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added sv_qcweaponanimation cvar which enables entirely qc-based weapon
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 void W_SwitchWeapon_Force(entity e, float w)
11 {
12         e.cnt = e.switchweapon;
13         e.switchweapon = w;
14 }
15
16 .float antilag_debug;
17
18 // VorteX: static frame globals
19 float WFRAME_FIRE1 = 0;
20 float WFRAME_FIRE2 = 1;
21 float WFRAME_IDLE = 2;
22 float WFRAME_RELOAD = 3;
23
24 void(float fr, float t, void() func) weapon_thinkf;
25
26 vector w_shotorg;
27 vector w_shotdir;
28
29 // this function calculates w_shotorg and w_shotdir based on the weapon model
30 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
31 // make sure you call makevectors first (FIXME?)
32 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
33 {
34         float nudge = 1; // added to traceline target and subtracted from result
35         local vector trueaimpoint;
36         local float oldsolid;
37         oldsolid = self.dphitcontentsmask;
38         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
39         traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
40         trueaimpoint = trace_endpos;
41
42         if(debug_shotorg != '0 0 0')
43                 vecs = debug_shotorg;
44
45         if (cvar("g_shootfromeye"))
46                 w_shotorg = ent.origin + ent.view_ofs;
47         else if (cvar("g_shootfromcenter"))
48                 w_shotorg = ent.origin + ent.view_ofs + v_up * vecs_z;
49         else
50                 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
51         // now move the shotorg forward as much as requested if possible
52         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
53         w_shotorg = trace_endpos - v_forward * nudge;
54         // calculate the shotdir from the chosen shotorg
55         w_shotdir = normalize(trueaimpoint - w_shotorg);
56
57 #if 0
58         // explanation of g_antilag:
59         // if client reports it was aiming at a player, and the serverside trace
60         // says it would miss, change the aim point to the player's new origin,
61         // but only if the shot at the player's new origin would hit of course
62         //
63         // FIXME: a much better method for bullet weapons would be to leave a
64         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
65         // ghost corresponding to this player's ping time, and if so it would do
66         // damage to the real player
67         if (antilag)
68         if (self.cursor_trace_ent)                 // client was aiming at someone
69         if (self.cursor_trace_ent != self)         // just to make sure
70         if (self.cursor_trace_ent.takedamage)      // and that person is killable
71         if (self.cursor_trace_ent.classname == "player") // and actually a player
72         if (cvar("g_antilag") == 1)
73         {
74                 // verify that the shot would miss without antilag
75                 // (avoids an issue where guns would always shoot at their origin)
76                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
77                 if (!trace_ent.takedamage)
78                 {
79                         // verify that the shot would hit if altered
80                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
81                         if (trace_ent == self.cursor_trace_ent)
82                         {
83                                 // verify that the shot would hit in the past
84                                 if(self.antilag_debug)
85                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
86                                 else
87                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
88
89                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
90                                 antilag_restore(self.cursor_trace_ent);
91
92                                 if(trace_ent == self.cursor_trace_ent)
93                                 {
94                                         // HIT!
