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;
31 // this function calculates w_shotorg and w_shotdir based on the weapon model
32 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
33 // make sure you call makevectors first (FIXME?)
34 void W_SetupShot(entity ent, vector vecs, float antilag, float recoil, string snd)
36 float nudge = 1; // added to traceline target and subtracted from result
37 local vector trueaimpoint;
39 oldsolid = self.dphitcontentsmask;
40 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
41 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
42 trueaimpoint = trace_endpos;
44 if(ent.weaponentity.movedir_x > 0)
46 vecs = ent.weaponentity.movedir;
49 else if (cvar("g_shootfromeye"))
51 else if (cvar("g_shootfromcenter"))
54 if(debug_shotorg != '0 0 0')
57 w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
59 // now move the shotorg forward as much as requested if possible
60 traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
61 w_shotorg = trace_endpos - v_forward * nudge;
62 // calculate the shotdir from the chosen shotorg
63 w_shotdir = normalize(trueaimpoint - w_shotorg);
66 // explanation of g_antilag:
67 // if client reports it was aiming at a player, and the serverside trace
68 // says it would miss, change the aim point to the player's new origin,
69 // but only if the shot at the player's new origin would hit of course
71 // FIXME: a much better method for bullet weapons would be to leave a
72 // trail of lagged 'ghosts' behind players, and see if the bullet hits the
73 // ghost corresponding to this player's ping time, and if so it would do
74 // damage to the real player
76 if (self.cursor_trace_ent) // client was aiming at someone
77 if (self.cursor_trace_ent != self) // just to make sure
78 if (self.cursor_trace_ent.takedamage) // and that person is killable
79 if (self.cursor_trace_ent.classname == "player") // and actually a player
80 if (cvar("g_antilag") == 1)
82 // verify that the shot would miss without antilag
83 // (avoids an issue where guns would always shoot at their origin)
84 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
85 if (!trace_ent.takedamage)
87 // verify that the shot would hit if altered
88 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
89 if (trace_ent == self.cursor_trace_ent)
91 // verify that the shot would hit in the past
92 if(self.antilag_debug)
93 antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
95 antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
97 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
98 antilag_restore(self.cursor_trace_ent);
100 if(trace_ent == self.cursor_trace_ent)
103 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
104 dprint("ANTILAG HIT for ", self.netname, "\n");
108 // prydon cursor aimbot or odd network conditions
109 dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
112 if(cvar("developer") >= 2)
114 vector v, vplus, vel;
116 v = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) ));
117 vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
118 vel = (vplus - v) * (1 / 0.01);
119 // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
120 v -= (self.origin + self.view_ofs);
121 // solve: v + X * vel = closest to v_forward axis
122 // project into 2D by subtracting v_forward components:
123 v -= (v * v_forward) * v_forward;
124 vel -= (vel * v_forward) * v_forward;
125 // solve: v + X * vel = closest to origin
126 // (v + X * vel)^2 closest to 0
127 // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
128 X = -(v * vel) / (vel * vel);
129 dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
137 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
139 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
140 if (!trace_ent.takedamage)
142 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
143 if (trace_ent.takedamage && trace_ent.classname == "player")
147 traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
149 w_shotdir = normalize(trace_ent.origin - w_shotorg);
153 else if(cvar("g_antilag") == 3) // client side hitscan
155 if (self.cursor_trace_ent) // client was aiming at someone
156 if (self.cursor_trace_ent != self) // just to make sure
157 if (self.cursor_trace_ent.takedamage) // and that person is killable
158 if (self.cursor_trace_ent.classname == "player") // and actually a player
160 // verify that the shot would miss without antilag
161 // (avoids an issue where guns would always shoot at their origin)
162 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
163 if (!trace_ent.takedamage)
165 // verify that the shot would hit if altered
166 traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
167 if (trace_ent == self.cursor_trace_ent)
168 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
170 print("antilag fail\n");
177 self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
180 self.punchangle_x = recoil * -1;
184 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
187 if (self.items & IT_STRENGTH)
189 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
192 void LaserTarget_Think()
199 // list of weapons that will use the laser, and the options that enable it
200 if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
203 //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
208 // if a laser-enabled weapon isn't selected, delete any existing laser and quit
211 // rocket launcher isn't selected, so no laser target.
