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improve shotgun and shootfromcenter
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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_DONTCHANGE = -1;
20 float WFRAME_FIRE1 = 0;
21 float WFRAME_FIRE2 = 1;
22 float WFRAME_IDLE = 2;
23 float WFRAME_RELOAD = 3;
24 .float wframe;
25
26 void(float fr, float t, void() func) weapon_thinkf;
27
28 vector w_shotorg;
29 vector w_shotdir;
30
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)
35 {
36         float nudge = 1; // added to traceline target and subtracted from result
37         local vector trueaimpoint;
38         local float oldsolid;
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;
43
44         if(ent.weaponentity.movedir_x > 0)
45         {
46                 vecs = ent.weaponentity.movedir;
47                 vecs_y = -vecs_y;
48         }
49         else
50                 vecs = shotorg_adjust(vecs, TRUE, FALSE);
51
52         if(debug_shotorg != '0 0 0')
53                 vecs = debug_shotorg;
54         
55         w_shotorg = ent.origin + ent.view_ofs + v_right * vecs_y + v_up * vecs_z;
56
57         // now move the shotorg forward as much as requested if possible
58         traceline(w_shotorg, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, self);
59         w_shotorg = trace_endpos - v_forward * nudge;
60         // calculate the shotdir from the chosen shotorg
61         w_shotdir = normalize(trueaimpoint - w_shotorg);
62
63 #if 0
64         // explanation of g_antilag:
65         // if client reports it was aiming at a player, and the serverside trace
66         // says it would miss, change the aim point to the player's new origin,
67         // but only if the shot at the player's new origin would hit of course
68         //
69         // FIXME: a much better method for bullet weapons would be to leave a
70         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
71         // ghost corresponding to this player's ping time, and if so it would do
72         // damage to the real player
73         if (antilag)
74         if (self.cursor_trace_ent)                 // client was aiming at someone
75         if (self.cursor_trace_ent != self)         // just to make sure
76         if (self.cursor_trace_ent.takedamage)      // and that person is killable
77         if (self.cursor_trace_ent.classname == "player") // and actually a player
78         if (cvar("g_antilag") == 1)
79         {
80                 // verify that the shot would miss without antilag
81                 // (avoids an issue where guns would always shoot at their origin)
82                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
83                 if (!trace_ent.takedamage)
84                 {
85                         // verify that the shot would hit if altered
86                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
87                         if (trace_ent == self.cursor_trace_ent)
88                         {
89                                 // verify that the shot would hit in the past
90                                 if(self.antilag_debug)
91                                         antilag_takeback(self.cursor_trace_ent, time - self.antilag_debug);
92                                 else
93                                         antilag_takeback(self.cursor_trace_ent, time - ANTILAG_LATENCY(self));
94
95                                 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
96                                 antilag_restore(self.cursor_trace_ent);
97
98                                 if(trace_ent == self.cursor_trace_ent)
99                                 {
100                                         // HIT!