95                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
96                                         dprint("ANTILAG HIT for ", self.netname, "\n");
97                                 }
98                                 else
99                                 {
100                                         // prydon cursor aimbot or odd network conditions
101                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
102                                 }
103
104                                 if(cvar("developer") >= 2)
105                                 {
106                                         vector v, vplus, vel;
107                                         float X;
108                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
109                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
110                                         vel = (vplus - v) * (1 / 0.01);
111                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
112                                         v     -= (self.origin + self.view_ofs);
113                                         // solve: v + X * vel = closest to v_forward axis
114                                         // project into 2D by subtracting v_forward components:
115                                         v   -= (v   * v_forward) * v_forward;
116                                         vel -= (vel * v_forward) * v_forward;
117                                         // solve: v + X * vel = closest to origin
118                                         // (v + X * vel)^2 closest to 0
119                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
120                                         X = -(v * vel) / (vel * vel);
121                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
122                                 }
123                         }
124                 }
125         }
126 #else
127         if (antilag)
128         {
129                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
130                 {
131                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
132                         if (!trace_ent.takedamage)
133                         {
134                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
135                                 if (trace_ent.takedamage && trace_ent.classname == "player")
136                                 {
137                                         entity e;
138                                         e = trace_ent;
139                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
140                                         if(trace_ent == e)
141                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
142                                 }
143                         }
144                 }
145                 else if(cvar("g_antilag") == 3) // client side hitscan
146                 {
147                         if (self.cursor_trace_ent)                 // client was aiming at someone
148                         if (self.cursor_trace_ent != self)         // just to make sure
149                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
150                         if (self.cursor_trace_ent.classname == "player") // and actually a player
151                         {
152                                 // verify that the shot would miss without antilag
153                                 // (avoids an issue where guns would always shoot at their origin)
154                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
155                                 if (!trace_ent.takedamage)
156                                 {
157                                         // verify that the shot would hit if altered
158                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
159                                         if (trace_ent == self.cursor_trace_ent)
160                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
161                                         else
162                                                 print("antilag fail\n");
163                                 }
164                         }
165                 }
166         }
167 #endif
168
169         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
170
171         if (!g_norecoil)
172                 self.punchangle_x = recoil * -1;
173
174         if (snd != "")
175         {
176                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
177         }
178
179         if (self.items & IT_STRENGTH)
180         if (!g_minstagib)
181                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
182 };
183
184 void LaserTarget_Think()
185 {
186         entity e;
187         vector offset;
188         float uselaser;
189         uselaser = 0;
190
191         // list of weapons that will use the laser, and the options that enable it
192         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
193                 uselaser = 1;
194         // example
195         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
196         //      uselaser = 1;
197
198
199
200         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
201         if(!uselaser)
202         {
203                 // rocket launcher isn't selected, so no laser target.
204                 if(self.lasertarget != world)
205                 {
206                         remove(self.lasertarget);
207                         self.lasertarget = world;
208                 }
209                 return;
210         }
211
212         if(!self.lasertarget)
213         {
214                 // we don't have a lasertarget entity, so spawn one
215                 //bprint("create laser target\n");
216                 e = self.lasertarget = spawn();
217                 e.owner = self.owner;                   // Its owner is my owner
218                 e.classname = "laser_target";
219                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
220                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
221                 e.scale = 1.25;                         // make it larger
222                 e.alpha = 0.25;                         // transparency
223                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
224                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
225                 // make it dynamically glow
226                 // you should avoid over-using this, as it can slow down the player's computer.
227                 e.glow_color = 251; // red color
228                 e.glow_size = 12;
229         }