212 if(self.lasertarget != world)
214 remove(self.lasertarget);
215 self.lasertarget = world;
220 if(!self.lasertarget)
222 // we don't have a lasertarget entity, so spawn one
223 //bprint("create laser target\n");
224 e = self.lasertarget = spawn();
225 e.owner = self.owner; // Its owner is my owner
226 e.classname = "laser_target";
227 e.movetype = MOVETYPE_NOCLIP; // don't touch things
228 setmodel(e, "models/laser_dot.mdl"); // what it looks like, precision set below
229 e.scale = 1.25; // make it larger
230 e.alpha = 0.25; // transparency
231 e.colormod = '255 0 0' * (1/255) * 8; // change colors
232 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
233 // make it dynamically glow
234 // you should avoid over-using this, as it can slow down the player's computer.
235 e.glow_color = 251; // red color
239 e = self.lasertarget;
241 // move the laser dot to where the player is looking
243 makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
244 offset = '0 0 26' + v_right*3;
245 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
246 setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
247 if(trace_plane_normal != '0 0 0')
248 e.angles = vectoangles(trace_plane_normal);
250 e.angles = vectoangles(v_forward);
253 float CL_Weaponentity_CustomizeEntityForClient()
255 self.viewmodelforclient = self.owner;
256 if(other.classname == "spectator")
257 if(other.enemy == self.owner)
258 self.viewmodelforclient = other;
262 float qcweaponanimation;
263 vector weapon_offset = '0 -10 0';
264 vector weapon_adjust = '10 0 -15';
265 .vector weapon_morph0origin;
266 .vector weapon_morph0angles;
267 .float weapon_morph0time;
268 .vector weapon_morph1origin;
269 .vector weapon_morph1angles;
270 .float weapon_morph1time;
271 .vector weapon_morph2origin;
272 .vector weapon_morph2angles;
273 .float weapon_morph2time;
274 .vector weapon_morph3origin;
275 .vector weapon_morph3angles;
276 .float weapon_morph3time;
277 .vector weapon_morph4origin;
278 .vector weapon_morph4angles;
279 .float weapon_morph4time;
281 #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)
283 void CL_Weaponentity_Think()
286 self.nextthink = time;
287 if (intermission_running)
288 self.frame = self.anim_idle_x;
289 if (self.owner.weaponentity != self)
291 if (self.weaponentity)
292 remove(self.weaponentity);
296 if (self.owner.deadflag != DEAD_NO)
299 if (self.weaponentity)
300 self.weaponentity.model = "";
303 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
305 self.cnt = self.owner.weapon;
306 self.dmg = self.owner.modelindex;
307 self.deadflag = self.owner.deadflag;
311 if (self.owner.weaponname != "")
313 // if there is a child entity, hide it until we're sure we use it
314 if (self.weaponentity)
315 self.weaponentity.model = "";
316 if (qcweaponanimation)
317 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
320 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
321 animfile = fopen(animfilename, FILE_READ);
324 if (!self.weaponentity)
325 self.weaponentity = spawn();
326 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
327 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
328 setattachment(self.weaponentity, self, "weapon");
332 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
333 animfile = fopen(animfilename, FILE_READ);
335 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
339 animparseerror = FALSE;
340 self.anim_fire1 = animparseline(animfile);
341 self.anim_fire2 = animparseline(animfile);
342 self.anim_idle = animparseline(animfile);
343 self.anim_reload = animparseline(animfile);
346 print("Parse error in ", animfilename, ", some player animations are broken\n");
350 self.anim_fire1 = '0 1 10';
351 self.anim_fire2 = '1 1 10';
352 self.anim_idle = '2 1 10';
353 self.anim_reload = '3 1 10';
354 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
361 if(qcweaponanimation)
363 self.angles = '0 0 0';
364 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
365 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
366 self.movedir_x += 30;
371 idx = gettagindex(self, "shot");
374 print("WARNING: the weapon ", self.model, " does not support the correct shot origin tag.\n");
375 idx = gettagindex(self, "bone02");
379 self.origin = '0 0 0';
380 self.angles = '0 0 0';
382 self.viewmodelforclient = world;
383 self.movedir = gettaginfo(self, idx);
384 self.viewmodelforclient = self.owner;
387 self.movedir = '0 0 0';
390 self.view_ofs = '0 0 0';
392 if(cvar("g_shootfromcenter") || cvar("g_shootfromeye"))
393 if(self.movedir_x >= 0)
395 self.view_ofs_y = -self.movedir_y;
399 if(cvar("g_shootfromeye"))
404 // check if an instant weapon switch occurred
405 if (qcweaponanimation)
407 if (self.state == WS_READY)
409 self.angles = '0 0 0';
410 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
411 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
415 setorigin(self, self.view_ofs);
416 // reset animstate now
417 self.wframe = WFRAME_IDLE;
418 self.weapon_morph0time = 0;
419 self.weapon_morph1time = 0;
420 self.weapon_morph2time = 0;
421 self.weapon_morph3time = 0;
422 self.weapon_morph4time = 0;
423 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
426 tb = (self.effects & EF_TELEPORT_BIT);
427 self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
428 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