101                                         w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
102                                         dprint("ANTILAG HIT for ", self.netname, "\n");
103                                 }
104                                 else
105                                 {
106                                         // prydon cursor aimbot or odd network conditions
107                                         dprint("WARNING: antilag ghost trace for ", self.netname, " failed!\n");
108                                 }
109
110                                 if(cvar("developer") >= 2)
111                                 {
112                                         vector v, vplus, vel;
113                                         float X;
114                                         v     = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self)       ));
115                                         vplus = antilag_takebackorigin(self.cursor_trace_ent, time - (ANTILAG_LATENCY(self) + 0.01));
116                                         vel = (vplus - v) * (1 / 0.01);
117                                         // solve: v + X * vel = closest to self.origin + self.view_ofs, v_forward axis
118                                         v     -= (self.origin + self.view_ofs);
119                                         // solve: v + X * vel = closest to v_forward axis
120                                         // project into 2D by subtracting v_forward components:
121                                         v   -= (v   * v_forward) * v_forward;
122                                         vel -= (vel * v_forward) * v_forward;
123                                         // solve: v + X * vel = closest to origin
124                                         // (v + X * vel)^2 closest to 0
125                                         // v^2 + 2 * X * (v * vel) + X^2 * vel^2 closest to 0
126                                         X = -(v * vel) / (vel * vel);
127                                         dprint("dead center needs adjustment of ", ftos(X), " (that is, ", ftos(ANTILAG_LATENCY(self) + X), " instead of ", ftos(ANTILAG_LATENCY(self)), "\n");
128                                 }
129                         }
130                 }
131         }
132 #else
133         if (antilag)
134         {
135                 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
136                 {
137                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
138                         if (!trace_ent.takedamage)
139                         {
140                                 traceline_antilag_force (self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self, ANTILAG_LATENCY(self));
141                                 if (trace_ent.takedamage && trace_ent.classname == "player")
142                                 {
143                                         entity e;
144                                         e = trace_ent;
145                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, self);
146                                         if(trace_ent == e)
147                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
148                                 }
149                         }
150                 }
151                 else if(cvar("g_antilag") == 3) // client side hitscan
152                 {
153                         if (self.cursor_trace_ent)                 // client was aiming at someone
154                         if (self.cursor_trace_ent != self)         // just to make sure
155                         if (self.cursor_trace_ent.takedamage)      // and that person is killable
156                         if (self.cursor_trace_ent.classname == "player") // and actually a player
157                         {
158                                 // verify that the shot would miss without antilag
159                                 // (avoids an issue where guns would always shoot at their origin)
160                                 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
161                                 if (!trace_ent.takedamage)
162                                 {
163                                         // verify that the shot would hit if altered
164                                         traceline(w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
165                                         if (trace_ent == self.cursor_trace_ent)
166                                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
167                                         else
168                                                 print("antilag fail\n");
169                                 }
170                         }
171                 }
172         }
173 #endif
174
175         self.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
176
177         if (!g_norecoil)
178                 self.punchangle_x = recoil * -1;
179
180         if (snd != "")
181         {
182                 sound (self, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
183         }
184
185         if (self.items & IT_STRENGTH)
186         if (!g_minstagib)
187                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
188 };
189
190 void LaserTarget_Think()
191 {
192         entity e;
193         vector offset;
194         float uselaser;
195         uselaser = 0;
196
197         // list of weapons that will use the laser, and the options that enable it
198         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
199                 uselaser = 1;
200         // example
201         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
202         //      uselaser = 1;
203
204
205
206         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
207         if(!uselaser)
208         {
209                 // rocket launcher isn't selected, so no laser target.
210                 if(self.lasertarget != world)
211                 {
212                         remove(self.lasertarget);
213                         self.lasertarget = world;
214                 }
215                 return;
216         }
217
218         if(!self.lasertarget)
219         {
220                 // we don't have a lasertarget entity, so spawn one
221                 //bprint("create laser target\n");
222                 e = self.lasertarget = spawn();
223                 e.owner = self.owner;                   // Its owner is my owner
224                 e.classname = "laser_target";
225                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
226                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
227                 e.scale = 1.25;                         // make it larger
228                 e.alpha = 0.25;                         // transparency
229                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
230                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
231                 // make it dynamically glow
232                 // you should avoid over-using this, as it can slow down the player's computer.