230         else
231                 e = self.lasertarget;
232
233         // move the laser dot to where the player is looking
234
235         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
236         offset = '0 0 26' + v_right*3;
237         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
238         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
239         if(trace_plane_normal != '0 0 0')
240                 e.angles = vectoangles(trace_plane_normal);
241         else
242                 e.angles = vectoangles(v_forward);
243 }
244
245 float CL_Weaponentity_CustomizeEntityForClient()
246 {
247         self.viewmodelforclient = self.owner;
248         if(other.classname == "spectator")
249                 if(other.enemy == self.owner)
250                         self.viewmodelforclient = other;
251         return TRUE;
252 }
253
254 float qcweaponanimation;
255 vector weapon_offset = '0 -10 0';
256 vector weapon_adjust = '10 0 -15';
257 .vector weapon_morph0origin;
258 .vector weapon_morph0angles;
259 .float  weapon_morph0time;
260 .vector weapon_morph1origin;
261 .vector weapon_morph1angles;
262 .float  weapon_morph1time;
263 .vector weapon_morph2origin;
264 .vector weapon_morph2angles;
265 .float  weapon_morph2time;
266 .vector weapon_morph3origin;
267 .vector weapon_morph3angles;
268 .float  weapon_morph3time;
269 .vector weapon_morph4origin;
270 .vector weapon_morph4angles;
271 .float  weapon_morph4time;
272 .string weaponname;
273
274 void CL_Weaponentity_Think()
275 {
276         float tb;
277         self.nextthink = time;
278         if (intermission_running)
279                 self.frame = self.anim_idle_x;
280         if (self.owner.weaponentity != self)
281         {
282                 remove(self);
283                 return;
284         }
285         if (self.owner.deadflag != DEAD_NO)
286         {
287                 self.model = "";
288                 return;
289         }
290         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
291         {
292                 self.cnt = self.owner.weapon;
293                 self.dmg = self.owner.modelindex;
294                 self.deadflag = self.owner.deadflag;
295
296                 string animfilename;
297                 float animfile;
298                 if (self.owner.weaponname != "")
299                 {
300                         if (qcweaponanimation)
301                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
302                         else
303                         {
304                                 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
305                                 animfile = fopen(animfilename, FILE_READ);
306                                 if (animfile >= 0)
307                                 {
308                                         animparseerror = FALSE;
309                                         self.anim_fire1  = animparseline(animfile);
310                                         self.anim_fire2  = animparseline(animfile);
311                                         self.anim_idle   = animparseline(animfile);
312                                         self.anim_reload = animparseline(animfile);
313                                         fclose(animfile);
314                                         if (animparseerror)
315                                                 print("Parse error in ", animfilename, ", some player animations are broken\n");
316                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
317                                 }
318                                 else
319                                 {
320                                         self.anim_fire1  = '0 1 10';
321                                         self.anim_fire2  = '1 1 10';
322                                         self.anim_idle   = '2 1 10';
323                                         self.anim_reload = '3 1 10';
324                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
325                                 }
326                         }
327                 }
328                 else
329                         self.model = "";
330
331                 // reset animstate now
332                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
333
334                 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
335                 {
336                         entity e;
337                         e = spawn();
338                         e.modelindex = self.modelindex;
339                         float idx;
340                         vector v;
341                         idx = gettagindex(e, "bone02");
342                         if(idx)
343                         {
344                                 v = gettaginfo(e, idx);
345                                 setorigin(self, '0 -1 0' * v_y);
346                         }
347                         else
348                                 setorigin(self, '0 0 0');
349                         remove(e);
350                 }
351                 else
352                         setorigin(self, '0 0 0');
353         }
354
355         tb = (self.effects & EF_TELEPORT_BIT);
356         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
357         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
358         self.effects &~= EF_TELEPORT_BIT;
359         self.effects |= tb;
360
361         if(self.owner.alpha != 0)
362                 self.alpha = self.owner.alpha;
363         else
364                 self.alpha = 1;
365         
366         self.colormap = self.owner.colormap;
367
368         self.angles = '0 0 0';
369         local float f;
370         f = 0;
371         if (self.state == WS_RAISE)
372         {
373                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
374                 self.angles_x = -90 * f * f;
375                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
376                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
377         }
378         else if (self.state == WS_DROP)
379         {
380                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
381                 self.angles_x = -90 * f * f;
382                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
383                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
384         }
385         else if (self.state == WS_CLEAR)
386         {
387                 f = 1;
388                 self.angles_x = -90 * f * f;
389                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
390                 setorigin(self, weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust);
