2 ===========================================================================
4 CLIENT WEAPONSYSTEM CODE
5 Bring back W_Weaponframe
7 ===========================================================================
10 // VorteX: static frame globals
11 float WFRAME_FIRE1 = 0;
12 float WFRAME_FIRE2 = 1;
13 float WFRAME_IDLE = 2;
15 void(float fr, float t, void() func) weapon_thinkf;
20 // this function calculates w_shotorg and w_shotdir based on the weapon model
21 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
22 // make sure you call makevectors first (FIXME?)
23 void(entity ent, vector vecs, float antilag, float recoil, string snd) W_SetupShot =
25 if (cvar("g_shootfromeye"))
26 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x;
27 else if (cvar("g_shootfromcenter"))
28 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + '0 0 1' * vecs_z;
30 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
31 w_shotdir = v_forward;
32 //traceline_hitcorpse(self, w_shotorg, w_shotorg + v_forward *
34 // explanation of g_antilag:
35 // if client reports it was aiming at a player, and the serverside trace
36 // says it would miss, change the aim point to the player's new origin,
37 // but only if the shot at the player's new origin would hit of course
39 // FIXME: a much better method for bullet weapons would be to leave a
40 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
41 // ghost corresponding to this player's ping time, and if so it would do
42 // damage to the real player
44 if (self.cursor_trace_ent) // client was aiming at someone
45 if (self.cursor_trace_ent.takedamage) // and that person is killable
46 if (cvar("g_antilag"))
48 // verify that the shot would miss without antilag
49 // (avoids an issue where guns would always shoot at their origin)
50 traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
51 if (!trace_ent.takedamage)
53 // verify that the shot would hit if altered
54 traceline_hitcorpse(self, w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
55 if (trace_ent == self.cursor_trace_ent)
56 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
60 if (!cvar("g_norecoil"))
61 self.punchangle_x = recoil * -1;
64 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
66 if (self.items & IT_STRENGTH)
67 if (!cvar("g_minstagib"))
68 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", 1, ATTN_NORM);
71 void LaserTarget_Think()
78 // list of weapons that will use the laser, and the options that enable it
79 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && cvar("g_laserguided_missile"))
82 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
87 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
90 // rocket launcher isn't selected, so no laser target.
91 if(self.lasertarget != world)
93 remove(self.lasertarget);
94 self.lasertarget = world;
101 // we don't have a lasertarget entity, so spawn one
102 //bprint("create laser target\n");
103 e = self.lasertarget = spawn();
104 e.owner = self.owner; // Its owner is my owner
105 e.classname = "laser_target";
106 e.movetype = MOVETYPE_NOCLIP; // don't touch things
107 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
108 e.scale = 1.25; // make it larger
109 e.alpha = 0.25; // transparency
110 e.colormod = '255 0 0' * (1/255) * 8; // change colors
111 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
112 // make it dynamically glow
113 // you should avoid over-using this, as it can slow down the player's computer.
114 e.glow_color = 251; // red color
118 e = self.lasertarget;
120 // move the laser dot to where the player is looking
122 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
123 offset = '0 0 26' + v_right*3;
124 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
125 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
126 if(trace_plane_normal != '0 0 0')
127 e.angles = vectoangles(trace_plane_normal);
129 e.angles = vectoangles(v_forward);
132 float CL_Weaponentity_CustomizeEntityForClient()
134 self.viewmodelforclient = self.owner;
135 if(other.classname == "spectator")
136 if(other.enemy == self.owner)
137 self.viewmodelforclient = other;
142 void() CL_Weaponentity_Think =
144 self.nextthink = time;
145 if (intermission_running)
146 self.frame = WFRAME_IDLE;
147 if (self.owner.weaponentity != self)
152 if (self.owner.deadflag != DEAD_NO)
157 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
159 self.cnt = self.owner.weapon;
160 self.dmg = self.owner.modelindex;
161 self.deadflag = self.owner.deadflag;
162 if (self.owner.weaponname != "")
163 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
167 self.effects = self.owner.effects | EF_LOWPRECISION;
169 if (self.flags & FL_FLY)
170 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
171 self.effects = self.effects - (self.effects & EF_NODRAW);
173 if(self.owner.alpha >= 0)
174 self.alpha = self.owner.alpha;
177 self.colormap = self.owner.colormap;
179 self.angles = '0 0 0';
182 if (self.state == WS_RAISE)
183 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
184 else if (self.state == WS_DROP)
185 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
186 else if (self.state == WS_CLEAR)
188 self.angles_x = -90 * f * f;
190 // create or update the lasertarget entity
194 void() CL_ExteriorWeaponentity_Think =
196 self.nextthink = time;
197 if (self.owner.exteriorweaponentity != self)
202 if (self.owner.deadflag != DEAD_NO)
207 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
209 self.cnt = self.owner.weapon;
210 self.dmg = self.owner.modelindex;
211 self.deadflag = self.owner.deadflag;
212 if (self.owner.weaponname != "")
213 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
216 setattachment(self, self.owner, "bip01 r hand");
217 // if that didn't find a tag, hide the exterior weapon model
221 self.effects = self.owner.effects | EF_LOWPRECISION;
222 self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
223 if(self.owner.alpha >= 0)
224 self.alpha = self.owner.alpha;
227 self.colormap = self.owner.colormap;
230 // spawning weaponentity for client
231 void() CL_SpawnWeaponentity =
233 self.weaponentity = spawn();