233                 e.glow_color = 251; // red color
234                 e.glow_size = 12;
235         }
236         else
237                 e = self.lasertarget;
238
239         // move the laser dot to where the player is looking
240
241         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
242         offset = '0 0 26' + v_right*3;
243         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
244         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
245         if(trace_plane_normal != '0 0 0')
246                 e.angles = vectoangles(trace_plane_normal);
247         else
248                 e.angles = vectoangles(v_forward);
249 }
250
251 float CL_Weaponentity_CustomizeEntityForClient()
252 {
253         self.viewmodelforclient = self.owner;
254         if(other.classname == "spectator")
255                 if(other.enemy == self.owner)
256                         self.viewmodelforclient = other;
257         return TRUE;
258 }
259
260 float qcweaponanimation;
261 vector weapon_offset = '0 -10 0';
262 vector weapon_adjust = '10 0 -15';
263 .vector weapon_morph0origin;
264 .vector weapon_morph0angles;
265 .float  weapon_morph0time;
266 .vector weapon_morph1origin;
267 .vector weapon_morph1angles;
268 .float  weapon_morph1time;
269 .vector weapon_morph2origin;
270 .vector weapon_morph2angles;
271 .float  weapon_morph2time;
272 .vector weapon_morph3origin;
273 .vector weapon_morph3angles;
274 .float  weapon_morph3time;
275 .vector weapon_morph4origin;
276 .vector weapon_morph4angles;
277 .float  weapon_morph4time;
278 .string weaponname;
279 #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)
280
281 void CL_Weaponentity_Think()
282 {
283         float tb;
284         self.nextthink = time;
285         if (intermission_running)
286                 self.frame = self.anim_idle_x;
287         if (self.owner.weaponentity != self)
288         {
289                 if (self.weaponentity)
290                         remove(self.weaponentity);
291                 remove(self);
292                 return;
293         }
294         if (self.owner.deadflag != DEAD_NO)
295         {
296                 self.model = "";
297                 if (self.weaponentity)
298                         self.weaponentity.model = "";
299                 return;
300         }
301         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
302         {
303                 self.cnt = self.owner.weapon;
304                 self.dmg = self.owner.modelindex;
305                 self.deadflag = self.owner.deadflag;
306
307                 string animfilename;
308                 float animfile;
309                 float modelfile;
310                 if (self.owner.weaponname != "")
311                 {
312                         // if there is a child entity, hide it until we're sure we use it
313                         if (self.weaponentity)
314                                 self.weaponentity.model = "";
315                         if (qcweaponanimation)
316                                 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
317                         else
318                         {
319                                 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".zym");
320                                 modelfile = fopen(animfilename, FILE_READ);
321                                 if (modelfile >= 0)
322                                 {
323                                         fclose(modelfile);
324                                         self.anim_fire1  = '0 1 0.01';
325                                         self.anim_fire2  = '1 1 0.01';
326                                         self.anim_idle   = '2 1 0.01';
327                                         self.anim_reload = '3 1 0.01';
328                                         if (!self.weaponentity)
329                                                 self.weaponentity = spawn();
330                                         setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".zym")); // precision set below
331                                         setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
332                                         setattachment(self.weaponentity, self, "weapon");
333                                 }
334                                 else
335                                 {
336                                         animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
337                                         animfile = fopen(animfilename, FILE_READ);
338                                         if (animfile >= 0)
339                                         {
340                                                 if (!self.weaponentity)
341                                                         self.weaponentity = spawn();
342                                                 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
343                                                 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
344                                                 setattachment(self.weaponentity, self, "weapon");
345                                         }
346                                         else
347                                         {
348                                                 animfilename = strcat("models/weapons/w_", self.owner.weaponname, ".dpm.animinfo");
349                                                 animfile = fopen(animfilename, FILE_READ);
350                                                 if (animfile >= 0)
351                                                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".dpm")); // precision set below
352                                         }
353                                         if (animfile >= 0)
354                                         {
355                                                 animparseerror = FALSE;
356                                                 self.anim_fire1  = animparseline(animfile);
357                                                 self.anim_fire2  = animparseline(animfile);
358                                                 self.anim_idle   = animparseline(animfile);
359                                                 self.anim_reload = animparseline(animfile);
360                                                 fclose(animfile);
361                                                 if (animparseerror)