391         }
392         else if (time < self.owner.weapon_morph1time)
393         {
394                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
395                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
396                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
397         }
398         else if (time < self.owner.weapon_morph2time)
399         {
400                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
401                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
402                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
403         }
404         else if (time < self.owner.weapon_morph3time)
405         {
406                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
407                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
408                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
409         }
410         else if (time < self.owner.weapon_morph4time)
411         {
412                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
413                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
414                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
415         }
416         else if (qcweaponanimation)
417         {
418                 // begin a new idle morph
419                 self.owner.weapon_morph0time   = time;
420                 self.owner.weapon_morph0angles = self.angles;
421                 self.owner.weapon_morph0origin = self.origin;
422
423                 float r;
424                 float t;
425
426                 r = random();
427                 if (r < 0.1)
428                 {
429                         // turn gun to the left to look at it
430                         t = 2;
431                         self.owner.weapon_morph1time   = time + t * 0.2;
432                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
433                         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');
434                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
435
436                         self.owner.weapon_morph2time   = time + t * 0.6;
437                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
438                         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');
439                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
440
441                         self.owner.weapon_morph3time   = time + t;
442                         self.owner.weapon_morph3angles = '0 0 0';
443                         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');
444                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
445                 }
446                 else if (r < 0.2)
447                 {
448                         // raise the gun a bit
449                         t = 2;
450                         self.owner.weapon_morph1time   = time + t * 0.2;
451                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
452                         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');
453                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
454
455                         self.owner.weapon_morph2time   = time + t * 0.5;
456                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
457                         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');
458                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
459
460                         self.owner.weapon_morph3time   = time + t;
461                         self.owner.weapon_morph3angles = '0 0 0';
462                         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');
463                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
464                 }
465                 else if (r < 0.3)
466                 {
467                         // tweak it a bit
468                         t = 5;
469                         self.owner.weapon_morph1time   = time + t * 0.3;
470                         self.owner.weapon_morph1angles = randomvec() * 6;
471                         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');
472                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
473
474                         self.owner.weapon_morph2time   = time + t * 0.7;
475                         self.owner.weapon_morph2angles = randomvec() * 6;
476                         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');
477                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
478
479                         self.owner.weapon_morph3time   = time + t;
480                         self.owner.weapon_morph3angles = '0 0 0';
481                         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');
482                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
483                 }
484                 else
485                 {
486                         // hold it mostly steady
487                         t = random() * 6 + 4;
488                         self.owner.weapon_morph1time   = time + t * 0.2;
489                         self.owner.weapon_morph1angles = randomvec() * 1;
490                         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');
491                         self.owner.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
492
493                         self.owner.weapon_morph2time   = time + t * 0.5;
494                         self.owner.weapon_morph2angles = randomvec() * 1;
495                         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');
496                         self.owner.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
497
498                         self.owner.weapon_morph3time   = time + t * 0.7;
499                         self.owner.weapon_morph3angles = randomvec() * 1;
500                         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');
501                         self.owner.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
502                 }
503
504                 self.owner.weapon_morph4time   = time + t;
505                 self.owner.weapon_morph4angles = '0 0 0';
506                 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');
507                 self.owner.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
508
509         }
510
511         // create or update the lasertarget entity
512         LaserTarget_Think();
513 };
514
515 void CL_ExteriorWeaponentity_Think()
516 {
517         float tag_found;
518         self.nextthink = time;
519         if (self.owner.exteriorweaponentity != self)
