 if (self.weaponentity.state != WS_READY)
438 self.weaponentity.state = WS_INUSE;
439 // if the weapon hasn't been firing continuously, reset the timer
440 if (ATTACK_FINISHED(self) < time - frametime)
441 ATTACK_FINISHED(self) = time;
442 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
446 void(float fr, float t, void() func) weapon_thinkf =
450 if (self.weaponentity != world)
451 self.weaponentity.frame = fr;
454 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
456 backtrace("Tried to override initial weapon think function - should this really happen?");
461 if(self.runes & RUNE_SPEED)
463 if(self.runes & CURSE_SLOW)
464 t = t * cvar("g_balance_rune_speed_combo_atkrate");
466 t = t * cvar("g_balance_rune_speed_atkrate");
468 else if(self.runes & CURSE_SLOW)
470 t = t * cvar("g_balance_curse_slow_atkrate");
474 // VorteX: haste can be added here
475 if (self.weapon_nextthink < time - frametime)
476 self.weapon_nextthink = time;
477 self.weapon_nextthink = self.weapon_nextthink + t;
478 self.weapon_think = func;
480 if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
482 if (!self.crouch) // shoot anim stands up, this looks bad
485 anim = self.anim_shoot;
487 player_setanim(anim, FALSE, TRUE, TRUE);
491 void(float spd, vector org) weapon_boblayer1 =
493 // VorteX: haste can be added here
496 vector(vector pvelocity, vector mvelocity) W_CalculateProjectileVelocity =
504 mdirection = normalize(mvelocity);
505 mspeed = vlen(mvelocity);
507 nstyle = cvar("g_projectiles_newton_style");
511 outvelocity = mvelocity;
515 // true Newtonian projectiles
516 outvelocity = pvelocity + mvelocity;
520 // true Newtonian projectiles with automatic aim adjustment
522 // solve: |outspeed * mdirection - pvelocity| = mspeed
523 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
524 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
528 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
529 // velocity without mdirection component > mspeed
530 // fire at smallest possible mspeed that works?
531 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
536 p = mdirection * pvelocity;
537 q = pvelocity * pvelocity - mspeed * mspeed;
541 //dprint("impossible shot, adjusting\n");
544 outspeed = p + sqrt(D);
545 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
546 outvelocity = mdirection * outspeed;
551 outspeed = mspeed + mdirection * pvelocity;
552 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
553 outvelocity = mdirection * outspeed;
558 outspeed = mspeed + vlen(pvelocity);
559 outvelocity = mdirection * outspeed;
562 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
567 void(entity missile) W_SetupProjectileVelocity =
569 if(missile.owner == world)
570 error("Unowned missile");
572 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
575 void(float wepcode, float minammo) weapon_register =
579 s = strcat("register_bestweapon ", ftos(wepcode), " "); // char for bestweapon
580 s = strcat(s, ftos(wepcode), " "); // impulse
581 s = strcat(s, ftos(W_ItemCode(wepcode)), " "); // item code
582 s = strcat(s, ftos(wepcode), " "); // self.weapon code
585 itemcode = W_AmmoItemCode(wepcode);
586 if(itemcode == IT_SHELLS)
588 else if(itemcode == IT_NAILS)
590 else if(itemcode == IT_ROCKETS)
592 else // if(itemcode == IT_CELLS)
595 s = strcat(s, ftos(minammo), "\n");