362                                                         print("Parse error in ", animfilename, ", some player animations are broken\n");
363                                         }
364                                         else
365                                         {
366                                                 self.anim_fire1  = '0 1 0.01';
367                                                 self.anim_fire2  = '1 1 0.01';
368                                                 self.anim_idle   = '2 1 0.01';
369                                                 self.anim_reload = '3 1 0.01';
370                                                 setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
371                                         }
372                                 }
373                         }
374                 }
375                 else
376                         self.model = "";
377
378                 if(qcweaponanimation)
379                 {
380                         self.angles = '0 0 0';
381                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
382                         self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
383                         self.movedir_x += 30;
384                 }
385                 else
386                 {
387                         float idx;
388                         idx = gettagindex(self, "shot");
389                         if(!idx)
390                         {
391                                 print("WARNING: the weapon ", self.model, " does not support the correct shot origin tag.\n");
392                                 idx = gettagindex(self, "bone02");
393                         }
394                         if(idx)
395                         {
396                                 self.origin = '0 0 0';
397                                 self.angles = '0 0 0';
398                                 self.frame = 0;
399                                 self.viewmodelforclient = world;
400                                 self.movedir = gettaginfo(self, idx);
401                                 self.viewmodelforclient = self.owner;
402                         }
403                         else
404                                 self.movedir = '0 0 0';
405                 }
406
407                 self.view_ofs = '0 0 0';
408
409                 if(self.movedir_x >= 0)
410                 {
411                         vector v0;
412                         v0 = self.movedir;
413                         self.movedir = shotorg_adjust(v0, FALSE, FALSE);
414                         self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
415                 }
416
417                 // check if an instant weapon switch occurred
418                 if (qcweaponanimation)
419                 {
420                         if (self.state == WS_READY)
421                         {
422                                 self.angles = '0 0 0';
423                                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
424                                 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
425                         }
426                 }
427                 else
428                         setorigin(self, self.view_ofs);
429                 // reset animstate now
430                 self.wframe = WFRAME_IDLE;
431                 self.weapon_morph0time = 0;
432                 self.weapon_morph1time = 0;
433                 self.weapon_morph2time = 0;
434                 self.weapon_morph3time = 0;
435                 self.weapon_morph4time = 0;
436                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
437         }
438
439         tb = (self.effects & EF_TELEPORT_BIT);
440         self.effects = self.owner.effects - (self.owner.effects & EF_LOWPRECISION);// | EF_LOWPRECISION;
441         self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
442         self.effects &~= EF_TELEPORT_BIT;
443         self.effects |= tb;
444
445         if(self.owner.alpha != 0)
446                 self.alpha = self.owner.alpha;
447         else
448                 self.alpha = 1;
449         
450         self.colormap = self.owner.colormap;
451         if (self.weaponentity)
452         {
453                 self.weaponentity.effects = self.effects & EF_ADDITIVE;
454                 self.weaponentity.alpha = self.alpha;
455                 self.weaponentity.colormap = self.colormap;
456         }
457
458         self.angles = '0 0 0';
459         local float f;
460         f = 0;
461         if (self.state == WS_RAISE)
462         {
463                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
464                 self.angles_x = -90 * f * f;
465                 if (qcweaponanimation)
466                 {
467                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
468                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
469                 }
470         }
471         else if (self.state == WS_DROP)
472         {
473                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
474                 self.angles_x = -90 * f * f;
475                 if (qcweaponanimation)
476                 {
477                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
478                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
479                 }
480         }
481         else if (self.state == WS_CLEAR)
482         {
483                 f = 1;
484                 self.angles_x = -90 * f * f;
485                 if (qcweaponanimation)
486                 {
487                         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
488                         setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
489                 }
490         }
491         else if (qcweaponanimation && time < self.owner.weapon_morph1time)
492         {
493                 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
494                 f = 1 - pow(1 - f, 3);
495                 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
496                 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
497         }
498         else if (qcweaponanimation && time < self.owner.weapon_morph2time)
499         {
500                 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
501                 f = 1 - pow(1 - f, 3);
502                 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
503                 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
504         }