520         {
521                 remove(self);
522                 return;
523         }
524         if (self.owner.deadflag != DEAD_NO)
525         {
526                 self.model = "";
527                 return;
528         }
529         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
530         {
531                 self.cnt = self.owner.weapon;
532                 self.dmg = self.owner.modelindex;
533                 self.deadflag = self.owner.deadflag;
534                 if (self.owner.weaponname != "")
535                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
536                 else
537                         self.model = "";
538
539                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
540                 {
541                         self.tag_index = tag_found;
542                         self.tag_entity = self.owner;
543                 }
544                 else
545                         setattachment(self, self.owner, "bip01 r hand");
546
547                 // if that didn't find a tag, hide the exterior weapon model
548                 if (!self.tag_index)
549                         self.model = "";
550         }
551         self.effects = self.owner.effects | EF_LOWPRECISION;
552         self.effects = self.effects & EFMASK_CHEAP; // eat performance
553         if(self.owner.alpha != 0)
554                 self.alpha = self.owner.alpha;
555         else
556                 self.alpha = 1;
557         
558         self.colormap = self.owner.colormap;
559 };
560
561 // spawning weaponentity for client
562 void CL_SpawnWeaponentity()
563 {
564         self.weaponentity = spawn();
565         self.weaponentity.classname = "weaponentity";
566         self.weaponentity.solid = SOLID_NOT;
567         self.weaponentity.owner = self;
568         self.weaponentity.weaponentity = self.weaponentity;
569         setmodel(self.weaponentity, ""); // precision set when changed
570         self.weaponentity.origin = '0 0 0';
571         self.weaponentity.angles = '0 0 0';
572         self.weaponentity.viewmodelforclient = self;
573         self.weaponentity.flags = 0;
574         self.weaponentity.think = CL_Weaponentity_Think;
575         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
576         self.weaponentity.nextthink = time;
577
578         self.exteriorweaponentity = spawn();
579         self.exteriorweaponentity.classname = "exteriorweaponentity";
580         self.exteriorweaponentity.solid = SOLID_NOT;
581         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
582         self.exteriorweaponentity.owner = self;
583         self.exteriorweaponentity.origin = '0 0 0';
584         self.exteriorweaponentity.angles = '0 0 0';
585         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
586         self.exteriorweaponentity.nextthink = time;
587 };
588
589 .float hasweapon_complain_spam;
590
591 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
592 {
593         local float weaponbit, f;
594         local entity oldself;
595
596         if(time < self.hasweapon_complain_spam)
597                 complain = 0;
598         if(complain)
599                 self.hasweapon_complain_spam = time + 0.2;
600
601         if (wpn < WEP_FIRST || wpn > WEP_LAST)
602         {
603                 if (complain)
604                         sprint(self, "Invalid weapon\n");
605                 return FALSE;
606         }
607         weaponbit = W_WeaponBit(wpn);
608         if (cl.weapons & weaponbit)
609         {
610                 if (andammo)
611                 {
612                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
613                         {
614                                 f = 1;
615                         }
616                         else
617                         {
618                                 oldself = self;
619                                 self = cl;
620                                 f = weapon_action(wpn, WR_CHECKAMMO1);
621                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
622                                 self = oldself;
623                         }
624                         if (!f)
625                         {
626                                 if (complain)
627                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
628                                 return FALSE;
629                         }
630                 }
631                 return TRUE;
632         }
633         if (complain)
634         {
635                 // DRESK - 3/16/07
636                 // Report Proper Weapon Status / Modified Weapon Ownership Message
637                 if(weaponsInMap & weaponbit)
638                 {
639                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
640
641                         if(cvar("g_showweaponspawns"))
642                         {
643                                 entity e;
644                                 string s;
645
646                                 e = get_weaponinfo(wpn);
647                                 s = e.model2;
648
649                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
650                                 {
651                                         if(e.classname == "droppedweapon")
652                                                 continue;
653                                         if not(e.flags & FL_ITEM)
654                                                 continue;
655                                         WaypointSprite_Spawn(
656                                                 s,
657                                                 1, 0,
658                                                 world, e.origin,
659                                                 self, 0,
660                                                 world, enemy,
661                                                 0
662                                         );
663                                 }
664                         }
665                 }
666                 else
667                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
668         }
669         return FALSE;
670 };
671
672 // Weapon subs
673 void w_clear()
674 {
675         if (self.weapon != -1)
676                 self.weapon = 0;
677         if (self.weaponentity)
678         {
679                 self.weaponentity.state = WS_CLEAR;
680                 self.weaponentity.effects = 0;
681         }
682 };
683
684 void w_ready()
685 {
686         if (self.weaponentity)
687                 self.weaponentity.state = WS_READY;
688         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