234 self.weaponentity.solid = SOLID_NOT;
235 self.weaponentity.owner = self;
236 self.weaponentity.weaponentity = self.weaponentity;
237 setmodel(self.weaponentity, ""); // precision set when changed
238 self.weaponentity.origin = '0 0 0';
239 self.weaponentity.angles = '0 0 0';
240 self.weaponentity.viewmodelforclient = self;
241 self.weaponentity.flags = 0;
242 self.weaponentity.think = CL_Weaponentity_Think;
243 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
244 self.weaponentity.nextthink = time;
245 self.weaponentity.scale = 0.61;
247 self.exteriorweaponentity = spawn();
248 self.exteriorweaponentity.solid = SOLID_NOT;
249 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
250 self.exteriorweaponentity.owner = self;
251 self.exteriorweaponentity.origin = '0 0 0';
252 self.exteriorweaponentity.angles = '0 0 0';
253 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
254 self.exteriorweaponentity.nextthink = time;
257 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
259 local float itemcode, f;
260 local entity oldself;
262 if (wpn < WEP_FIRST || wpn > WEP_LAST)
265 sprint(self, "Invalid weapon\n");
268 itemcode = W_ItemCode(wpn);
269 if (cl.items & itemcode)
275 f = weapon_action(wpn, WR_CHECKAMMO1);
276 f = f + weapon_action(wpn, WR_CHECKAMMO2);
281 sprint(self, "You don't have any ammo for that weapon\n");
290 // Report Proper Weapon Status / Modified Weapon Ownership Message
291 if(itemsInMap & itemcode)
292 sprint(self, strcat("You do not have the ^2", W_Name(wpn), "\n") );
294 sprint(self, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
302 if (self.weapon != -1)
304 if (self.weaponentity)
306 self.weaponentity.state = WS_CLEAR;
307 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
308 self.weaponentity.effects = 0;
314 if (self.weaponentity)
316 self.weaponentity.state = WS_READY;
317 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
321 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
322 float(entity e) w_getbestweapon
323 {// add new weapons here
324 if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
325 return WEP_ROCKET_LAUNCHER;
326 else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
328 else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
330 else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
331 return WEP_GRENADE_LAUNCHER;
332 else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
334 else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
336 else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
338 else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
340 else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
346 // Setup weapon for client (after this raise frame will be launched)
347 void(float windex, string wname, float hudammo) weapon_setup =
349 self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
350 self.items = self.items | hudammo;
352 // the two weapon entities will notice this has changed and update their models
353 self.weapon = windex;
354 self.weaponname = wname;
356 // might fire faster after switch
357 self.attack_finished = min(max(time, self.attack_finished_old + 1), self.attack_finished);
360 // perform weapon to attack (weaponstate and attack_finished check is here)
361 float(float secondary, float attacktime) weapon_prepareattack =
363 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
365 self.switchweapon = w_getbestweapon(self);
366 if (self.switchweapon != self.weapon)
367 self.cnt = self.weapon;
370 // don't fire if previous attack is not finished
371 if (self.attack_finished > time)
373 // don't fire while changing weapon
374 if (self.weaponentity.state != WS_READY)
376 self.weaponentity.state = WS_INUSE;
377 self.attack_finished_old = self.attack_finished;
378 self.attack_finished = max(time, self.attack_finished + attacktime);
382 void(float fr, float t, void() func) weapon_thinkf =
386 if (self.weaponentity != world)
387 self.weaponentity.frame = fr;
390 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
392 backtrace("Tried to override initial weapon think function - should this really happen?");
395 if(cvar("g_runematch"))
397 if(self.runes & RUNE_SPEED)
399 if(self.runes & CURSE_SLOW)
400 t = t * cvar("g_balance_rune_speed_combo_atkrate");
402 t = t * cvar("g_balance_rune_speed_atkrate");
404 else if(self.runes & CURSE_SLOW)
406 t = t * cvar("g_balance_curse_slow_atkrate");
410 // VorteX: haste can be added here
411 self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
412 self.weapon_think = func;
415 void(float spd, vector org) weapon_boblayer1 =
417 // VorteX: haste can be added here
420 vector(vector pvelocity, vector mvelocity) W_CalculateProjectileVelocity =
428 mdirection = normalize(mvelocity);
429 mspeed = vlen(mvelocity);
431 nstyle = cvar("g_projectiles_newton_style");
435 outvelocity = mvelocity;
439 // true Newtonian projectiles
440 outvelocity = pvelocity + mvelocity;
444 // true Newtonian projectiles with automatic aim adjustment
446 // solve: |outspeed * mdirection - pvelocity| = mspeed
447 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
448 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
452 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
453 // velocity without mdirection component > mspeed
454 // fire at smallest possible mspeed that works?
455 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
460 p = mdirection * pvelocity;
461 q = pvelocity * pvelocity - mspeed * mspeed;
465 //dprint("impossible shot, adjusting\n");
468 outspeed = p + sqrt(D);
469 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
470 outvelocity = mdirection * outspeed;
475 outspeed = mspeed + mdirection * pvelocity;
476 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
477 outvelocity = mdirection * outspeed;
482 outspeed = mspeed + vlen(pvelocity);
483 outvelocity = mdirection * outspeed;
486 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
491 void(entity missile) W_SetupProjectileVelocity =
493 if(missile.owner == world)
494 error("Unowned missile");
496 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);