505         else if (qcweaponanimation && time < self.owner.weapon_morph3time)
506         {
507                 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
508                 f = 1 - pow(1 - f, 3);
509                 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
510                 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
511         }
512         else if (qcweaponanimation && time < self.owner.weapon_morph4time)
513         {
514                 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
515                 f = 1 - pow(1 - f, 3);
516                 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
517                 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
518         }
519         else if (qcweaponanimation)
520         {
521                 // begin a new idle morph
522                 self.owner.weapon_morph0time   = time;
523                 self.owner.weapon_morph0angles = self.angles;
524                 self.owner.weapon_morph0origin = self.origin;
525
526                 float r;
527                 float t;
528
529                 r = random();
530                 if (r < 0.1)
531                 {
532                         // turn gun to the left to look at it
533                         t = 2;
534                         self.owner.weapon_morph1time   = time + t * 0.2;
535                         self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
536                         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');
537                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
538
539                         self.owner.weapon_morph2time   = time + t * 0.6;
540                         self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
541                         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');
542                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
543
544                         self.owner.weapon_morph3time   = time + t;
545                         self.owner.weapon_morph3angles = '0 0 0';
546                         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');
547                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
548                 }
549                 else if (r < 0.2)
550                 {
551                         // raise the gun a bit
552                         t = 2;
553                         self.owner.weapon_morph1time   = time + t * 0.2;
554                         self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
555                         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');
556                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
557
558                         self.owner.weapon_morph2time   = time + t * 0.5;
559                         self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
560                         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');
561                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
562
563                         self.owner.weapon_morph3time   = time + t;
564                         self.owner.weapon_morph3angles = '0 0 0';
565                         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');
566                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
567                 }
568                 else if (r < 0.3)
569                 {
570                         // tweak it a bit
571                         t = 5;
572                         self.owner.weapon_morph1time   = time + t * 0.3;
573                         self.owner.weapon_morph1angles = randomvec() * 6;
574                         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');
575                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
576
577                         self.owner.weapon_morph2time   = time + t * 0.7;
578                         self.owner.weapon_morph2angles = randomvec() * 6;
579                         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');
580                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
581
582                         self.owner.weapon_morph3time   = time + t;
583                         self.owner.weapon_morph3angles = '0 0 0';
584                         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');
585                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
586                 }
587                 else
588                 {
589                         // hold it mostly steady
590                         t = random() * 6 + 4;
591                         self.owner.weapon_morph1time   = time + t * 0.2;
592                         self.owner.weapon_morph1angles = randomvec() * 1;
593                         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');
594                         self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
595
596                         self.owner.weapon_morph2time   = time + t * 0.5;
597                         self.owner.weapon_morph2angles = randomvec() * 1;
598                         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');
599                         self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
600
601                         self.owner.weapon_morph3time   = time + t * 0.7;
602                         self.owner.weapon_morph3angles = randomvec() * 1;
603                         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');
604                         self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
605                 }
606
607                 self.owner.weapon_morph4time   = time + t;
608                 self.owner.weapon_morph4angles = '0 0 0';
609                 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');
610                 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
611
612         }
613
614         // create or update the lasertarget entity
615         LaserTarget_Think();
616 };
617
618 void CL_ExteriorWeaponentity_Think()
619 {
620         float tag_found;
621         self.nextthink = time;
622         if (self.owner.exteriorweaponentity != self)
623         {
624                 remove(self);
625                 return;
626         }
627         if (self.owner.deadflag != DEAD_NO)
628         {
629                 self.model = "";
630                 return;
631         }
632         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
633         {
634                 self.cnt = self.owner.weapon;