429 self.effects &~= EF_TELEPORT_BIT;
432 if(self.owner.alpha != 0)
433 self.alpha = self.owner.alpha;
437 self.colormap = self.owner.colormap;
438 if (self.weaponentity)
440 self.weaponentity.effects = self.effects & EF_ADDITIVE;
441 self.weaponentity.alpha = self.alpha;
442 self.weaponentity.colormap = self.colormap;
445 self.angles = '0 0 0';
448 if (self.state == WS_RAISE)
450 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
451 self.angles_x = -90 * f * f;
452 if (qcweaponanimation)
454 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
455 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
458 else if (self.state == WS_DROP)
460 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
461 self.angles_x = -90 * f * f;
462 if (qcweaponanimation)
464 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
465 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
468 else if (self.state == WS_CLEAR)
471 self.angles_x = -90 * f * f;
472 if (qcweaponanimation)
474 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
475 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
478 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
480 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
481 f = 1 - pow(1 - f, 3);
482 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
483 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
485 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
487 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
488 f = 1 - pow(1 - f, 3);
489 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
490 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
492 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
494 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
495 f = 1 - pow(1 - f, 3);
496 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
497 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
499 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
501 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
502 f = 1 - pow(1 - f, 3);
503 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
504 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
506 else if (qcweaponanimation)
508 // begin a new idle morph
509 self.owner.weapon_morph0time = time;
510 self.owner.weapon_morph0angles = self.angles;
511 self.owner.weapon_morph0origin = self.origin;
519 // turn gun to the left to look at it
521 self.owner.weapon_morph1time = time + t * 0.2;
522 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
523 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');
524 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
526 self.owner.weapon_morph2time = time + t * 0.6;
527 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
528 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');
529 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
531 self.owner.weapon_morph3time = time + t;
532 self.owner.weapon_morph3angles = '0 0 0';
533 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');
534 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
538 // raise the gun a bit
540 self.owner.weapon_morph1time = time + t * 0.2;
541 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
542 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');
543 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
545 self.owner.weapon_morph2time = time + t * 0.5;
546 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
547 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');
548 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
550 self.owner.weapon_morph3time = time + t;
551 self.owner.weapon_morph3angles = '0 0 0';
552 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');
553 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
559 self.owner.weapon_morph1time = time + t * 0.3;
560 self.owner.weapon_morph1angles = randomvec() * 6;
561 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');
562 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
564 self.owner.weapon_morph2time = time + t * 0.7;
565 self.owner.weapon_morph2angles = randomvec() * 6;
566 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');
567 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
569 self.owner.weapon_morph3time = time + t;
570 self.owner.weapon_morph3angles = '0 0 0';
571 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');
572 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
576 // hold it mostly steady
577 t = random() * 6 + 4;
578 self.owner.weapon_morph1time = time + t * 0.2;
579 self.owner.weapon_morph1angles = randomvec() * 1;
580 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');
581 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
583 self.owner.weapon_morph2time = time + t * 0.5;
584 self.owner.weapon_morph2angles = randomvec() * 1;
585 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');
586 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
588 self.owner.weapon_morph3time = time + t * 0.7;
589 self.owner.weapon_morph3angles = randomvec() * 1;
590 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');
591 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
594 self.owner.weapon_morph4time = time + t;
595 self.owner.weapon_morph4angles = '0 0 0';
596 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');
597 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