689 };
690
691 // Setup weapon for client (after this raise frame will be launched)
692 void weapon_setup(float windex)
693 {
694         entity e;
695         qcweaponanimation = cvar("sv_qcweaponanimation");
696         e = get_weaponinfo(windex);
697         self.items &~= IT_AMMO;
698         self.items = self.items | e.items;
699
700         // the two weapon entities will notice this has changed and update their models
701         self.weapon = windex;
702         self.weaponname = e.mdl;
703         self.bulletcounter = 0;
704 };
705
706 // perform weapon to attack (weaponstate and attack_finished check is here)
707 .float race_penalty;
708 float weapon_prepareattack(float secondary, float attacktime)
709 {
710         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
711         //if all players readied up and the countdown is running
712         if (cvar("sv_ready_restart_after_countdown"))
713                 if(time < game_starttime || time < self.race_penalty) {
714                         return FALSE;
715                 }
716         
717         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
718         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
719         {
720                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
721                 return FALSE;
722         }
723
724         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
725                 return FALSE;
726
727         // do not even think about shooting if switching
728         if(self.switchweapon != self.weapon)
729                 return FALSE;
730
731         // don't fire if previous attack is not finished
732         if(attacktime >= 0)
733                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
734                         return FALSE;
735         // don't fire while changing weapon
736         if (self.weaponentity.state != WS_READY)
737                 return FALSE;
738         self.weaponentity.state = WS_INUSE;
739
740         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
741
742         // if the weapon hasn't been firing continuously, reset the timer
743         if(attacktime >= 0)
744         {
745                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
746                 {
747                         ATTACK_FINISHED(self) = time;
748                         //dprint("resetting attack finished to ", ftos(time), "\n");
749                 }
750                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
751         }
752         self.bulletcounter += 1;
753         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
754         return TRUE;
755 };
756
757 void weapon_thinkf(float fr, float t, void() func)
758 {
759         vector a;
760         float restartanim;
761
762         if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
763                 restartanim = TRUE;
764         else
765                 restartanim = FALSE;
766
767         if (self.weaponentity)
768         {
769                 if (qcweaponanimation)
770                 {
771                         self.weaponentity.frame = fr;
772                         if (fr != WFRAME_IDLE)
773                         {
774                                 vector of, or, ou;
775                                 of = v_forward;
776                                 or = v_right;
777                                 ou = v_up;
778                                 self.weaponentity.frame = fr;
779                                 self.weapon_morph0time = time;
780                                 self.weapon_morph0angles = self.weaponentity.angles;
781                                 self.weapon_morph0origin = self.weaponentity.origin;
782                 
783                                 self.weapon_morph1angles = '0 0 0';
784                                 self.weapon_morph1time = time + t;
785                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
786                                 self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
787                 
788                                 self.weapon_morph2angles = '0 0 0';
789                                 self.weapon_morph2time = time + t;
790                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
791                                 self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
792                 
793                                 self.weapon_morph3angles = '0 0 0';
794                                 self.weapon_morph3time = time + t;
795                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
796                                 self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
797                 
798                                 self.weapon_morph4angles = '0 0 0';
799                                 self.weapon_morph4time = time + t + 1;
800                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
801                                 self.weapon_morph4origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
802                 
803                                 if (fr == WFRAME_FIRE1)
804                                 {
805                                         self.weapon_morph1angles = '5 0 0';
806                                         self.weapon_morph1time = time + t * 0.1;
807                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
808                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
809                                 }
810                                 else if (fr == WFRAME_FIRE2)
811                                 {
812                                         self.weapon_morph1angles = '10 0 0';
813                                         self.weapon_morph1time = time + t * 0.1;
814                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
815                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
816                                 }
817                                 else if (fr == WFRAME_RELOAD)
818                                 {
819                                         self.weapon_morph1time = time + t * 0.05;
820                                         self.weapon_morph1angles = '-10 40 0';
821                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
822                                         self.weapon_morph1origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
823
824                                         self.weapon_morph2time = time + t * 0.15;
825                                         self.weapon_morph2angles = '-10 40 5';