635                 self.dmg = self.owner.modelindex;
636                 self.deadflag = self.owner.deadflag;
637                 if (self.owner.weaponname != "")
638                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
639                 else
640                         self.model = "";
641
642                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
643                 {
644                         self.tag_index = tag_found;
645                         self.tag_entity = self.owner;
646                 }
647                 else
648                         setattachment(self, self.owner, "bip01 r hand");
649
650                 // if that didn't find a tag, hide the exterior weapon model
651                 if (!self.tag_index)
652                         self.model = "";
653         }
654         self.effects = self.owner.effects | EF_LOWPRECISION;
655         self.effects = self.effects & EFMASK_CHEAP; // eat performance
656         if(self.owner.alpha != 0)
657                 self.alpha = self.owner.alpha;
658         else
659                 self.alpha = 1;
660         
661         self.colormap = self.owner.colormap;
662 };
663
664 // spawning weaponentity for client
665 void CL_SpawnWeaponentity()
666 {
667         self.weaponentity = spawn();
668         self.weaponentity.classname = "weaponentity";
669         self.weaponentity.solid = SOLID_NOT;
670         self.weaponentity.owner = self;
671         setmodel(self.weaponentity, ""); // precision set when changed
672         self.weaponentity.origin = '0 0 0';
673         self.weaponentity.angles = '0 0 0';
674         self.weaponentity.viewmodelforclient = self;
675         self.weaponentity.flags = 0;
676         self.weaponentity.think = CL_Weaponentity_Think;
677         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
678         self.weaponentity.nextthink = time;
679
680         self.exteriorweaponentity = spawn();
681         self.exteriorweaponentity.classname = "exteriorweaponentity";
682         self.exteriorweaponentity.solid = SOLID_NOT;
683         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
684         self.exteriorweaponentity.owner = self;
685         self.exteriorweaponentity.origin = '0 0 0';
686         self.exteriorweaponentity.angles = '0 0 0';
687         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
688         self.exteriorweaponentity.nextthink = time;
689 };
690
691 .float hasweapon_complain_spam;
692
693 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
694 {
695         local float weaponbit, f;
696         local entity oldself;
697
698         if(time < self.hasweapon_complain_spam)
699                 complain = 0;
700         if(complain)
701                 self.hasweapon_complain_spam = time + 0.2;
702
703         if (wpn < WEP_FIRST || wpn > WEP_LAST)
704         {
705                 if (complain)
706                         sprint(self, "Invalid weapon\n");
707                 return FALSE;
708         }
709         weaponbit = W_WeaponBit(wpn);
710         if (cl.weapons & weaponbit)
711         {
712                 if (andammo)
713                 {
714                         if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
715                         {
716                                 f = 1;
717                         }
718                         else
719                         {
720                                 oldself = self;
721                                 self = cl;
722                                 f = weapon_action(wpn, WR_CHECKAMMO1);
723                                 f = f + weapon_action(wpn, WR_CHECKAMMO2);
724                                 self = oldself;
725                         }
726                         if (!f)
727                         {
728                                 if (complain)
729                                         sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
730                                 return FALSE;
731                         }
732                 }
733                 return TRUE;
734         }
735         if (complain)
736         {
737                 // DRESK - 3/16/07
738                 // Report Proper Weapon Status / Modified Weapon Ownership Message
739                 if(weaponsInMap & weaponbit)
740                 {
741                         sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
742
743                         if(cvar("g_showweaponspawns"))
744                         {
745                                 entity e;
746                                 string s;
747
748                                 e = get_weaponinfo(wpn);
749                                 s = e.model2;
750
751                                 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
752                                 {
753                                         if(e.classname == "droppedweapon")
754                                                 continue;
755                                         if not(e.flags & FL_ITEM)
756                                                 continue;
757                                         WaypointSprite_Spawn(
758                                                 s,
759                                                 1, 0,
760                                                 world, e.origin,
761                                                 self, 0,
762                                                 world, enemy,
763                                                 0
764                                         );
765                                 }
766                         }
767                 }
768                 else
769                         sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
770         }
771         return FALSE;
772 };
773
774 // Weapon subs
775 void w_clear()
776 {
777         if (self.weapon != -1)
778                 self.weapon = 0;
779         if (self.weaponentity)
780         {
781                 self.weaponentity.state = WS_CLEAR;
782                 self.weaponentity.effects = 0;
783         }
784 };
785
786 void w_ready()
787 {
788         if (self.weaponentity)
789                 self.weaponentity.state = WS_READY;
790         weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
791 };
792
793 // Setup weapon for client (after this raise frame will be launched)
794 void weapon_setup(float windex)
795 {
796         entity e;
797         qcweaponanimation = cvar("sv_qcweaponanimation");