601 // create or update the lasertarget entity
605 void CL_ExteriorWeaponentity_Think()
608 self.nextthink = time;
609 if (self.owner.exteriorweaponentity != self)
614 if (self.owner.deadflag != DEAD_NO)
619 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
621 self.cnt = self.owner.weapon;
622 self.dmg = self.owner.modelindex;
623 self.deadflag = self.owner.deadflag;
624 if (self.owner.weaponname != "")
625 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
629 if((tag_found = gettagindex(self.owner, "tag_weapon")))
631 self.tag_index = tag_found;
632 self.tag_entity = self.owner;
635 setattachment(self, self.owner, "bip01 r hand");
637 // if that didn't find a tag, hide the exterior weapon model
641 self.effects = self.owner.effects | EF_LOWPRECISION;
642 self.effects = self.effects & EFMASK_CHEAP; // eat performance
643 if(self.owner.alpha != 0)
644 self.alpha = self.owner.alpha;
648 self.colormap = self.owner.colormap;
651 // spawning weaponentity for client
652 void CL_SpawnWeaponentity()
654 self.weaponentity = spawn();
655 self.weaponentity.classname = "weaponentity";
656 self.weaponentity.solid = SOLID_NOT;
657 self.weaponentity.owner = self;
658 setmodel(self.weaponentity, ""); // precision set when changed
659 self.weaponentity.origin = '0 0 0';
660 self.weaponentity.angles = '0 0 0';
661 self.weaponentity.viewmodelforclient = self;
662 self.weaponentity.flags = 0;
663 self.weaponentity.think = CL_Weaponentity_Think;
664 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
665 self.weaponentity.nextthink = time;
667 self.exteriorweaponentity = spawn();
668 self.exteriorweaponentity.classname = "exteriorweaponentity";
669 self.exteriorweaponentity.solid = SOLID_NOT;
670 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
671 self.exteriorweaponentity.owner = self;
672 self.exteriorweaponentity.origin = '0 0 0';
673 self.exteriorweaponentity.angles = '0 0 0';
674 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
675 self.exteriorweaponentity.nextthink = time;
678 .float hasweapon_complain_spam;
680 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
682 local float weaponbit, f;
683 local entity oldself;
685 if(time < self.hasweapon_complain_spam)
688 self.hasweapon_complain_spam = time + 0.2;
690 if (wpn < WEP_FIRST || wpn > WEP_LAST)
693 sprint(self, "Invalid weapon\n");
696 weaponbit = W_WeaponBit(wpn);
697 if (cl.weapons & weaponbit)
701 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
709 f = weapon_action(wpn, WR_CHECKAMMO1);
710 f = f + weapon_action(wpn, WR_CHECKAMMO2);
716 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
725 // Report Proper Weapon Status / Modified Weapon Ownership Message
726 if(weaponsInMap & weaponbit)
728 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
730 if(cvar("g_showweaponspawns"))
735 e = get_weaponinfo(wpn);
738 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
740 if(e.classname == "droppedweapon")
742 if not(e.flags & FL_ITEM)
744 WaypointSprite_Spawn(
756 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
764 if (self.weapon != -1)
766 if (self.weaponentity)
768 self.weaponentity.state = WS_CLEAR;
769 self.weaponentity.effects = 0;
775 if (self.weaponentity)
776 self.weaponentity.state = WS_READY;
777 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
780 // Setup weapon for client (after this raise frame will be launched)
781 void weapon_setup(float windex)
784 qcweaponanimation = cvar("sv_qcweaponanimation");
785 e = get_weaponinfo(windex);
786 self.items &~= IT_AMMO;
787 self.items = self.items | e.items;
789 // the two weapon entities will notice this has changed and update their models
790 self.weapon = windex;
791 self.weaponname = e.mdl;
792 self.bulletcounter = 0;
795 // perform weapon to attack (weaponstate and attack_finished check is here)
797 float weapon_prepareattack(float secondary, float attacktime)
799 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
800 //if all players readied up and the countdown is running
801 if (cvar("sv_ready_restart_after_countdown"))
802 if(time < game_starttime || time < self.race_penalty) {
806 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
807 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
809 W_SwitchWeapon_Force(self, w_getbestweapon(self));
813 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
816 // do not even think about shooting if switching
817 if(self.switchweapon != self.weapon)
820 // don't fire if previous attack is not finished
822 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
824 // don't fire while changing weapon
825 if (self.weaponentity.state != WS_READY)
827 self.weaponentity.state = WS_INUSE;
829 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
831 // if the weapon hasn't been firing continuously, reset the timer
834 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
836 ATTACK_FINISHED(self) = time;
837 //dprint("resetting attack finished to ", ftos(time), "\n");
839 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
841 self.bulletcounter += 1;
842 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
846 void weapon_thinkf(float fr, float t, void() func)
852 if(fr == WFRAME_DONTCHANGE)
854 fr = self.weaponentity.wframe;
857 else if (fr == WFRAME_IDLE)
866 if (self.weaponentity)
868 self.weaponentity.wframe = fr;
869 if (qcweaponanimation)