826                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
827                                         self.weapon_morph2origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
828                 
829                                         self.weapon_morph3time = time + t * 0.25;
830                                         self.weapon_morph3angles = '-10 40 0';
831                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
832                                         self.weapon_morph3origin = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
833
834                                         self.weapon_morph4time = time + t;
835                                 }
836
837                                 v_forward = of;
838                                 v_right = or;
839                                 v_up = ou;
840
841                                 if(reset)
842                                 {
843                                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
844                                 }
845                         }
846                 }
847                 else
848                 {
849                         if (fr == WFRAME_IDLE)
850                                 a = self.weaponentity.anim_idle;
851                         else if (fr == WFRAME_FIRE1)
852                                 a = self.weaponentity.anim_fire1;
853                         else if (fr == WFRAME_FIRE2)
854                                 a = self.weaponentity.anim_fire2;
855                         else if (fr == WFRAME_RELOAD)
856                                 a = self.weaponentity.anim_reload;
857                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
858
859                         if(reset)
860                         {
861                                 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
862                         }
863                 }
864         }
865
866         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
867         {
868                 backtrace("Tried to override initial weapon think function - should this really happen?");
869         }
870
871         if(g_runematch)
872         {
873                 if(self.runes & RUNE_SPEED)
874                 {
875                         if(self.runes & CURSE_SLOW)
876                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
877                         else
878                                 t = t * cvar("g_balance_rune_speed_atkrate");
879                 }
880                 else if(self.runes & CURSE_SLOW)
881                 {
882                         t = t * cvar("g_balance_curse_slow_atkrate");
883                 }
884         }
885
886         // VorteX: haste can be added here
887         if (self.weapon_think == w_ready)
888         {
889                 self.weapon_nextthink = time;
890                 //dprint("started firing at ", ftos(time), "\n");
891         }
892         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
893         {
894                 self.weapon_nextthink = time;
895                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
896         }
897         self.weapon_nextthink = self.weapon_nextthink + t;
898         self.weapon_think = func;
899         //dprint("next ", ftos(self.weapon_nextthink), "\n");
900
901         if (reset)
902         if (t)
903         if (!self.crouch) // shoot anim stands up, this looks bad
904         {
905                 local vector anim;
906                 anim = self.anim_shoot;
907                 anim_z = anim_y / t;
908                 setanim(self, anim, FALSE, TRUE, TRUE);
909         }
910 };
911
912 void weapon_boblayer1(float spd, vector org)
913 {
914         // VorteX: haste can be added here
915 };
916
917 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
918 {
919         vector mdirection;
920         float mspeed;
921         float outspeed;
922         float nstyle;
923         vector outvelocity;
924
925         mdirection = normalize(mvelocity);
926         mspeed = vlen(mvelocity);
927
928         nstyle = cvar("g_projectiles_newton_style");
929         if(nstyle == 0)
930         {
931                 // absolute velocity
932                 outvelocity = mvelocity;
933         }
934         else if(nstyle == 1)
935         {
936                 // true Newtonian projectiles
937                 outvelocity = pvelocity + mvelocity;
938         }
939         else if(nstyle == 2)
940         {
941                 // true Newtonian projectiles with automatic aim adjustment
942                 //
943                 // solve: |outspeed * mdirection - pvelocity| = mspeed
944                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
945                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
946                 // PLUS SIGN!
947                 // not defined?
948                 // then...
949                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
950                 // velocity without mdirection component > mspeed
951                 // fire at smallest possible mspeed that works?
952                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
953
954                 float D;
955                 float p;
956                 float q;
957                 p = mdirection * pvelocity;
958                 q = pvelocity * pvelocity - mspeed * mspeed;
959                 D = p * p - q;
960                 if(D < 0)
961                 {
962                         //dprint("impossible shot, adjusting\n");
963                         D = 0;
964                 }
965                 outspeed = p + sqrt(D);
966                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
967                 outvelocity = mdirection * outspeed;
968         }
969         else if(nstyle == 3)
970         {
971                 // pseudo-Newtonian:
972                 outspeed = mspeed + mdirection * pvelocity;
973                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
974                 outvelocity = mdirection * outspeed;
975         }
976         else if(nstyle == 4)
977         {
978                 // tZorkian:
979                 outspeed = mspeed + vlen(pvelocity);
980                 outvelocity = mdirection * outspeed;
981         }
982         else
983                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
984
985         return outvelocity;
986 }
987
988 void W_SetupProjectileVelocity(entity missile)
989 {
990         if(missile.owner == world)
991                 error("Unowned missile");
992
993         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
994 }