798         e = get_weaponinfo(windex);
799         self.items &~= IT_AMMO;
800         self.items = self.items | e.items;
801
802         // the two weapon entities will notice this has changed and update their models
803         self.weapon = windex;
804         self.weaponname = e.mdl;
805         self.bulletcounter = 0;
806 };
807
808 // perform weapon to attack (weaponstate and attack_finished check is here)
809 .float race_penalty;
810 float weapon_prepareattack(float secondary, float attacktime)
811 {
812         //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
813         //if all players readied up and the countdown is running
814         if (cvar("sv_ready_restart_after_countdown"))
815                 if(time < game_starttime || time < self.race_penalty) {
816                         return FALSE;
817                 }
818         
819         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
820         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
821         {
822                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
823                 return FALSE;
824         }
825
826         if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
827                 return FALSE;
828
829         // do not even think about shooting if switching
830         if(self.switchweapon != self.weapon)
831                 return FALSE;
832
833         // don't fire if previous attack is not finished
834         if(attacktime >= 0)
835                 if (ATTACK_FINISHED(self) > time + frametime * 0.5)
836                         return FALSE;
837         // don't fire while changing weapon
838         if (self.weaponentity.state != WS_READY)
839                 return FALSE;
840         self.weaponentity.state = WS_INUSE;
841
842         self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
843
844         // if the weapon hasn't been firing continuously, reset the timer
845         if(attacktime >= 0)
846         {
847                 if (ATTACK_FINISHED(self) < time - frametime * 1.5)
848                 {
849                         ATTACK_FINISHED(self) = time;
850                         //dprint("resetting attack finished to ", ftos(time), "\n");
851                 }
852                 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
853         }
854         self.bulletcounter += 1;
855         //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
856         return TRUE;
857 };
858
859 void weapon_thinkf(float fr, float t, void() func)
860 {
861         vector a;
862         vector of, or, ou;
863         float restartanim;
864
865         if(fr == WFRAME_DONTCHANGE)
866         {
867                 fr = self.weaponentity.wframe;
868                 restartanim = FALSE;
869         }
870         else if (fr == WFRAME_IDLE)
871                 restartanim = FALSE;
872         else
873                 restartanim = TRUE;
874
875         of = v_forward;
876         or = v_right;
877         ou = v_up;
878
879         if (self.weaponentity)
880         {
881                 self.weaponentity.wframe = fr;
882                 if (qcweaponanimation)
883                 {
884                         if (fr != WFRAME_IDLE)
885                         {
886                                 self.weapon_morph0time = time;
887                                 self.weapon_morph0angles = self.weaponentity.angles;
888                                 self.weapon_morph0origin = self.weaponentity.origin;
889
890                                 self.weapon_morph1angles = '0 0 0';
891                                 self.weapon_morph1time = time + t;
892                                 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
893                                 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
894
895                                 self.weapon_morph2angles = '0 0 0';
896                                 self.weapon_morph2time = time + t;
897                                 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
898                                 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
899
900                                 self.weapon_morph3angles = '0 0 0';
901                                 self.weapon_morph3time = time + t;
902                                 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
903                                 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
904
905                                 self.weapon_morph4angles = '0 0 0';
906                                 self.weapon_morph4time = time + t;
907                                 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
908                                 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
909
910                                 if (fr == WFRAME_FIRE1)
911                                 {
912                                         self.weapon_morph1angles = '5 0 0';
913                                         self.weapon_morph1time = time + t * 0.1;
914                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
915                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
916                                         self.weapon_morph4time = time + t + 1; // delay idle effect
917                                 }
918                                 else if (fr == WFRAME_FIRE2)
919                                 {
920                                         self.weapon_morph1angles = '10 0 0';
921                                         self.weapon_morph1time = time + t * 0.1;
922                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
923                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
924                                         self.weapon_morph4time = time + t + 1; // delay idle effect
925                                 }
926                                 else if (fr == WFRAME_RELOAD)
927                                 {
928                                         self.weapon_morph1time = time + t * 0.05;
929                                         self.weapon_morph1angles = '-10 40 0';
930                                         makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
931                                         self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
932
933                                         self.weapon_morph2time = time + t * 0.15;
934                                         self.weapon_morph2angles = '-10 40 5';