871 if (fr != WFRAME_IDLE)
873 self.weapon_morph0time = time;
874 self.weapon_morph0angles = self.weaponentity.angles;
875 self.weapon_morph0origin = self.weaponentity.origin;
877 self.weapon_morph1angles = '0 0 0';
878 self.weapon_morph1time = time + t;
879 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
880 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
882 self.weapon_morph2angles = '0 0 0';
883 self.weapon_morph2time = time + t;
884 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
885 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
887 self.weapon_morph3angles = '0 0 0';
888 self.weapon_morph3time = time + t;
889 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
890 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
892 self.weapon_morph4angles = '0 0 0';
893 self.weapon_morph4time = time + t;
894 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
895 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
897 if (fr == WFRAME_FIRE1)
899 self.weapon_morph1angles = '5 0 0';
900 self.weapon_morph1time = time + t * 0.1;
901 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
902 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
903 self.weapon_morph4time = time + t + 1; // delay idle effect
905 else if (fr == WFRAME_FIRE2)
907 self.weapon_morph1angles = '10 0 0';
908 self.weapon_morph1time = time + t * 0.1;
909 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
910 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
911 self.weapon_morph4time = time + t + 1; // delay idle effect
913 else if (fr == WFRAME_RELOAD)
915 self.weapon_morph1time = time + t * 0.05;
916 self.weapon_morph1angles = '-10 40 0';
917 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
918 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
920 self.weapon_morph2time = time + t * 0.15;
921 self.weapon_morph2angles = '-10 40 5';
922 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
923 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
925 self.weapon_morph3time = time + t * 0.25;
926 self.weapon_morph3angles = '-10 40 0';
927 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
928 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
934 if (fr == WFRAME_IDLE)
935 a = self.weaponentity.anim_idle;
936 else if (fr == WFRAME_FIRE1)
937 a = self.weaponentity.anim_fire1;
938 else if (fr == WFRAME_FIRE2)
939 a = self.weaponentity.anim_fire2;
940 else if (fr == WFRAME_RELOAD)
941 a = self.weaponentity.anim_reload;
942 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
947 BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
955 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
957 backtrace("Tried to override initial weapon think function - should this really happen?");
962 if(self.runes & RUNE_SPEED)
964 if(self.runes & CURSE_SLOW)
965 t = t * cvar("g_balance_rune_speed_combo_atkrate");
967 t = t * cvar("g_balance_rune_speed_atkrate");
969 else if(self.runes & CURSE_SLOW)
971 t = t * cvar("g_balance_curse_slow_atkrate");
975 // VorteX: haste can be added here
976 if (self.weapon_think == w_ready)
978 self.weapon_nextthink = time;
979 //dprint("started firing at ", ftos(time), "\n");
981 if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
983 self.weapon_nextthink = time;
984 //dprint("reset weapon animation timer at ", ftos(time), "\n");
986 self.weapon_nextthink = self.weapon_nextthink + t;
987 self.weapon_think = func;
988 //dprint("next ", ftos(self.weapon_nextthink), "\n");
992 if (!self.crouch) // shoot anim stands up, this looks bad
995 anim = self.anim_shoot;
997 setanim(self, anim, FALSE, TRUE, TRUE);
1001 void weapon_boblayer1(float spd, vector org)
1003 // VorteX: haste can be added here
1006 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1014 mdirection = normalize(mvelocity);
1015 mspeed = vlen(mvelocity);
1017 nstyle = cvar("g_projectiles_newton_style");
1020 // absolute velocity
1021 outvelocity = mvelocity;
1023 else if(nstyle == 1)
1025 // true Newtonian projectiles
1026 outvelocity = pvelocity + mvelocity;
1028 else if(nstyle == 2)
1030 // true Newtonian projectiles with automatic aim adjustment
1032 // solve: |outspeed * mdirection - pvelocity| = mspeed
1033 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1034 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1038 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1039 // velocity without mdirection component > mspeed
1040 // fire at smallest possible mspeed that works?
1041 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1046 p = mdirection * pvelocity;
1047 q = pvelocity * pvelocity - mspeed * mspeed;
1051 //dprint("impossible shot, adjusting\n");
1054 outspeed = p + sqrt(D);
1055 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1056 outvelocity = mdirection * outspeed;
1058 else if(nstyle == 3)
1060 // pseudo-Newtonian:
1061 outspeed = mspeed + mdirection * pvelocity;
1062 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1063 outvelocity = mdirection * outspeed;
1065 else if(nstyle == 4)
1068 outspeed = mspeed + vlen(pvelocity);
1069 outvelocity = mdirection * outspeed;
1072 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1077 void W_SetupProjectileVelocity(entity missile)
1079 if(missile.owner == world)
1080 error("Unowned missile");
1082 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);