935                                         makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
936                                         self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
937                 
938                                         self.weapon_morph3time = time + t * 0.25;
939                                         self.weapon_morph3angles = '-10 40 0';
940                                         makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
941                                         self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
942                                 }
943                         }
944                 }
945                 else
946                 {
947                         if (fr == WFRAME_IDLE)
948                                 a = self.weaponentity.anim_idle;
949                         else if (fr == WFRAME_FIRE1)
950                                 a = self.weaponentity.anim_fire1;
951                         else if (fr == WFRAME_FIRE2)
952                                 a = self.weaponentity.anim_fire2;
953                         else if (fr == WFRAME_RELOAD)
954                                 a = self.weaponentity.anim_reload;
955                         setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
956                 }
957
958                 if(restartanim)
959                 {
960                         BITXOR_ASSIGN(self.weaponentity.effects, EF_TELEPORT_BIT);
961                 }
962         }
963
964         v_forward = of;
965         v_right = or;
966         v_up = ou;
967
968         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
969         {
970                 backtrace("Tried to override initial weapon think function - should this really happen?");
971         }
972
973         if(g_runematch)
974         {
975                 if(self.runes & RUNE_SPEED)
976                 {
977                         if(self.runes & CURSE_SLOW)
978                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
979                         else
980                                 t = t * cvar("g_balance_rune_speed_atkrate");
981                 }
982                 else if(self.runes & CURSE_SLOW)
983                 {
984                         t = t * cvar("g_balance_curse_slow_atkrate");
985                 }
986         }
987
988         // VorteX: haste can be added here
989         if (self.weapon_think == w_ready)
990         {
991                 self.weapon_nextthink = time;
992                 //dprint("started firing at ", ftos(time), "\n");
993         }
994         if (self.weapon_nextthink < time - frametime * 1.5 || self.weapon_nextthink > time + frametime * 1.5)
995         {
996                 self.weapon_nextthink = time;
997                 //dprint("reset weapon animation timer at ", ftos(time), "\n");
998         }
999         self.weapon_nextthink = self.weapon_nextthink + t;
1000         self.weapon_think = func;
1001         //dprint("next ", ftos(self.weapon_nextthink), "\n");
1002
1003         if (restartanim)
1004         if (t)
1005         if (!self.crouch) // shoot anim stands up, this looks bad
1006         {
1007                 local vector anim;
1008                 anim = self.anim_shoot;
1009                 anim_z = anim_y / t;
1010                 setanim(self, anim, FALSE, TRUE, TRUE);
1011         }
1012 };
1013
1014 void weapon_boblayer1(float spd, vector org)
1015 {
1016         // VorteX: haste can be added here
1017 };
1018
1019 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
1020 {
1021         vector mdirection;
1022         float mspeed;
1023         float outspeed;
1024         float nstyle;
1025         vector outvelocity;
1026
1027         mdirection = normalize(mvelocity);
1028         mspeed = vlen(mvelocity);
1029
1030         nstyle = cvar("g_projectiles_newton_style");
1031         if(nstyle == 0)
1032         {
1033                 // absolute velocity
1034                 outvelocity = mvelocity;
1035         }
1036         else if(nstyle == 1)
1037         {
1038                 // true Newtonian projectiles
1039                 outvelocity = pvelocity + mvelocity;
1040         }
1041         else if(nstyle == 2)
1042         {
1043                 // true Newtonian projectiles with automatic aim adjustment
1044                 //
1045                 // solve: |outspeed * mdirection - pvelocity| = mspeed
1046                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
1047                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
1048                 // PLUS SIGN!
1049                 // not defined?
1050                 // then...
1051                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
1052                 // velocity without mdirection component > mspeed
1053                 // fire at smallest possible mspeed that works?
1054                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
1055
1056                 float D;
1057                 float p;
1058                 float q;
1059                 p = mdirection * pvelocity;
1060                 q = pvelocity * pvelocity - mspeed * mspeed;
1061                 D = p * p - q;
1062                 if(D < 0)
1063                 {
1064                         //dprint("impossible shot, adjusting\n");
1065                         D = 0;
1066                 }
1067                 outspeed = p + sqrt(D);
1068                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1069                 outvelocity = mdirection * outspeed;
1070         }
1071         else if(nstyle == 3)
1072         {
1073                 // pseudo-Newtonian:
1074                 outspeed = mspeed + mdirection * pvelocity;
1075                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
1076                 outvelocity = mdirection * outspeed;
1077         }
1078         else if(nstyle == 4)
1079         {
1080                 // tZorkian:
1081                 outspeed = mspeed + vlen(pvelocity);
1082                 outvelocity = mdirection * outspeed;
1083         }
1084         else
1085                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
1086
1087         return outvelocity;
1088 }
1089
1090 void W_SetupProjectileVelocity(entity missile)
1091 {
1092         if(missile.owner == world)
1093                 error("Unowned missile");
1094
1095         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
1096 }